babylon.module.d.ts 5.7 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. /**
  41. * Type modifier to make object properties readonly.
  42. */
  43. export type DeepImmutableObject<T> = {
  44. readonly [K in keyof T]: DeepImmutable<T[K]>;
  45. };
  46. /** @hidden */
  47. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  48. }
  49. }
  50. declare module "babylonjs/Misc/observable" {
  51. import { Nullable } from "babylonjs/types";
  52. /**
  53. * A class serves as a medium between the observable and its observers
  54. */
  55. export class EventState {
  56. /**
  57. * Create a new EventState
  58. * @param mask defines the mask associated with this state
  59. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  60. * @param target defines the original target of the state
  61. * @param currentTarget defines the current target of the state
  62. */
  63. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  64. /**
  65. * Initialize the current event state
  66. * @param mask defines the mask associated with this state
  67. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68. * @param target defines the original target of the state
  69. * @param currentTarget defines the current target of the state
  70. * @returns the current event state
  71. */
  72. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  73. /**
  74. * An Observer can set this property to true to prevent subsequent observers of being notified
  75. */
  76. skipNextObservers: boolean;
  77. /**
  78. * Get the mask value that were used to trigger the event corresponding to this EventState object
  79. */
  80. mask: number;
  81. /**
  82. * The object that originally notified the event
  83. */
  84. target?: any;
  85. /**
  86. * The current object in the bubbling phase
  87. */
  88. currentTarget?: any;
  89. /**
  90. * This will be populated with the return value of the last function that was executed.
  91. * If it is the first function in the callback chain it will be the event data.
  92. */
  93. lastReturnValue?: any;
  94. }
  95. /**
  96. * Represent an Observer registered to a given Observable object.
  97. */
  98. export class Observer<T> {
  99. /**
  100. * Defines the callback to call when the observer is notified
  101. */
  102. callback: (eventData: T, eventState: EventState) => void;
  103. /**
  104. * Defines the mask of the observer (used to filter notifications)
  105. */
  106. mask: number;
  107. /**
  108. * Defines the current scope used to restore the JS context
  109. */
  110. scope: any;
  111. /** @hidden */
  112. _willBeUnregistered: boolean;
  113. /**
  114. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  115. */
  116. unregisterOnNextCall: boolean;
  117. /**
  118. * Creates a new observer
  119. * @param callback defines the callback to call when the observer is notified
  120. * @param mask defines the mask of the observer (used to filter notifications)
  121. * @param scope defines the current scope used to restore the JS context
  122. */
  123. constructor(
  124. /**
  125. * Defines the callback to call when the observer is notified
  126. */
  127. callback: (eventData: T, eventState: EventState) => void,
  128. /**
  129. * Defines the mask of the observer (used to filter notifications)
  130. */
  131. mask: number,
  132. /**
  133. * Defines the current scope used to restore the JS context
  134. */
  135. scope?: any);
  136. }
  137. /**
  138. * Represent a list of observers registered to multiple Observables object.
  139. */
  140. export class MultiObserver<T> {
  141. private _observers;
  142. private _observables;
  143. /**
  144. * Release associated resources
  145. */
  146. dispose(): void;
  147. /**
  148. * Raise a callback when one of the observable will notify
  149. * @param observables defines a list of observables to watch
  150. * @param callback defines the callback to call on notification
  151. * @param mask defines the mask used to filter notifications
  152. * @param scope defines the current scope used to restore the JS context
  153. * @returns the new MultiObserver
  154. */
  155. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  156. }
  157. /**
  158. * The Observable class is a simple implementation of the Observable pattern.
  159. *
  160. * 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.
  161. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  162. * 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).
  163. * 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.
  164. */
  165. export class Observable<T> {
  166. private _observers;
  167. private _eventState;
  168. private _onObserverAdded;
  169. /**
  170. * Gets the list of observers
  171. */
  172. readonly observers: Array<Observer<T>>;
  173. /**
  174. * Creates a new observable
  175. * @param onObserverAdded defines a callback to call when a new observer is added
  176. */
  177. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  178. /**
  179. * Create a new Observer with the specified callback
  180. * @param callback the callback that will be executed for that Observer
  181. * @param mask the mask used to filter observers
  182. * @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.
  183. * @param scope optional scope for the callback to be called from
  184. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  185. * @returns the new observer created for the callback
  186. */
  187. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  188. /**
  189. * Create a new Observer with the specified callback and unregisters after the next notification
  190. * @param callback the callback that will be executed for that Observer
  191. * @returns the new observer created for the callback
  192. */
  193. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  194. /**
  195. * Remove an Observer from the Observable object
  196. * @param observer the instance of the Observer to remove
  197. * @returns false if it doesn't belong to this Observable
  198. */
  199. remove(observer: Nullable<Observer<T>>): boolean;
  200. /**
  201. * Remove a callback from the Observable object
  202. * @param callback the callback to remove
  203. * @param scope optional scope. If used only the callbacks with this scope will be removed
  204. * @returns false if it doesn't belong to this Observable
  205. */
  206. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  207. private _deferUnregister;
  208. private _remove;
  209. /**
  210. * Moves the observable to the top of the observer list making it get called first when notified
  211. * @param observer the observer to move
  212. */
  213. makeObserverTopPriority(observer: Observer<T>): void;
  214. /**
  215. * Moves the observable to the bottom of the observer list making it get called last when notified
  216. * @param observer the observer to move
  217. */
  218. makeObserverBottomPriority(observer: Observer<T>): void;
  219. /**
  220. * Notify all Observers by calling their respective callback with the given data
  221. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  222. * @param eventData defines the data to send to all observers
  223. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  224. * @param target defines the original target of the state
  225. * @param currentTarget defines the current target of the state
  226. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  227. */
  228. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  229. /**
  230. * Calling this will execute each callback, expecting it to be a promise or return a value.
  231. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  232. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  233. * and it is crucial that all callbacks will be executed.
  234. * The order of the callbacks is kept, callbacks are not executed parallel.
  235. *
  236. * @param eventData The data to be sent to each callback
  237. * @param mask is used to filter observers defaults to -1
  238. * @param target defines the callback target (see EventState)
  239. * @param currentTarget defines he current object in the bubbling phase
  240. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  241. */
  242. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  243. /**
  244. * Notify a specific observer
  245. * @param observer defines the observer to notify
  246. * @param eventData defines the data to be sent to each callback
  247. * @param mask is used to filter observers defaults to -1
  248. */
  249. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  250. /**
  251. * Gets a boolean indicating if the observable has at least one observer
  252. * @returns true is the Observable has at least one Observer registered
  253. */
  254. hasObservers(): boolean;
  255. /**
  256. * Clear the list of observers
  257. */
  258. clear(): void;
  259. /**
  260. * Clone the current observable
  261. * @returns a new observable
  262. */
  263. clone(): Observable<T>;
  264. /**
  265. * Does this observable handles observer registered with a given mask
  266. * @param mask defines the mask to be tested
  267. * @return whether or not one observer registered with the given mask is handeled
  268. **/
  269. hasSpecificMask(mask?: number): boolean;
  270. }
  271. }
  272. declare module "babylonjs/Misc/domManagement" {
  273. /**
  274. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  275. * Babylon.js
  276. */
  277. export class DomManagement {
  278. /**
  279. * Checks if the window object exists
  280. * @returns true if the window object exists
  281. */
  282. static IsWindowObjectExist(): boolean;
  283. /**
  284. * Checks if the navigator object exists
  285. * @returns true if the navigator object exists
  286. */
  287. static IsNavigatorAvailable(): boolean;
  288. /**
  289. * Extracts text content from a DOM element hierarchy
  290. * @param element defines the root element
  291. * @returns a string
  292. */
  293. static GetDOMTextContent(element: HTMLElement): string;
  294. }
  295. }
  296. declare module "babylonjs/Misc/logger" {
  297. /**
  298. * Logger used througouht the application to allow configuration of
  299. * the log level required for the messages.
  300. */
  301. export class Logger {
  302. /**
  303. * No log
  304. */
  305. static readonly NoneLogLevel: number;
  306. /**
  307. * Only message logs
  308. */
  309. static readonly MessageLogLevel: number;
  310. /**
  311. * Only warning logs
  312. */
  313. static readonly WarningLogLevel: number;
  314. /**
  315. * Only error logs
  316. */
  317. static readonly ErrorLogLevel: number;
  318. /**
  319. * All logs
  320. */
  321. static readonly AllLogLevel: number;
  322. private static _LogCache;
  323. /**
  324. * Gets a value indicating the number of loading errors
  325. * @ignorenaming
  326. */
  327. static errorsCount: number;
  328. /**
  329. * Callback called when a new log is added
  330. */
  331. static OnNewCacheEntry: (entry: string) => void;
  332. private static _AddLogEntry;
  333. private static _FormatMessage;
  334. private static _LogDisabled;
  335. private static _LogEnabled;
  336. private static _WarnDisabled;
  337. private static _WarnEnabled;
  338. private static _ErrorDisabled;
  339. private static _ErrorEnabled;
  340. /**
  341. * Log a message to the console
  342. */
  343. static Log: (message: string) => void;
  344. /**
  345. * Write a warning message to the console
  346. */
  347. static Warn: (message: string) => void;
  348. /**
  349. * Write an error message to the console
  350. */
  351. static Error: (message: string) => void;
  352. /**
  353. * Gets current log cache (list of logs)
  354. */
  355. static readonly LogCache: string;
  356. /**
  357. * Clears the log cache
  358. */
  359. static ClearLogCache(): void;
  360. /**
  361. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  362. */
  363. static LogLevels: number;
  364. }
  365. }
  366. declare module "babylonjs/Misc/typeStore" {
  367. /** @hidden */
  368. export class _TypeStore {
  369. /** @hidden */
  370. static RegisteredTypes: {
  371. [key: string]: Object;
  372. };
  373. /** @hidden */
  374. static GetClass(fqdn: string): any;
  375. }
  376. }
  377. declare module "babylonjs/Misc/stringTools" {
  378. /**
  379. * Helper to manipulate strings
  380. */
  381. export class StringTools {
  382. /**
  383. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  384. * @param str Source string
  385. * @param suffix Suffix to search for in the source string
  386. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  387. */
  388. static EndsWith(str: string, suffix: string): boolean;
  389. /**
  390. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  391. * @param str Source string
  392. * @param suffix Suffix to search for in the source string
  393. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  394. */
  395. static StartsWith(str: string, suffix: string): boolean;
  396. /**
  397. * Decodes a buffer into a string
  398. * @param buffer The buffer to decode
  399. * @returns The decoded string
  400. */
  401. static Decode(buffer: Uint8Array | Uint16Array): string;
  402. /**
  403. * Encode a buffer to a base64 string
  404. * @param buffer defines the buffer to encode
  405. * @returns the encoded string
  406. */
  407. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  408. }
  409. }
  410. declare module "babylonjs/Misc/deepCopier" {
  411. /**
  412. * Class containing a set of static utilities functions for deep copy.
  413. */
  414. export class DeepCopier {
  415. /**
  416. * Tries to copy an object by duplicating every property
  417. * @param source defines the source object
  418. * @param destination defines the target object
  419. * @param doNotCopyList defines a list of properties to avoid
  420. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  421. */
  422. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  423. }
  424. }
  425. declare module "babylonjs/Misc/precisionDate" {
  426. /**
  427. * Class containing a set of static utilities functions for precision date
  428. */
  429. export class PrecisionDate {
  430. /**
  431. * Gets either window.performance.now() if supported or Date.now() else
  432. */
  433. static readonly Now: number;
  434. }
  435. }
  436. declare module "babylonjs/Misc/devTools" {
  437. /** @hidden */
  438. export class _DevTools {
  439. static WarnImport(name: string): string;
  440. }
  441. }
  442. declare module "babylonjs/Misc/interfaces/iWebRequest" {
  443. /**
  444. * Interface used to define the mechanism to get data from the network
  445. */
  446. export interface IWebRequest {
  447. /**
  448. * Returns client's response url
  449. */
  450. responseURL: string;
  451. /**
  452. * Returns client's status
  453. */
  454. status: number;
  455. /**
  456. * Returns client's status as a text
  457. */
  458. statusText: string;
  459. }
  460. }
  461. declare module "babylonjs/Misc/webRequest" {
  462. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  463. import { Nullable } from "babylonjs/types";
  464. /**
  465. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  466. */
  467. export class WebRequest implements IWebRequest {
  468. private _xhr;
  469. /**
  470. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  471. * i.e. when loading files, where the server/service expects an Authorization header
  472. */
  473. static CustomRequestHeaders: {
  474. [key: string]: string;
  475. };
  476. /**
  477. * Add callback functions in this array to update all the requests before they get sent to the network
  478. */
  479. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  480. private _injectCustomRequestHeaders;
  481. /**
  482. * Gets or sets a function to be called when loading progress changes
  483. */
  484. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  485. /**
  486. * Returns client's state
  487. */
  488. readonly readyState: number;
  489. /**
  490. * Returns client's status
  491. */
  492. readonly status: number;
  493. /**
  494. * Returns client's status as a text
  495. */
  496. readonly statusText: string;
  497. /**
  498. * Returns client's response
  499. */
  500. readonly response: any;
  501. /**
  502. * Returns client's response url
  503. */
  504. readonly responseURL: string;
  505. /**
  506. * Returns client's response as text
  507. */
  508. readonly responseText: string;
  509. /**
  510. * Gets or sets the expected response type
  511. */
  512. responseType: XMLHttpRequestResponseType;
  513. /** @hidden */
  514. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  515. /** @hidden */
  516. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  517. /**
  518. * Cancels any network activity
  519. */
  520. abort(): void;
  521. /**
  522. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  523. * @param body defines an optional request body
  524. */
  525. send(body?: Document | BodyInit | null): void;
  526. /**
  527. * Sets the request method, request URL
  528. * @param method defines the method to use (GET, POST, etc..)
  529. * @param url defines the url to connect with
  530. */
  531. open(method: string, url: string): void;
  532. /**
  533. * Sets the value of a request header.
  534. * @param name The name of the header whose value is to be set
  535. * @param value The value to set as the body of the header
  536. */
  537. setRequestHeader(name: string, value: string): void;
  538. /**
  539. * Get the string containing the text of a particular header's value.
  540. * @param name The name of the header
  541. * @returns The string containing the text of the given header name
  542. */
  543. getResponseHeader(name: string): Nullable<string>;
  544. }
  545. }
  546. declare module "babylonjs/Misc/fileRequest" {
  547. import { Observable } from "babylonjs/Misc/observable";
  548. /**
  549. * File request interface
  550. */
  551. export interface IFileRequest {
  552. /**
  553. * Raised when the request is complete (success or error).
  554. */
  555. onCompleteObservable: Observable<IFileRequest>;
  556. /**
  557. * Aborts the request for a file.
  558. */
  559. abort: () => void;
  560. }
  561. }
  562. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  563. /**
  564. * Define options used to create a render target texture
  565. */
  566. export class RenderTargetCreationOptions {
  567. /**
  568. * Specifies is mipmaps must be generated
  569. */
  570. generateMipMaps?: boolean;
  571. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  572. generateDepthBuffer?: boolean;
  573. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  574. generateStencilBuffer?: boolean;
  575. /** Defines texture type (int by default) */
  576. type?: number;
  577. /** Defines sampling mode (trilinear by default) */
  578. samplingMode?: number;
  579. /** Defines format (RGBA by default) */
  580. format?: number;
  581. }
  582. }
  583. declare module "babylonjs/Instrumentation/timeToken" {
  584. import { Nullable } from "babylonjs/types";
  585. /**
  586. * @hidden
  587. **/
  588. export class _TimeToken {
  589. _startTimeQuery: Nullable<WebGLQuery>;
  590. _endTimeQuery: Nullable<WebGLQuery>;
  591. _timeElapsedQuery: Nullable<WebGLQuery>;
  592. _timeElapsedQueryEnded: boolean;
  593. }
  594. }
  595. declare module "babylonjs/Engines/constants" {
  596. /** Defines the cross module used constants to avoid circular dependncies */
  597. export class Constants {
  598. /** Defines that alpha blending is disabled */
  599. static readonly ALPHA_DISABLE: number;
  600. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  601. static readonly ALPHA_ADD: number;
  602. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  603. static readonly ALPHA_COMBINE: number;
  604. /** Defines that alpha blending to DEST - SRC * DEST */
  605. static readonly ALPHA_SUBTRACT: number;
  606. /** Defines that alpha blending to SRC * DEST */
  607. static readonly ALPHA_MULTIPLY: number;
  608. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  609. static readonly ALPHA_MAXIMIZED: number;
  610. /** Defines that alpha blending to SRC + DEST */
  611. static readonly ALPHA_ONEONE: number;
  612. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  613. static readonly ALPHA_PREMULTIPLIED: number;
  614. /**
  615. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  616. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  617. */
  618. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  619. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  620. static readonly ALPHA_INTERPOLATE: number;
  621. /**
  622. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  623. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  624. */
  625. static readonly ALPHA_SCREENMODE: number;
  626. /**
  627. * Defines that alpha blending to SRC + DST
  628. * Alpha will be set to SRC ALPHA + DST ALPHA
  629. */
  630. static readonly ALPHA_ONEONE_ONEONE: number;
  631. /**
  632. * Defines that alpha blending to SRC * DST ALPHA + DST
  633. * Alpha will be set to 0
  634. */
  635. static readonly ALPHA_ALPHATOCOLOR: number;
  636. /**
  637. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  638. */
  639. static readonly ALPHA_REVERSEONEMINUS: number;
  640. /**
  641. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  642. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  643. */
  644. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  645. /**
  646. * Defines that alpha blending to SRC + DST
  647. * Alpha will be set to SRC ALPHA
  648. */
  649. static readonly ALPHA_ONEONE_ONEZERO: number;
  650. /** Defines that alpha blending equation a SUM */
  651. static readonly ALPHA_EQUATION_ADD: number;
  652. /** Defines that alpha blending equation a SUBSTRACTION */
  653. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  654. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  655. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  656. /** Defines that alpha blending equation a MAX operation */
  657. static readonly ALPHA_EQUATION_MAX: number;
  658. /** Defines that alpha blending equation a MIN operation */
  659. static readonly ALPHA_EQUATION_MIN: number;
  660. /**
  661. * Defines that alpha blending equation a DARKEN operation:
  662. * It takes the min of the src and sums the alpha channels.
  663. */
  664. static readonly ALPHA_EQUATION_DARKEN: number;
  665. /** Defines that the ressource is not delayed*/
  666. static readonly DELAYLOADSTATE_NONE: number;
  667. /** Defines that the ressource was successfully delay loaded */
  668. static readonly DELAYLOADSTATE_LOADED: number;
  669. /** Defines that the ressource is currently delay loading */
  670. static readonly DELAYLOADSTATE_LOADING: number;
  671. /** Defines that the ressource is delayed and has not started loading */
  672. static readonly DELAYLOADSTATE_NOTLOADED: number;
  673. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  674. static readonly NEVER: number;
  675. /** 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 */
  676. static readonly ALWAYS: number;
  677. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  678. static readonly LESS: number;
  679. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  680. static readonly EQUAL: number;
  681. /** 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 */
  682. static readonly LEQUAL: number;
  683. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  684. static readonly GREATER: number;
  685. /** 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 */
  686. static readonly GEQUAL: number;
  687. /** 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 */
  688. static readonly NOTEQUAL: number;
  689. /** Passed to stencilOperation to specify that stencil value must be kept */
  690. static readonly KEEP: number;
  691. /** Passed to stencilOperation to specify that stencil value must be replaced */
  692. static readonly REPLACE: number;
  693. /** Passed to stencilOperation to specify that stencil value must be incremented */
  694. static readonly INCR: number;
  695. /** Passed to stencilOperation to specify that stencil value must be decremented */
  696. static readonly DECR: number;
  697. /** Passed to stencilOperation to specify that stencil value must be inverted */
  698. static readonly INVERT: number;
  699. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  700. static readonly INCR_WRAP: number;
  701. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  702. static readonly DECR_WRAP: number;
  703. /** Texture is not repeating outside of 0..1 UVs */
  704. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  705. /** Texture is repeating outside of 0..1 UVs */
  706. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  707. /** Texture is repeating and mirrored */
  708. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  709. /** ALPHA */
  710. static readonly TEXTUREFORMAT_ALPHA: number;
  711. /** LUMINANCE */
  712. static readonly TEXTUREFORMAT_LUMINANCE: number;
  713. /** LUMINANCE_ALPHA */
  714. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  715. /** RGB */
  716. static readonly TEXTUREFORMAT_RGB: number;
  717. /** RGBA */
  718. static readonly TEXTUREFORMAT_RGBA: number;
  719. /** RED */
  720. static readonly TEXTUREFORMAT_RED: number;
  721. /** RED (2nd reference) */
  722. static readonly TEXTUREFORMAT_R: number;
  723. /** RG */
  724. static readonly TEXTUREFORMAT_RG: number;
  725. /** RED_INTEGER */
  726. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  727. /** RED_INTEGER (2nd reference) */
  728. static readonly TEXTUREFORMAT_R_INTEGER: number;
  729. /** RG_INTEGER */
  730. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  731. /** RGB_INTEGER */
  732. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  733. /** RGBA_INTEGER */
  734. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  735. /** UNSIGNED_BYTE */
  736. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  737. /** UNSIGNED_BYTE (2nd reference) */
  738. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  739. /** FLOAT */
  740. static readonly TEXTURETYPE_FLOAT: number;
  741. /** HALF_FLOAT */
  742. static readonly TEXTURETYPE_HALF_FLOAT: number;
  743. /** BYTE */
  744. static readonly TEXTURETYPE_BYTE: number;
  745. /** SHORT */
  746. static readonly TEXTURETYPE_SHORT: number;
  747. /** UNSIGNED_SHORT */
  748. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  749. /** INT */
  750. static readonly TEXTURETYPE_INT: number;
  751. /** UNSIGNED_INT */
  752. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  753. /** UNSIGNED_SHORT_4_4_4_4 */
  754. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  755. /** UNSIGNED_SHORT_5_5_5_1 */
  756. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  757. /** UNSIGNED_SHORT_5_6_5 */
  758. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  759. /** UNSIGNED_INT_2_10_10_10_REV */
  760. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  761. /** UNSIGNED_INT_24_8 */
  762. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  763. /** UNSIGNED_INT_10F_11F_11F_REV */
  764. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  765. /** UNSIGNED_INT_5_9_9_9_REV */
  766. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  767. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  768. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  769. /** nearest is mag = nearest and min = nearest and mip = linear */
  770. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  771. /** Bilinear is mag = linear and min = linear and mip = nearest */
  772. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  773. /** Trilinear is mag = linear and min = linear and mip = linear */
  774. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  775. /** nearest is mag = nearest and min = nearest and mip = linear */
  776. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  777. /** Bilinear is mag = linear and min = linear and mip = nearest */
  778. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  779. /** Trilinear is mag = linear and min = linear and mip = linear */
  780. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  781. /** mag = nearest and min = nearest and mip = nearest */
  782. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  783. /** mag = nearest and min = linear and mip = nearest */
  784. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  785. /** mag = nearest and min = linear and mip = linear */
  786. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  787. /** mag = nearest and min = linear and mip = none */
  788. static readonly TEXTURE_NEAREST_LINEAR: number;
  789. /** mag = nearest and min = nearest and mip = none */
  790. static readonly TEXTURE_NEAREST_NEAREST: number;
  791. /** mag = linear and min = nearest and mip = nearest */
  792. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  793. /** mag = linear and min = nearest and mip = linear */
  794. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  795. /** mag = linear and min = linear and mip = none */
  796. static readonly TEXTURE_LINEAR_LINEAR: number;
  797. /** mag = linear and min = nearest and mip = none */
  798. static readonly TEXTURE_LINEAR_NEAREST: number;
  799. /** Explicit coordinates mode */
  800. static readonly TEXTURE_EXPLICIT_MODE: number;
  801. /** Spherical coordinates mode */
  802. static readonly TEXTURE_SPHERICAL_MODE: number;
  803. /** Planar coordinates mode */
  804. static readonly TEXTURE_PLANAR_MODE: number;
  805. /** Cubic coordinates mode */
  806. static readonly TEXTURE_CUBIC_MODE: number;
  807. /** Projection coordinates mode */
  808. static readonly TEXTURE_PROJECTION_MODE: number;
  809. /** Skybox coordinates mode */
  810. static readonly TEXTURE_SKYBOX_MODE: number;
  811. /** Inverse Cubic coordinates mode */
  812. static readonly TEXTURE_INVCUBIC_MODE: number;
  813. /** Equirectangular coordinates mode */
  814. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  815. /** Equirectangular Fixed coordinates mode */
  816. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  817. /** Equirectangular Fixed Mirrored coordinates mode */
  818. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  819. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  820. static readonly SCALEMODE_FLOOR: number;
  821. /** Defines that texture rescaling will look for the nearest power of 2 size */
  822. static readonly SCALEMODE_NEAREST: number;
  823. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  824. static readonly SCALEMODE_CEILING: number;
  825. /**
  826. * The dirty texture flag value
  827. */
  828. static readonly MATERIAL_TextureDirtyFlag: number;
  829. /**
  830. * The dirty light flag value
  831. */
  832. static readonly MATERIAL_LightDirtyFlag: number;
  833. /**
  834. * The dirty fresnel flag value
  835. */
  836. static readonly MATERIAL_FresnelDirtyFlag: number;
  837. /**
  838. * The dirty attribute flag value
  839. */
  840. static readonly MATERIAL_AttributesDirtyFlag: number;
  841. /**
  842. * The dirty misc flag value
  843. */
  844. static readonly MATERIAL_MiscDirtyFlag: number;
  845. /**
  846. * The all dirty flag value
  847. */
  848. static readonly MATERIAL_AllDirtyFlag: number;
  849. /**
  850. * Returns the triangle fill mode
  851. */
  852. static readonly MATERIAL_TriangleFillMode: number;
  853. /**
  854. * Returns the wireframe mode
  855. */
  856. static readonly MATERIAL_WireFrameFillMode: number;
  857. /**
  858. * Returns the point fill mode
  859. */
  860. static readonly MATERIAL_PointFillMode: number;
  861. /**
  862. * Returns the point list draw mode
  863. */
  864. static readonly MATERIAL_PointListDrawMode: number;
  865. /**
  866. * Returns the line list draw mode
  867. */
  868. static readonly MATERIAL_LineListDrawMode: number;
  869. /**
  870. * Returns the line loop draw mode
  871. */
  872. static readonly MATERIAL_LineLoopDrawMode: number;
  873. /**
  874. * Returns the line strip draw mode
  875. */
  876. static readonly MATERIAL_LineStripDrawMode: number;
  877. /**
  878. * Returns the triangle strip draw mode
  879. */
  880. static readonly MATERIAL_TriangleStripDrawMode: number;
  881. /**
  882. * Returns the triangle fan draw mode
  883. */
  884. static readonly MATERIAL_TriangleFanDrawMode: number;
  885. /**
  886. * Stores the clock-wise side orientation
  887. */
  888. static readonly MATERIAL_ClockWiseSideOrientation: number;
  889. /**
  890. * Stores the counter clock-wise side orientation
  891. */
  892. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  893. /**
  894. * Nothing
  895. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  896. */
  897. static readonly ACTION_NothingTrigger: number;
  898. /**
  899. * On pick
  900. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  901. */
  902. static readonly ACTION_OnPickTrigger: number;
  903. /**
  904. * On left pick
  905. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  906. */
  907. static readonly ACTION_OnLeftPickTrigger: number;
  908. /**
  909. * On right pick
  910. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  911. */
  912. static readonly ACTION_OnRightPickTrigger: number;
  913. /**
  914. * On center pick
  915. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  916. */
  917. static readonly ACTION_OnCenterPickTrigger: number;
  918. /**
  919. * On pick down
  920. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  921. */
  922. static readonly ACTION_OnPickDownTrigger: number;
  923. /**
  924. * On double pick
  925. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  926. */
  927. static readonly ACTION_OnDoublePickTrigger: number;
  928. /**
  929. * On pick up
  930. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  931. */
  932. static readonly ACTION_OnPickUpTrigger: number;
  933. /**
  934. * On pick out.
  935. * This trigger will only be raised if you also declared a OnPickDown
  936. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  937. */
  938. static readonly ACTION_OnPickOutTrigger: number;
  939. /**
  940. * On long press
  941. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  942. */
  943. static readonly ACTION_OnLongPressTrigger: number;
  944. /**
  945. * On pointer over
  946. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  947. */
  948. static readonly ACTION_OnPointerOverTrigger: number;
  949. /**
  950. * On pointer out
  951. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  952. */
  953. static readonly ACTION_OnPointerOutTrigger: number;
  954. /**
  955. * On every frame
  956. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  957. */
  958. static readonly ACTION_OnEveryFrameTrigger: number;
  959. /**
  960. * On intersection enter
  961. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  962. */
  963. static readonly ACTION_OnIntersectionEnterTrigger: number;
  964. /**
  965. * On intersection exit
  966. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  967. */
  968. static readonly ACTION_OnIntersectionExitTrigger: number;
  969. /**
  970. * On key down
  971. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  972. */
  973. static readonly ACTION_OnKeyDownTrigger: number;
  974. /**
  975. * On key up
  976. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  977. */
  978. static readonly ACTION_OnKeyUpTrigger: number;
  979. /**
  980. * Billboard mode will only apply to Y axis
  981. */
  982. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  983. /**
  984. * Billboard mode will apply to all axes
  985. */
  986. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  987. /**
  988. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  989. */
  990. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  991. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  992. * Test order :
  993. * Is the bounding sphere outside the frustum ?
  994. * If not, are the bounding box vertices outside the frustum ?
  995. * It not, then the cullable object is in the frustum.
  996. */
  997. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  998. /** Culling strategy : Bounding Sphere Only.
  999. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  1000. * It's also less accurate than the standard because some not visible objects can still be selected.
  1001. * Test : is the bounding sphere outside the frustum ?
  1002. * If not, then the cullable object is in the frustum.
  1003. */
  1004. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  1005. /** Culling strategy : Optimistic Inclusion.
  1006. * This in an inclusion test first, then the standard exclusion test.
  1007. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  1008. * 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.
  1009. * Anyway, it's as accurate as the standard strategy.
  1010. * Test :
  1011. * Is the cullable object bounding sphere center in the frustum ?
  1012. * If not, apply the default culling strategy.
  1013. */
  1014. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  1015. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  1016. * This in an inclusion test first, then the bounding sphere only exclusion test.
  1017. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  1018. * 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.
  1019. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  1020. * Test :
  1021. * Is the cullable object bounding sphere center in the frustum ?
  1022. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  1023. */
  1024. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  1025. /**
  1026. * No logging while loading
  1027. */
  1028. static readonly SCENELOADER_NO_LOGGING: number;
  1029. /**
  1030. * Minimal logging while loading
  1031. */
  1032. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  1033. /**
  1034. * Summary logging while loading
  1035. */
  1036. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  1037. /**
  1038. * Detailled logging while loading
  1039. */
  1040. static readonly SCENELOADER_DETAILED_LOGGING: number;
  1041. }
  1042. }
  1043. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  1044. import { Nullable } from "babylonjs/types";
  1045. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  1046. /**
  1047. * This represents the required contract to create a new type of texture loader.
  1048. */
  1049. export interface IInternalTextureLoader {
  1050. /**
  1051. * Defines wether the loader supports cascade loading the different faces.
  1052. */
  1053. supportCascades: boolean;
  1054. /**
  1055. * This returns if the loader support the current file information.
  1056. * @param extension defines the file extension of the file being loaded
  1057. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1058. * @param fallback defines the fallback internal texture if any
  1059. * @param isBase64 defines whether the texture is encoded as a base64
  1060. * @param isBuffer defines whether the texture data are stored as a buffer
  1061. * @returns true if the loader can load the specified file
  1062. */
  1063. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  1064. /**
  1065. * Transform the url before loading if required.
  1066. * @param rootUrl the url of the texture
  1067. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1068. * @returns the transformed texture
  1069. */
  1070. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  1071. /**
  1072. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  1073. * @param rootUrl the url of the texture
  1074. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1075. * @returns the fallback texture
  1076. */
  1077. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  1078. /**
  1079. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  1080. * @param data contains the texture data
  1081. * @param texture defines the BabylonJS internal texture
  1082. * @param createPolynomials will be true if polynomials have been requested
  1083. * @param onLoad defines the callback to trigger once the texture is ready
  1084. * @param onError defines the callback to trigger in case of error
  1085. */
  1086. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  1087. /**
  1088. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  1089. * @param data contains the texture data
  1090. * @param texture defines the BabylonJS internal texture
  1091. * @param callback defines the method to call once ready to upload
  1092. */
  1093. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  1094. }
  1095. }
  1096. declare module "babylonjs/Engines/IPipelineContext" {
  1097. /**
  1098. * Class used to store and describe the pipeline context associated with an effect
  1099. */
  1100. export interface IPipelineContext {
  1101. /**
  1102. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  1103. */
  1104. isAsync: boolean;
  1105. /**
  1106. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  1107. */
  1108. isReady: boolean;
  1109. /** @hidden */
  1110. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  1111. }
  1112. }
  1113. declare module "babylonjs/Meshes/dataBuffer" {
  1114. /**
  1115. * Class used to store gfx data (like WebGLBuffer)
  1116. */
  1117. export class DataBuffer {
  1118. /**
  1119. * Gets or sets the number of objects referencing this buffer
  1120. */
  1121. references: number;
  1122. /** Gets or sets the size of the underlying buffer */
  1123. capacity: number;
  1124. /**
  1125. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  1126. */
  1127. is32Bits: boolean;
  1128. /**
  1129. * Gets the underlying buffer
  1130. */
  1131. readonly underlyingResource: any;
  1132. }
  1133. }
  1134. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  1135. /** @hidden */
  1136. export interface IShaderProcessor {
  1137. attributeProcessor?: (attribute: string) => string;
  1138. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  1139. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  1140. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  1141. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  1142. lineProcessor?: (line: string, isFragment: boolean) => string;
  1143. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1144. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1145. }
  1146. }
  1147. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  1148. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  1149. /** @hidden */
  1150. export interface ProcessingOptions {
  1151. defines: string[];
  1152. indexParameters: any;
  1153. isFragment: boolean;
  1154. shouldUseHighPrecisionShader: boolean;
  1155. supportsUniformBuffers: boolean;
  1156. shadersRepository: string;
  1157. includesShadersStore: {
  1158. [key: string]: string;
  1159. };
  1160. processor?: IShaderProcessor;
  1161. version: string;
  1162. platformName: string;
  1163. lookForClosingBracketForUniformBuffer?: boolean;
  1164. }
  1165. }
  1166. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  1167. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1168. /** @hidden */
  1169. export class ShaderCodeNode {
  1170. line: string;
  1171. children: ShaderCodeNode[];
  1172. additionalDefineKey?: string;
  1173. additionalDefineValue?: string;
  1174. isValid(preprocessors: {
  1175. [key: string]: string;
  1176. }): boolean;
  1177. process(preprocessors: {
  1178. [key: string]: string;
  1179. }, options: ProcessingOptions): string;
  1180. }
  1181. }
  1182. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  1183. /** @hidden */
  1184. export class ShaderCodeCursor {
  1185. private _lines;
  1186. lineIndex: number;
  1187. readonly currentLine: string;
  1188. readonly canRead: boolean;
  1189. lines: string[];
  1190. }
  1191. }
  1192. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  1193. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  1194. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1195. /** @hidden */
  1196. export class ShaderCodeConditionNode extends ShaderCodeNode {
  1197. process(preprocessors: {
  1198. [key: string]: string;
  1199. }, options: ProcessingOptions): string;
  1200. }
  1201. }
  1202. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  1203. /** @hidden */
  1204. export class ShaderDefineExpression {
  1205. isTrue(preprocessors: {
  1206. [key: string]: string;
  1207. }): boolean;
  1208. }
  1209. }
  1210. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  1211. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  1212. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1213. /** @hidden */
  1214. export class ShaderCodeTestNode extends ShaderCodeNode {
  1215. testExpression: ShaderDefineExpression;
  1216. isValid(preprocessors: {
  1217. [key: string]: string;
  1218. }): boolean;
  1219. }
  1220. }
  1221. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  1222. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1223. /** @hidden */
  1224. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  1225. define: string;
  1226. not: boolean;
  1227. constructor(define: string, not?: boolean);
  1228. isTrue(preprocessors: {
  1229. [key: string]: string;
  1230. }): boolean;
  1231. }
  1232. }
  1233. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  1234. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1235. /** @hidden */
  1236. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  1237. leftOperand: ShaderDefineExpression;
  1238. rightOperand: ShaderDefineExpression;
  1239. isTrue(preprocessors: {
  1240. [key: string]: string;
  1241. }): boolean;
  1242. }
  1243. }
  1244. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  1245. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1246. /** @hidden */
  1247. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  1248. leftOperand: ShaderDefineExpression;
  1249. rightOperand: ShaderDefineExpression;
  1250. isTrue(preprocessors: {
  1251. [key: string]: string;
  1252. }): boolean;
  1253. }
  1254. }
  1255. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  1256. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1257. /** @hidden */
  1258. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  1259. define: string;
  1260. operand: string;
  1261. testValue: string;
  1262. constructor(define: string, operand: string, testValue: string);
  1263. isTrue(preprocessors: {
  1264. [key: string]: string;
  1265. }): boolean;
  1266. }
  1267. }
  1268. declare module "babylonjs/Offline/IOfflineProvider" {
  1269. /**
  1270. * Class used to enable access to offline support
  1271. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  1272. */
  1273. export interface IOfflineProvider {
  1274. /**
  1275. * Gets a boolean indicating if scene must be saved in the database
  1276. */
  1277. enableSceneOffline: boolean;
  1278. /**
  1279. * Gets a boolean indicating if textures must be saved in the database
  1280. */
  1281. enableTexturesOffline: boolean;
  1282. /**
  1283. * Open the offline support and make it available
  1284. * @param successCallback defines the callback to call on success
  1285. * @param errorCallback defines the callback to call on error
  1286. */
  1287. open(successCallback: () => void, errorCallback: () => void): void;
  1288. /**
  1289. * Loads an image from the offline support
  1290. * @param url defines the url to load from
  1291. * @param image defines the target DOM image
  1292. */
  1293. loadImage(url: string, image: HTMLImageElement): void;
  1294. /**
  1295. * Loads a file from offline support
  1296. * @param url defines the URL to load from
  1297. * @param sceneLoaded defines a callback to call on success
  1298. * @param progressCallBack defines a callback to call when progress changed
  1299. * @param errorCallback defines a callback to call on error
  1300. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  1301. */
  1302. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  1303. }
  1304. }
  1305. declare module "babylonjs/Misc/filesInputStore" {
  1306. /**
  1307. * Class used to help managing file picking and drag'n'drop
  1308. * File Storage
  1309. */
  1310. export class FilesInputStore {
  1311. /**
  1312. * List of files ready to be loaded
  1313. */
  1314. static FilesToLoad: {
  1315. [key: string]: File;
  1316. };
  1317. }
  1318. }
  1319. declare module "babylonjs/Misc/retryStrategy" {
  1320. import { WebRequest } from "babylonjs/Misc/webRequest";
  1321. /**
  1322. * Class used to define a retry strategy when error happens while loading assets
  1323. */
  1324. export class RetryStrategy {
  1325. /**
  1326. * Function used to defines an exponential back off strategy
  1327. * @param maxRetries defines the maximum number of retries (3 by default)
  1328. * @param baseInterval defines the interval between retries
  1329. * @returns the strategy function to use
  1330. */
  1331. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  1332. }
  1333. }
  1334. declare module "babylonjs/Misc/baseError" {
  1335. /**
  1336. * @ignore
  1337. * Application error to support additional information when loading a file
  1338. */
  1339. export abstract class BaseError extends Error {
  1340. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  1341. }
  1342. }
  1343. declare module "babylonjs/Misc/fileTools" {
  1344. import { WebRequest } from "babylonjs/Misc/webRequest";
  1345. import { Nullable } from "babylonjs/types";
  1346. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  1347. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  1348. import { BaseError } from "babylonjs/Misc/baseError";
  1349. /** @ignore */
  1350. export class LoadFileError extends BaseError {
  1351. request?: WebRequest;
  1352. file?: File;
  1353. /**
  1354. * Creates a new LoadFileError
  1355. * @param message defines the message of the error
  1356. * @param request defines the optional web request
  1357. * @param file defines the optional file
  1358. */
  1359. constructor(message: string, object?: WebRequest | File);
  1360. }
  1361. /** @ignore */
  1362. export class RequestFileError extends BaseError {
  1363. request: WebRequest;
  1364. /**
  1365. * Creates a new LoadFileError
  1366. * @param message defines the message of the error
  1367. * @param request defines the optional web request
  1368. */
  1369. constructor(message: string, request: WebRequest);
  1370. }
  1371. /** @ignore */
  1372. export class ReadFileError extends BaseError {
  1373. file: File;
  1374. /**
  1375. * Creates a new ReadFileError
  1376. * @param message defines the message of the error
  1377. * @param file defines the optional file
  1378. */
  1379. constructor(message: string, file: File);
  1380. }
  1381. /**
  1382. * @hidden
  1383. */
  1384. export class FileTools {
  1385. /**
  1386. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  1387. */
  1388. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  1389. /**
  1390. * Gets or sets the base URL to use to load assets
  1391. */
  1392. static BaseUrl: string;
  1393. /**
  1394. * Default behaviour for cors in the application.
  1395. * It can be a string if the expected behavior is identical in the entire app.
  1396. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  1397. */
  1398. static CorsBehavior: string | ((url: string | string[]) => string);
  1399. /**
  1400. * Gets or sets a function used to pre-process url before using them to load assets
  1401. */
  1402. static PreprocessUrl: (url: string) => string;
  1403. /**
  1404. * Removes unwanted characters from an url
  1405. * @param url defines the url to clean
  1406. * @returns the cleaned url
  1407. */
  1408. private static _CleanUrl;
  1409. /**
  1410. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  1411. * @param url define the url we are trying
  1412. * @param element define the dom element where to configure the cors policy
  1413. */
  1414. static SetCorsBehavior(url: string | string[], element: {
  1415. crossOrigin: string | null;
  1416. }): void;
  1417. /**
  1418. * Loads an image as an HTMLImageElement.
  1419. * @param input url string, ArrayBuffer, or Blob to load
  1420. * @param onLoad callback called when the image successfully loads
  1421. * @param onError callback called when the image fails to load
  1422. * @param offlineProvider offline provider for caching
  1423. * @param mimeType optional mime type
  1424. * @returns the HTMLImageElement of the loaded image
  1425. */
  1426. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  1427. /**
  1428. * Reads a file from a File object
  1429. * @param file defines the file to load
  1430. * @param onSuccess defines the callback to call when data is loaded
  1431. * @param onProgress defines the callback to call during loading process
  1432. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  1433. * @param onError defines the callback to call when an error occurs
  1434. * @returns a file request object
  1435. */
  1436. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  1437. /**
  1438. * Loads a file from a url
  1439. * @param url url to load
  1440. * @param onSuccess callback called when the file successfully loads
  1441. * @param onProgress callback called while file is loading (if the server supports this mode)
  1442. * @param offlineProvider defines the offline provider for caching
  1443. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1444. * @param onError callback called when the file fails to load
  1445. * @returns a file request object
  1446. */
  1447. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  1448. /**
  1449. * Loads a file
  1450. * @param url url to load
  1451. * @param onSuccess callback called when the file successfully loads
  1452. * @param onProgress callback called while file is loading (if the server supports this mode)
  1453. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1454. * @param onError callback called when the file fails to load
  1455. * @param onOpened callback called when the web request is opened
  1456. * @returns a file request object
  1457. */
  1458. static RequestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (event: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  1459. /**
  1460. * Checks if the loaded document was accessed via `file:`-Protocol.
  1461. * @returns boolean
  1462. */
  1463. static IsFileURL(): boolean;
  1464. }
  1465. }
  1466. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  1467. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1468. /** @hidden */
  1469. export class ShaderProcessor {
  1470. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  1471. private static _ProcessPrecision;
  1472. private static _ExtractOperation;
  1473. private static _BuildSubExpression;
  1474. private static _BuildExpression;
  1475. private static _MoveCursorWithinIf;
  1476. private static _MoveCursor;
  1477. private static _EvaluatePreProcessors;
  1478. private static _PreparePreProcessors;
  1479. private static _ProcessShaderConversion;
  1480. private static _ProcessIncludes;
  1481. }
  1482. }
  1483. declare module "babylonjs/Maths/math.like" {
  1484. import { float, int, DeepImmutable } from "babylonjs/types";
  1485. /**
  1486. * @hidden
  1487. */
  1488. export interface IColor4Like {
  1489. r: float;
  1490. g: float;
  1491. b: float;
  1492. a: float;
  1493. }
  1494. /**
  1495. * @hidden
  1496. */
  1497. export interface IColor3Like {
  1498. r: float;
  1499. g: float;
  1500. b: float;
  1501. }
  1502. /**
  1503. * @hidden
  1504. */
  1505. export interface IVector4Like {
  1506. x: float;
  1507. y: float;
  1508. z: float;
  1509. w: float;
  1510. }
  1511. /**
  1512. * @hidden
  1513. */
  1514. export interface IVector3Like {
  1515. x: float;
  1516. y: float;
  1517. z: float;
  1518. }
  1519. /**
  1520. * @hidden
  1521. */
  1522. export interface IVector2Like {
  1523. x: float;
  1524. y: float;
  1525. }
  1526. /**
  1527. * @hidden
  1528. */
  1529. export interface IMatrixLike {
  1530. toArray(): DeepImmutable<Float32Array>;
  1531. updateFlag: int;
  1532. }
  1533. /**
  1534. * @hidden
  1535. */
  1536. export interface IViewportLike {
  1537. x: float;
  1538. y: float;
  1539. width: float;
  1540. height: float;
  1541. }
  1542. /**
  1543. * @hidden
  1544. */
  1545. export interface IPlaneLike {
  1546. normal: IVector3Like;
  1547. d: float;
  1548. normalize(): void;
  1549. }
  1550. }
  1551. declare module "babylonjs/Materials/iEffectFallbacks" {
  1552. import { Effect } from "babylonjs/Materials/effect";
  1553. /**
  1554. * Interface used to define common properties for effect fallbacks
  1555. */
  1556. export interface IEffectFallbacks {
  1557. /**
  1558. * Removes the defines that should be removed when falling back.
  1559. * @param currentDefines defines the current define statements for the shader.
  1560. * @param effect defines the current effect we try to compile
  1561. * @returns The resulting defines with defines of the current rank removed.
  1562. */
  1563. reduce(currentDefines: string, effect: Effect): string;
  1564. /**
  1565. * Removes the fallback from the bound mesh.
  1566. */
  1567. unBindMesh(): void;
  1568. /**
  1569. * Checks to see if more fallbacks are still availible.
  1570. */
  1571. hasMoreFallbacks: boolean;
  1572. }
  1573. }
  1574. declare module "babylonjs/Misc/andOrNotEvaluator" {
  1575. /**
  1576. * Class used to evalaute queries containing `and` and `or` operators
  1577. */
  1578. export class AndOrNotEvaluator {
  1579. /**
  1580. * Evaluate a query
  1581. * @param query defines the query to evaluate
  1582. * @param evaluateCallback defines the callback used to filter result
  1583. * @returns true if the query matches
  1584. */
  1585. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  1586. private static _HandleParenthesisContent;
  1587. private static _SimplifyNegation;
  1588. }
  1589. }
  1590. declare module "babylonjs/Misc/tags" {
  1591. /**
  1592. * Class used to store custom tags
  1593. */
  1594. export class Tags {
  1595. /**
  1596. * Adds support for tags on the given object
  1597. * @param obj defines the object to use
  1598. */
  1599. static EnableFor(obj: any): void;
  1600. /**
  1601. * Removes tags support
  1602. * @param obj defines the object to use
  1603. */
  1604. static DisableFor(obj: any): void;
  1605. /**
  1606. * Gets a boolean indicating if the given object has tags
  1607. * @param obj defines the object to use
  1608. * @returns a boolean
  1609. */
  1610. static HasTags(obj: any): boolean;
  1611. /**
  1612. * Gets the tags available on a given object
  1613. * @param obj defines the object to use
  1614. * @param asString defines if the tags must be returned as a string instead of an array of strings
  1615. * @returns the tags
  1616. */
  1617. static GetTags(obj: any, asString?: boolean): any;
  1618. /**
  1619. * Adds tags to an object
  1620. * @param obj defines the object to use
  1621. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  1622. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  1623. */
  1624. static AddTagsTo(obj: any, tagsString: string): void;
  1625. /**
  1626. * @hidden
  1627. */
  1628. static _AddTagTo(obj: any, tag: string): void;
  1629. /**
  1630. * Removes specific tags from a specific object
  1631. * @param obj defines the object to use
  1632. * @param tagsString defines the tags to remove
  1633. */
  1634. static RemoveTagsFrom(obj: any, tagsString: string): void;
  1635. /**
  1636. * @hidden
  1637. */
  1638. static _RemoveTagFrom(obj: any, tag: string): void;
  1639. /**
  1640. * Defines if tags hosted on an object match a given query
  1641. * @param obj defines the object to use
  1642. * @param tagsQuery defines the tag query
  1643. * @returns a boolean
  1644. */
  1645. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  1646. }
  1647. }
  1648. declare module "babylonjs/Maths/math.scalar" {
  1649. /**
  1650. * Scalar computation library
  1651. */
  1652. export class Scalar {
  1653. /**
  1654. * Two pi constants convenient for computation.
  1655. */
  1656. static TwoPi: number;
  1657. /**
  1658. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1659. * @param a number
  1660. * @param b number
  1661. * @param epsilon (default = 1.401298E-45)
  1662. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1663. */
  1664. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1665. /**
  1666. * Returns a string : the upper case translation of the number i to hexadecimal.
  1667. * @param i number
  1668. * @returns the upper case translation of the number i to hexadecimal.
  1669. */
  1670. static ToHex(i: number): string;
  1671. /**
  1672. * Returns -1 if value is negative and +1 is value is positive.
  1673. * @param value the value
  1674. * @returns the value itself if it's equal to zero.
  1675. */
  1676. static Sign(value: number): number;
  1677. /**
  1678. * Returns the value itself if it's between min and max.
  1679. * Returns min if the value is lower than min.
  1680. * Returns max if the value is greater than max.
  1681. * @param value the value to clmap
  1682. * @param min the min value to clamp to (default: 0)
  1683. * @param max the max value to clamp to (default: 1)
  1684. * @returns the clamped value
  1685. */
  1686. static Clamp(value: number, min?: number, max?: number): number;
  1687. /**
  1688. * the log2 of value.
  1689. * @param value the value to compute log2 of
  1690. * @returns the log2 of value.
  1691. */
  1692. static Log2(value: number): number;
  1693. /**
  1694. * Loops the value, so that it is never larger than length and never smaller than 0.
  1695. *
  1696. * This is similar to the modulo operator but it works with floating point numbers.
  1697. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1698. * With t = 5 and length = 2.5, the result would be 0.0.
  1699. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1700. * @param value the value
  1701. * @param length the length
  1702. * @returns the looped value
  1703. */
  1704. static Repeat(value: number, length: number): number;
  1705. /**
  1706. * Normalize the value between 0.0 and 1.0 using min and max values
  1707. * @param value value to normalize
  1708. * @param min max to normalize between
  1709. * @param max min to normalize between
  1710. * @returns the normalized value
  1711. */
  1712. static Normalize(value: number, min: number, max: number): number;
  1713. /**
  1714. * Denormalize the value from 0.0 and 1.0 using min and max values
  1715. * @param normalized value to denormalize
  1716. * @param min max to denormalize between
  1717. * @param max min to denormalize between
  1718. * @returns the denormalized value
  1719. */
  1720. static Denormalize(normalized: number, min: number, max: number): number;
  1721. /**
  1722. * Calculates the shortest difference between two given angles given in degrees.
  1723. * @param current current angle in degrees
  1724. * @param target target angle in degrees
  1725. * @returns the delta
  1726. */
  1727. static DeltaAngle(current: number, target: number): number;
  1728. /**
  1729. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1730. * @param tx value
  1731. * @param length length
  1732. * @returns The returned value will move back and forth between 0 and length
  1733. */
  1734. static PingPong(tx: number, length: number): number;
  1735. /**
  1736. * Interpolates between min and max with smoothing at the limits.
  1737. *
  1738. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1739. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1740. * @param from from
  1741. * @param to to
  1742. * @param tx value
  1743. * @returns the smooth stepped value
  1744. */
  1745. static SmoothStep(from: number, to: number, tx: number): number;
  1746. /**
  1747. * Moves a value current towards target.
  1748. *
  1749. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1750. * Negative values of maxDelta pushes the value away from target.
  1751. * @param current current value
  1752. * @param target target value
  1753. * @param maxDelta max distance to move
  1754. * @returns resulting value
  1755. */
  1756. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1757. /**
  1758. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1759. *
  1760. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1761. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1762. * @param current current value
  1763. * @param target target value
  1764. * @param maxDelta max distance to move
  1765. * @returns resulting angle
  1766. */
  1767. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1768. /**
  1769. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1770. * @param start start value
  1771. * @param end target value
  1772. * @param amount amount to lerp between
  1773. * @returns the lerped value
  1774. */
  1775. static Lerp(start: number, end: number, amount: number): number;
  1776. /**
  1777. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1778. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1779. * @param start start value
  1780. * @param end target value
  1781. * @param amount amount to lerp between
  1782. * @returns the lerped value
  1783. */
  1784. static LerpAngle(start: number, end: number, amount: number): number;
  1785. /**
  1786. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1787. * @param a start value
  1788. * @param b target value
  1789. * @param value value between a and b
  1790. * @returns the inverseLerp value
  1791. */
  1792. static InverseLerp(a: number, b: number, value: number): number;
  1793. /**
  1794. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1795. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1796. * @param value1 spline value
  1797. * @param tangent1 spline value
  1798. * @param value2 spline value
  1799. * @param tangent2 spline value
  1800. * @param amount input value
  1801. * @returns hermite result
  1802. */
  1803. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1804. /**
  1805. * Returns a random float number between and min and max values
  1806. * @param min min value of random
  1807. * @param max max value of random
  1808. * @returns random value
  1809. */
  1810. static RandomRange(min: number, max: number): number;
  1811. /**
  1812. * This function returns percentage of a number in a given range.
  1813. *
  1814. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1815. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1816. * @param number to convert to percentage
  1817. * @param min min range
  1818. * @param max max range
  1819. * @returns the percentage
  1820. */
  1821. static RangeToPercent(number: number, min: number, max: number): number;
  1822. /**
  1823. * This function returns number that corresponds to the percentage in a given range.
  1824. *
  1825. * PercentToRange(0.34,0,100) will return 34.
  1826. * @param percent to convert to number
  1827. * @param min min range
  1828. * @param max max range
  1829. * @returns the number
  1830. */
  1831. static PercentToRange(percent: number, min: number, max: number): number;
  1832. /**
  1833. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1834. * @param angle The angle to normalize in radian.
  1835. * @return The converted angle.
  1836. */
  1837. static NormalizeRadians(angle: number): number;
  1838. }
  1839. }
  1840. declare module "babylonjs/Maths/math.constants" {
  1841. /**
  1842. * Constant used to convert a value to gamma space
  1843. * @ignorenaming
  1844. */
  1845. export const ToGammaSpace: number;
  1846. /**
  1847. * Constant used to convert a value to linear space
  1848. * @ignorenaming
  1849. */
  1850. export const ToLinearSpace = 2.2;
  1851. /**
  1852. * Constant used to define the minimal number value in Babylon.js
  1853. * @ignorenaming
  1854. */
  1855. let Epsilon: number;
  1856. export { Epsilon };
  1857. }
  1858. declare module "babylonjs/Maths/math.viewport" {
  1859. /**
  1860. * Class used to represent a viewport on screen
  1861. */
  1862. export class Viewport {
  1863. /** viewport left coordinate */
  1864. x: number;
  1865. /** viewport top coordinate */
  1866. y: number;
  1867. /**viewport width */
  1868. width: number;
  1869. /** viewport height */
  1870. height: number;
  1871. /**
  1872. * Creates a Viewport object located at (x, y) and sized (width, height)
  1873. * @param x defines viewport left coordinate
  1874. * @param y defines viewport top coordinate
  1875. * @param width defines the viewport width
  1876. * @param height defines the viewport height
  1877. */
  1878. constructor(
  1879. /** viewport left coordinate */
  1880. x: number,
  1881. /** viewport top coordinate */
  1882. y: number,
  1883. /**viewport width */
  1884. width: number,
  1885. /** viewport height */
  1886. height: number);
  1887. /**
  1888. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1889. * @param renderWidth defines the rendering width
  1890. * @param renderHeight defines the rendering height
  1891. * @returns a new Viewport
  1892. */
  1893. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1894. /**
  1895. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1896. * @param renderWidth defines the rendering width
  1897. * @param renderHeight defines the rendering height
  1898. * @param ref defines the target viewport
  1899. * @returns the current viewport
  1900. */
  1901. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1902. /**
  1903. * Returns a new Viewport copied from the current one
  1904. * @returns a new Viewport
  1905. */
  1906. clone(): Viewport;
  1907. }
  1908. }
  1909. declare module "babylonjs/Misc/arrayTools" {
  1910. /**
  1911. * Class containing a set of static utilities functions for arrays.
  1912. */
  1913. export class ArrayTools {
  1914. /**
  1915. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1916. * @param size the number of element to construct and put in the array
  1917. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1918. * @returns a new array filled with new objects
  1919. */
  1920. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1921. }
  1922. }
  1923. declare module "babylonjs/Maths/math.vector" {
  1924. import { Viewport } from "babylonjs/Maths/math.viewport";
  1925. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1926. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1927. /**
  1928. * Class representing a vector containing 2 coordinates
  1929. */
  1930. export class Vector2 {
  1931. /** defines the first coordinate */
  1932. x: number;
  1933. /** defines the second coordinate */
  1934. y: number;
  1935. /**
  1936. * Creates a new Vector2 from the given x and y coordinates
  1937. * @param x defines the first coordinate
  1938. * @param y defines the second coordinate
  1939. */
  1940. constructor(
  1941. /** defines the first coordinate */
  1942. x?: number,
  1943. /** defines the second coordinate */
  1944. y?: number);
  1945. /**
  1946. * Gets a string with the Vector2 coordinates
  1947. * @returns a string with the Vector2 coordinates
  1948. */
  1949. toString(): string;
  1950. /**
  1951. * Gets class name
  1952. * @returns the string "Vector2"
  1953. */
  1954. getClassName(): string;
  1955. /**
  1956. * Gets current vector hash code
  1957. * @returns the Vector2 hash code as a number
  1958. */
  1959. getHashCode(): number;
  1960. /**
  1961. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1962. * @param array defines the source array
  1963. * @param index defines the offset in source array
  1964. * @returns the current Vector2
  1965. */
  1966. toArray(array: FloatArray, index?: number): Vector2;
  1967. /**
  1968. * Copy the current vector to an array
  1969. * @returns a new array with 2 elements: the Vector2 coordinates.
  1970. */
  1971. asArray(): number[];
  1972. /**
  1973. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1974. * @param source defines the source Vector2
  1975. * @returns the current updated Vector2
  1976. */
  1977. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1978. /**
  1979. * Sets the Vector2 coordinates with the given floats
  1980. * @param x defines the first coordinate
  1981. * @param y defines the second coordinate
  1982. * @returns the current updated Vector2
  1983. */
  1984. copyFromFloats(x: number, y: number): Vector2;
  1985. /**
  1986. * Sets the Vector2 coordinates with the given floats
  1987. * @param x defines the first coordinate
  1988. * @param y defines the second coordinate
  1989. * @returns the current updated Vector2
  1990. */
  1991. set(x: number, y: number): Vector2;
  1992. /**
  1993. * Add another vector with the current one
  1994. * @param otherVector defines the other vector
  1995. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1996. */
  1997. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1998. /**
  1999. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  2000. * @param otherVector defines the other vector
  2001. * @param result defines the target vector
  2002. * @returns the unmodified current Vector2
  2003. */
  2004. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2005. /**
  2006. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  2007. * @param otherVector defines the other vector
  2008. * @returns the current updated Vector2
  2009. */
  2010. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2011. /**
  2012. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  2013. * @param otherVector defines the other vector
  2014. * @returns a new Vector2
  2015. */
  2016. addVector3(otherVector: Vector3): Vector2;
  2017. /**
  2018. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  2019. * @param otherVector defines the other vector
  2020. * @returns a new Vector2
  2021. */
  2022. subtract(otherVector: Vector2): Vector2;
  2023. /**
  2024. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  2025. * @param otherVector defines the other vector
  2026. * @param result defines the target vector
  2027. * @returns the unmodified current Vector2
  2028. */
  2029. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2030. /**
  2031. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  2032. * @param otherVector defines the other vector
  2033. * @returns the current updated Vector2
  2034. */
  2035. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2036. /**
  2037. * Multiplies in place the current Vector2 coordinates by the given ones
  2038. * @param otherVector defines the other vector
  2039. * @returns the current updated Vector2
  2040. */
  2041. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2042. /**
  2043. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  2044. * @param otherVector defines the other vector
  2045. * @returns a new Vector2
  2046. */
  2047. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  2048. /**
  2049. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  2050. * @param otherVector defines the other vector
  2051. * @param result defines the target vector
  2052. * @returns the unmodified current Vector2
  2053. */
  2054. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2055. /**
  2056. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  2057. * @param x defines the first coordinate
  2058. * @param y defines the second coordinate
  2059. * @returns a new Vector2
  2060. */
  2061. multiplyByFloats(x: number, y: number): Vector2;
  2062. /**
  2063. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  2064. * @param otherVector defines the other vector
  2065. * @returns a new Vector2
  2066. */
  2067. divide(otherVector: Vector2): Vector2;
  2068. /**
  2069. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  2070. * @param otherVector defines the other vector
  2071. * @param result defines the target vector
  2072. * @returns the unmodified current Vector2
  2073. */
  2074. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2075. /**
  2076. * Divides the current Vector2 coordinates by the given ones
  2077. * @param otherVector defines the other vector
  2078. * @returns the current updated Vector2
  2079. */
  2080. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2081. /**
  2082. * Gets a new Vector2 with current Vector2 negated coordinates
  2083. * @returns a new Vector2
  2084. */
  2085. negate(): Vector2;
  2086. /**
  2087. * Multiply the Vector2 coordinates by scale
  2088. * @param scale defines the scaling factor
  2089. * @returns the current updated Vector2
  2090. */
  2091. scaleInPlace(scale: number): Vector2;
  2092. /**
  2093. * Returns a new Vector2 scaled by "scale" from the current Vector2
  2094. * @param scale defines the scaling factor
  2095. * @returns a new Vector2
  2096. */
  2097. scale(scale: number): Vector2;
  2098. /**
  2099. * Scale the current Vector2 values by a factor to a given Vector2
  2100. * @param scale defines the scale factor
  2101. * @param result defines the Vector2 object where to store the result
  2102. * @returns the unmodified current Vector2
  2103. */
  2104. scaleToRef(scale: number, result: Vector2): Vector2;
  2105. /**
  2106. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  2107. * @param scale defines the scale factor
  2108. * @param result defines the Vector2 object where to store the result
  2109. * @returns the unmodified current Vector2
  2110. */
  2111. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  2112. /**
  2113. * Gets a boolean if two vectors are equals
  2114. * @param otherVector defines the other vector
  2115. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  2116. */
  2117. equals(otherVector: DeepImmutable<Vector2>): boolean;
  2118. /**
  2119. * Gets a boolean if two vectors are equals (using an epsilon value)
  2120. * @param otherVector defines the other vector
  2121. * @param epsilon defines the minimal distance to consider equality
  2122. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  2123. */
  2124. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  2125. /**
  2126. * Gets a new Vector2 from current Vector2 floored values
  2127. * @returns a new Vector2
  2128. */
  2129. floor(): Vector2;
  2130. /**
  2131. * Gets a new Vector2 from current Vector2 floored values
  2132. * @returns a new Vector2
  2133. */
  2134. fract(): Vector2;
  2135. /**
  2136. * Gets the length of the vector
  2137. * @returns the vector length (float)
  2138. */
  2139. length(): number;
  2140. /**
  2141. * Gets the vector squared length
  2142. * @returns the vector squared length (float)
  2143. */
  2144. lengthSquared(): number;
  2145. /**
  2146. * Normalize the vector
  2147. * @returns the current updated Vector2
  2148. */
  2149. normalize(): Vector2;
  2150. /**
  2151. * Gets a new Vector2 copied from the Vector2
  2152. * @returns a new Vector2
  2153. */
  2154. clone(): Vector2;
  2155. /**
  2156. * Gets a new Vector2(0, 0)
  2157. * @returns a new Vector2
  2158. */
  2159. static Zero(): Vector2;
  2160. /**
  2161. * Gets a new Vector2(1, 1)
  2162. * @returns a new Vector2
  2163. */
  2164. static One(): Vector2;
  2165. /**
  2166. * Gets a new Vector2 set from the given index element of the given array
  2167. * @param array defines the data source
  2168. * @param offset defines the offset in the data source
  2169. * @returns a new Vector2
  2170. */
  2171. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  2172. /**
  2173. * Sets "result" from the given index element of the given array
  2174. * @param array defines the data source
  2175. * @param offset defines the offset in the data source
  2176. * @param result defines the target vector
  2177. */
  2178. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  2179. /**
  2180. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  2181. * @param value1 defines 1st point of control
  2182. * @param value2 defines 2nd point of control
  2183. * @param value3 defines 3rd point of control
  2184. * @param value4 defines 4th point of control
  2185. * @param amount defines the interpolation factor
  2186. * @returns a new Vector2
  2187. */
  2188. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  2189. /**
  2190. * 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".
  2191. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  2192. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  2193. * @param value defines the value to clamp
  2194. * @param min defines the lower limit
  2195. * @param max defines the upper limit
  2196. * @returns a new Vector2
  2197. */
  2198. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  2199. /**
  2200. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  2201. * @param value1 defines the 1st control point
  2202. * @param tangent1 defines the outgoing tangent
  2203. * @param value2 defines the 2nd control point
  2204. * @param tangent2 defines the incoming tangent
  2205. * @param amount defines the interpolation factor
  2206. * @returns a new Vector2
  2207. */
  2208. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  2209. /**
  2210. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  2211. * @param start defines the start vector
  2212. * @param end defines the end vector
  2213. * @param amount defines the interpolation factor
  2214. * @returns a new Vector2
  2215. */
  2216. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  2217. /**
  2218. * Gets the dot product of the vector "left" and the vector "right"
  2219. * @param left defines first vector
  2220. * @param right defines second vector
  2221. * @returns the dot product (float)
  2222. */
  2223. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  2224. /**
  2225. * Returns a new Vector2 equal to the normalized given vector
  2226. * @param vector defines the vector to normalize
  2227. * @returns a new Vector2
  2228. */
  2229. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  2230. /**
  2231. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  2232. * @param left defines 1st vector
  2233. * @param right defines 2nd vector
  2234. * @returns a new Vector2
  2235. */
  2236. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2237. /**
  2238. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  2239. * @param left defines 1st vector
  2240. * @param right defines 2nd vector
  2241. * @returns a new Vector2
  2242. */
  2243. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2244. /**
  2245. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  2246. * @param vector defines the vector to transform
  2247. * @param transformation defines the matrix to apply
  2248. * @returns a new Vector2
  2249. */
  2250. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  2251. /**
  2252. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  2253. * @param vector defines the vector to transform
  2254. * @param transformation defines the matrix to apply
  2255. * @param result defines the target vector
  2256. */
  2257. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  2258. /**
  2259. * Determines if a given vector is included in a triangle
  2260. * @param p defines the vector to test
  2261. * @param p0 defines 1st triangle point
  2262. * @param p1 defines 2nd triangle point
  2263. * @param p2 defines 3rd triangle point
  2264. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  2265. */
  2266. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  2267. /**
  2268. * Gets the distance between the vectors "value1" and "value2"
  2269. * @param value1 defines first vector
  2270. * @param value2 defines second vector
  2271. * @returns the distance between vectors
  2272. */
  2273. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2274. /**
  2275. * Returns the squared distance between the vectors "value1" and "value2"
  2276. * @param value1 defines first vector
  2277. * @param value2 defines second vector
  2278. * @returns the squared distance between vectors
  2279. */
  2280. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2281. /**
  2282. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  2283. * @param value1 defines first vector
  2284. * @param value2 defines second vector
  2285. * @returns a new Vector2
  2286. */
  2287. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  2288. /**
  2289. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  2290. * @param p defines the middle point
  2291. * @param segA defines one point of the segment
  2292. * @param segB defines the other point of the segment
  2293. * @returns the shortest distance
  2294. */
  2295. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  2296. }
  2297. /**
  2298. * Classed used to store (x,y,z) vector representation
  2299. * A Vector3 is the main object used in 3D geometry
  2300. * It can represent etiher the coordinates of a point the space, either a direction
  2301. * Reminder: js uses a left handed forward facing system
  2302. */
  2303. export class Vector3 {
  2304. /**
  2305. * Defines the first coordinates (on X axis)
  2306. */
  2307. x: number;
  2308. /**
  2309. * Defines the second coordinates (on Y axis)
  2310. */
  2311. y: number;
  2312. /**
  2313. * Defines the third coordinates (on Z axis)
  2314. */
  2315. z: number;
  2316. private static _UpReadOnly;
  2317. private static _ZeroReadOnly;
  2318. /**
  2319. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  2320. * @param x defines the first coordinates (on X axis)
  2321. * @param y defines the second coordinates (on Y axis)
  2322. * @param z defines the third coordinates (on Z axis)
  2323. */
  2324. constructor(
  2325. /**
  2326. * Defines the first coordinates (on X axis)
  2327. */
  2328. x?: number,
  2329. /**
  2330. * Defines the second coordinates (on Y axis)
  2331. */
  2332. y?: number,
  2333. /**
  2334. * Defines the third coordinates (on Z axis)
  2335. */
  2336. z?: number);
  2337. /**
  2338. * Creates a string representation of the Vector3
  2339. * @returns a string with the Vector3 coordinates.
  2340. */
  2341. toString(): string;
  2342. /**
  2343. * Gets the class name
  2344. * @returns the string "Vector3"
  2345. */
  2346. getClassName(): string;
  2347. /**
  2348. * Creates the Vector3 hash code
  2349. * @returns a number which tends to be unique between Vector3 instances
  2350. */
  2351. getHashCode(): number;
  2352. /**
  2353. * Creates an array containing three elements : the coordinates of the Vector3
  2354. * @returns a new array of numbers
  2355. */
  2356. asArray(): number[];
  2357. /**
  2358. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  2359. * @param array defines the destination array
  2360. * @param index defines the offset in the destination array
  2361. * @returns the current Vector3
  2362. */
  2363. toArray(array: FloatArray, index?: number): Vector3;
  2364. /**
  2365. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  2366. * @returns a new Quaternion object, computed from the Vector3 coordinates
  2367. */
  2368. toQuaternion(): Quaternion;
  2369. /**
  2370. * Adds the given vector to the current Vector3
  2371. * @param otherVector defines the second operand
  2372. * @returns the current updated Vector3
  2373. */
  2374. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2375. /**
  2376. * Adds the given coordinates to the current Vector3
  2377. * @param x defines the x coordinate of the operand
  2378. * @param y defines the y coordinate of the operand
  2379. * @param z defines the z coordinate of the operand
  2380. * @returns the current updated Vector3
  2381. */
  2382. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2383. /**
  2384. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  2385. * @param otherVector defines the second operand
  2386. * @returns the resulting Vector3
  2387. */
  2388. add(otherVector: DeepImmutable<Vector3>): Vector3;
  2389. /**
  2390. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  2391. * @param otherVector defines the second operand
  2392. * @param result defines the Vector3 object where to store the result
  2393. * @returns the current Vector3
  2394. */
  2395. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2396. /**
  2397. * Subtract the given vector from the current Vector3
  2398. * @param otherVector defines the second operand
  2399. * @returns the current updated Vector3
  2400. */
  2401. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2402. /**
  2403. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  2404. * @param otherVector defines the second operand
  2405. * @returns the resulting Vector3
  2406. */
  2407. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  2408. /**
  2409. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  2410. * @param otherVector defines the second operand
  2411. * @param result defines the Vector3 object where to store the result
  2412. * @returns the current Vector3
  2413. */
  2414. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2415. /**
  2416. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  2417. * @param x defines the x coordinate of the operand
  2418. * @param y defines the y coordinate of the operand
  2419. * @param z defines the z coordinate of the operand
  2420. * @returns the resulting Vector3
  2421. */
  2422. subtractFromFloats(x: number, y: number, z: number): Vector3;
  2423. /**
  2424. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  2425. * @param x defines the x coordinate of the operand
  2426. * @param y defines the y coordinate of the operand
  2427. * @param z defines the z coordinate of the operand
  2428. * @param result defines the Vector3 object where to store the result
  2429. * @returns the current Vector3
  2430. */
  2431. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  2432. /**
  2433. * Gets a new Vector3 set with the current Vector3 negated coordinates
  2434. * @returns a new Vector3
  2435. */
  2436. negate(): Vector3;
  2437. /**
  2438. * Multiplies the Vector3 coordinates by the float "scale"
  2439. * @param scale defines the multiplier factor
  2440. * @returns the current updated Vector3
  2441. */
  2442. scaleInPlace(scale: number): Vector3;
  2443. /**
  2444. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  2445. * @param scale defines the multiplier factor
  2446. * @returns a new Vector3
  2447. */
  2448. scale(scale: number): Vector3;
  2449. /**
  2450. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  2451. * @param scale defines the multiplier factor
  2452. * @param result defines the Vector3 object where to store the result
  2453. * @returns the current Vector3
  2454. */
  2455. scaleToRef(scale: number, result: Vector3): Vector3;
  2456. /**
  2457. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  2458. * @param scale defines the scale factor
  2459. * @param result defines the Vector3 object where to store the result
  2460. * @returns the unmodified current Vector3
  2461. */
  2462. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  2463. /**
  2464. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  2465. * @param otherVector defines the second operand
  2466. * @returns true if both vectors are equals
  2467. */
  2468. equals(otherVector: DeepImmutable<Vector3>): boolean;
  2469. /**
  2470. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  2471. * @param otherVector defines the second operand
  2472. * @param epsilon defines the minimal distance to define values as equals
  2473. * @returns true if both vectors are distant less than epsilon
  2474. */
  2475. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  2476. /**
  2477. * Returns true if the current Vector3 coordinates equals the given floats
  2478. * @param x defines the x coordinate of the operand
  2479. * @param y defines the y coordinate of the operand
  2480. * @param z defines the z coordinate of the operand
  2481. * @returns true if both vectors are equals
  2482. */
  2483. equalsToFloats(x: number, y: number, z: number): boolean;
  2484. /**
  2485. * Multiplies the current Vector3 coordinates by the given ones
  2486. * @param otherVector defines the second operand
  2487. * @returns the current updated Vector3
  2488. */
  2489. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2490. /**
  2491. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  2492. * @param otherVector defines the second operand
  2493. * @returns the new Vector3
  2494. */
  2495. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  2496. /**
  2497. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  2498. * @param otherVector defines the second operand
  2499. * @param result defines the Vector3 object where to store the result
  2500. * @returns the current Vector3
  2501. */
  2502. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2503. /**
  2504. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  2505. * @param x defines the x coordinate of the operand
  2506. * @param y defines the y coordinate of the operand
  2507. * @param z defines the z coordinate of the operand
  2508. * @returns the new Vector3
  2509. */
  2510. multiplyByFloats(x: number, y: number, z: number): Vector3;
  2511. /**
  2512. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  2513. * @param otherVector defines the second operand
  2514. * @returns the new Vector3
  2515. */
  2516. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  2517. /**
  2518. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  2519. * @param otherVector defines the second operand
  2520. * @param result defines the Vector3 object where to store the result
  2521. * @returns the current Vector3
  2522. */
  2523. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2524. /**
  2525. * Divides the current Vector3 coordinates by the given ones.
  2526. * @param otherVector defines the second operand
  2527. * @returns the current updated Vector3
  2528. */
  2529. divideInPlace(otherVector: Vector3): Vector3;
  2530. /**
  2531. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  2532. * @param other defines the second operand
  2533. * @returns the current updated Vector3
  2534. */
  2535. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2536. /**
  2537. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  2538. * @param other defines the second operand
  2539. * @returns the current updated Vector3
  2540. */
  2541. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2542. /**
  2543. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2544. * @param x defines the x coordinate of the operand
  2545. * @param y defines the y coordinate of the operand
  2546. * @param z defines the z coordinate of the operand
  2547. * @returns the current updated Vector3
  2548. */
  2549. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2550. /**
  2551. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2552. * @param x defines the x coordinate of the operand
  2553. * @param y defines the y coordinate of the operand
  2554. * @param z defines the z coordinate of the operand
  2555. * @returns the current updated Vector3
  2556. */
  2557. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2558. /**
  2559. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2560. * Check if is non uniform within a certain amount of decimal places to account for this
  2561. * @param epsilon the amount the values can differ
  2562. * @returns if the the vector is non uniform to a certain number of decimal places
  2563. */
  2564. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2565. /**
  2566. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2567. */
  2568. readonly isNonUniform: boolean;
  2569. /**
  2570. * Gets a new Vector3 from current Vector3 floored values
  2571. * @returns a new Vector3
  2572. */
  2573. floor(): Vector3;
  2574. /**
  2575. * Gets a new Vector3 from current Vector3 floored values
  2576. * @returns a new Vector3
  2577. */
  2578. fract(): Vector3;
  2579. /**
  2580. * Gets the length of the Vector3
  2581. * @returns the length of the Vector3
  2582. */
  2583. length(): number;
  2584. /**
  2585. * Gets the squared length of the Vector3
  2586. * @returns squared length of the Vector3
  2587. */
  2588. lengthSquared(): number;
  2589. /**
  2590. * Normalize the current Vector3.
  2591. * Please note that this is an in place operation.
  2592. * @returns the current updated Vector3
  2593. */
  2594. normalize(): Vector3;
  2595. /**
  2596. * Reorders the x y z properties of the vector in place
  2597. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2598. * @returns the current updated vector
  2599. */
  2600. reorderInPlace(order: string): this;
  2601. /**
  2602. * Rotates the vector around 0,0,0 by a quaternion
  2603. * @param quaternion the rotation quaternion
  2604. * @param result vector to store the result
  2605. * @returns the resulting vector
  2606. */
  2607. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2608. /**
  2609. * Rotates a vector around a given point
  2610. * @param quaternion the rotation quaternion
  2611. * @param point the point to rotate around
  2612. * @param result vector to store the result
  2613. * @returns the resulting vector
  2614. */
  2615. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2616. /**
  2617. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  2618. * The cross product is then orthogonal to both current and "other"
  2619. * @param other defines the right operand
  2620. * @returns the cross product
  2621. */
  2622. cross(other: Vector3): Vector3;
  2623. /**
  2624. * Normalize the current Vector3 with the given input length.
  2625. * Please note that this is an in place operation.
  2626. * @param len the length of the vector
  2627. * @returns the current updated Vector3
  2628. */
  2629. normalizeFromLength(len: number): Vector3;
  2630. /**
  2631. * Normalize the current Vector3 to a new vector
  2632. * @returns the new Vector3
  2633. */
  2634. normalizeToNew(): Vector3;
  2635. /**
  2636. * Normalize the current Vector3 to the reference
  2637. * @param reference define the Vector3 to update
  2638. * @returns the updated Vector3
  2639. */
  2640. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2641. /**
  2642. * Creates a new Vector3 copied from the current Vector3
  2643. * @returns the new Vector3
  2644. */
  2645. clone(): Vector3;
  2646. /**
  2647. * Copies the given vector coordinates to the current Vector3 ones
  2648. * @param source defines the source Vector3
  2649. * @returns the current updated Vector3
  2650. */
  2651. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2652. /**
  2653. * Copies the given floats to the current Vector3 coordinates
  2654. * @param x defines the x coordinate of the operand
  2655. * @param y defines the y coordinate of the operand
  2656. * @param z defines the z coordinate of the operand
  2657. * @returns the current updated Vector3
  2658. */
  2659. copyFromFloats(x: number, y: number, z: number): Vector3;
  2660. /**
  2661. * Copies the given floats to the current Vector3 coordinates
  2662. * @param x defines the x coordinate of the operand
  2663. * @param y defines the y coordinate of the operand
  2664. * @param z defines the z coordinate of the operand
  2665. * @returns the current updated Vector3
  2666. */
  2667. set(x: number, y: number, z: number): Vector3;
  2668. /**
  2669. * Copies the given float to the current Vector3 coordinates
  2670. * @param v defines the x, y and z coordinates of the operand
  2671. * @returns the current updated Vector3
  2672. */
  2673. setAll(v: number): Vector3;
  2674. /**
  2675. * Get the clip factor between two vectors
  2676. * @param vector0 defines the first operand
  2677. * @param vector1 defines the second operand
  2678. * @param axis defines the axis to use
  2679. * @param size defines the size along the axis
  2680. * @returns the clip factor
  2681. */
  2682. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2683. /**
  2684. * Get angle between two vectors
  2685. * @param vector0 angle between vector0 and vector1
  2686. * @param vector1 angle between vector0 and vector1
  2687. * @param normal direction of the normal
  2688. * @return the angle between vector0 and vector1
  2689. */
  2690. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2691. /**
  2692. * Returns a new Vector3 set from the index "offset" of the given array
  2693. * @param array defines the source array
  2694. * @param offset defines the offset in the source array
  2695. * @returns the new Vector3
  2696. */
  2697. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2698. /**
  2699. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2700. * This function is deprecated. Use FromArray instead
  2701. * @param array defines the source array
  2702. * @param offset defines the offset in the source array
  2703. * @returns the new Vector3
  2704. */
  2705. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2706. /**
  2707. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2708. * @param array defines the source array
  2709. * @param offset defines the offset in the source array
  2710. * @param result defines the Vector3 where to store the result
  2711. */
  2712. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2713. /**
  2714. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2715. * This function is deprecated. Use FromArrayToRef instead.
  2716. * @param array defines the source array
  2717. * @param offset defines the offset in the source array
  2718. * @param result defines the Vector3 where to store the result
  2719. */
  2720. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2721. /**
  2722. * Sets the given vector "result" with the given floats.
  2723. * @param x defines the x coordinate of the source
  2724. * @param y defines the y coordinate of the source
  2725. * @param z defines the z coordinate of the source
  2726. * @param result defines the Vector3 where to store the result
  2727. */
  2728. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2729. /**
  2730. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2731. * @returns a new empty Vector3
  2732. */
  2733. static Zero(): Vector3;
  2734. /**
  2735. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2736. * @returns a new unit Vector3
  2737. */
  2738. static One(): Vector3;
  2739. /**
  2740. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2741. * @returns a new up Vector3
  2742. */
  2743. static Up(): Vector3;
  2744. /**
  2745. * Gets a up Vector3 that must not be updated
  2746. */
  2747. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2748. /**
  2749. * Gets a zero Vector3 that must not be updated
  2750. */
  2751. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2752. /**
  2753. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2754. * @returns a new down Vector3
  2755. */
  2756. static Down(): Vector3;
  2757. /**
  2758. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2759. * @returns a new forward Vector3
  2760. */
  2761. static Forward(): Vector3;
  2762. /**
  2763. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2764. * @returns a new forward Vector3
  2765. */
  2766. static Backward(): Vector3;
  2767. /**
  2768. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2769. * @returns a new right Vector3
  2770. */
  2771. static Right(): Vector3;
  2772. /**
  2773. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2774. * @returns a new left Vector3
  2775. */
  2776. static Left(): Vector3;
  2777. /**
  2778. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2779. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2780. * @param vector defines the Vector3 to transform
  2781. * @param transformation defines the transformation matrix
  2782. * @returns the transformed Vector3
  2783. */
  2784. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2785. /**
  2786. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2787. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2788. * @param vector defines the Vector3 to transform
  2789. * @param transformation defines the transformation matrix
  2790. * @param result defines the Vector3 where to store the result
  2791. */
  2792. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2793. /**
  2794. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2795. * This method computes tranformed coordinates only, not transformed direction vectors
  2796. * @param x define the x coordinate of the source vector
  2797. * @param y define the y coordinate of the source vector
  2798. * @param z define the z coordinate of the source vector
  2799. * @param transformation defines the transformation matrix
  2800. * @param result defines the Vector3 where to store the result
  2801. */
  2802. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2803. /**
  2804. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2805. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2806. * @param vector defines the Vector3 to transform
  2807. * @param transformation defines the transformation matrix
  2808. * @returns the new Vector3
  2809. */
  2810. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2811. /**
  2812. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2813. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2814. * @param vector defines the Vector3 to transform
  2815. * @param transformation defines the transformation matrix
  2816. * @param result defines the Vector3 where to store the result
  2817. */
  2818. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2819. /**
  2820. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2821. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2822. * @param x define the x coordinate of the source vector
  2823. * @param y define the y coordinate of the source vector
  2824. * @param z define the z coordinate of the source vector
  2825. * @param transformation defines the transformation matrix
  2826. * @param result defines the Vector3 where to store the result
  2827. */
  2828. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2829. /**
  2830. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2831. * @param value1 defines the first control point
  2832. * @param value2 defines the second control point
  2833. * @param value3 defines the third control point
  2834. * @param value4 defines the fourth control point
  2835. * @param amount defines the amount on the spline to use
  2836. * @returns the new Vector3
  2837. */
  2838. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2839. /**
  2840. * 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"
  2841. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2842. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2843. * @param value defines the current value
  2844. * @param min defines the lower range value
  2845. * @param max defines the upper range value
  2846. * @returns the new Vector3
  2847. */
  2848. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2849. /**
  2850. * 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"
  2851. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2852. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2853. * @param value defines the current value
  2854. * @param min defines the lower range value
  2855. * @param max defines the upper range value
  2856. * @param result defines the Vector3 where to store the result
  2857. */
  2858. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2859. /**
  2860. * Checks if a given vector is inside a specific range
  2861. * @param v defines the vector to test
  2862. * @param min defines the minimum range
  2863. * @param max defines the maximum range
  2864. */
  2865. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2866. /**
  2867. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2868. * @param value1 defines the first control point
  2869. * @param tangent1 defines the first tangent vector
  2870. * @param value2 defines the second control point
  2871. * @param tangent2 defines the second tangent vector
  2872. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2873. * @returns the new Vector3
  2874. */
  2875. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2876. /**
  2877. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2878. * @param start defines the start value
  2879. * @param end defines the end value
  2880. * @param amount max defines amount between both (between 0 and 1)
  2881. * @returns the new Vector3
  2882. */
  2883. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2884. /**
  2885. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2886. * @param start defines the start value
  2887. * @param end defines the end value
  2888. * @param amount max defines amount between both (between 0 and 1)
  2889. * @param result defines the Vector3 where to store the result
  2890. */
  2891. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2892. /**
  2893. * Returns the dot product (float) between the vectors "left" and "right"
  2894. * @param left defines the left operand
  2895. * @param right defines the right operand
  2896. * @returns the dot product
  2897. */
  2898. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2899. /**
  2900. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2901. * The cross product is then orthogonal to both "left" and "right"
  2902. * @param left defines the left operand
  2903. * @param right defines the right operand
  2904. * @returns the cross product
  2905. */
  2906. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2907. /**
  2908. * Sets the given vector "result" with the cross product of "left" and "right"
  2909. * The cross product is then orthogonal to both "left" and "right"
  2910. * @param left defines the left operand
  2911. * @param right defines the right operand
  2912. * @param result defines the Vector3 where to store the result
  2913. */
  2914. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2915. /**
  2916. * Returns a new Vector3 as the normalization of the given vector
  2917. * @param vector defines the Vector3 to normalize
  2918. * @returns the new Vector3
  2919. */
  2920. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2921. /**
  2922. * Sets the given vector "result" with the normalization of the given first vector
  2923. * @param vector defines the Vector3 to normalize
  2924. * @param result defines the Vector3 where to store the result
  2925. */
  2926. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2927. /**
  2928. * Project a Vector3 onto screen space
  2929. * @param vector defines the Vector3 to project
  2930. * @param world defines the world matrix to use
  2931. * @param transform defines the transform (view x projection) matrix to use
  2932. * @param viewport defines the screen viewport to use
  2933. * @returns the new Vector3
  2934. */
  2935. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2936. /** @hidden */
  2937. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2938. /**
  2939. * Unproject from screen space to object space
  2940. * @param source defines the screen space Vector3 to use
  2941. * @param viewportWidth defines the current width of the viewport
  2942. * @param viewportHeight defines the current height of the viewport
  2943. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2944. * @param transform defines the transform (view x projection) matrix to use
  2945. * @returns the new Vector3
  2946. */
  2947. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2948. /**
  2949. * Unproject from screen space to object space
  2950. * @param source defines the screen space Vector3 to use
  2951. * @param viewportWidth defines the current width of the viewport
  2952. * @param viewportHeight defines the current height of the viewport
  2953. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2954. * @param view defines the view matrix to use
  2955. * @param projection defines the projection matrix to use
  2956. * @returns the new Vector3
  2957. */
  2958. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2959. /**
  2960. * Unproject from screen space to object space
  2961. * @param source defines the screen space Vector3 to use
  2962. * @param viewportWidth defines the current width of the viewport
  2963. * @param viewportHeight defines the current height of the viewport
  2964. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2965. * @param view defines the view matrix to use
  2966. * @param projection defines the projection matrix to use
  2967. * @param result defines the Vector3 where to store the result
  2968. */
  2969. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2970. /**
  2971. * Unproject from screen space to object space
  2972. * @param sourceX defines the screen space x coordinate to use
  2973. * @param sourceY defines the screen space y coordinate to use
  2974. * @param sourceZ defines the screen space z coordinate to use
  2975. * @param viewportWidth defines the current width of the viewport
  2976. * @param viewportHeight defines the current height of the viewport
  2977. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2978. * @param view defines the view matrix to use
  2979. * @param projection defines the projection matrix to use
  2980. * @param result defines the Vector3 where to store the result
  2981. */
  2982. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2983. /**
  2984. * Gets the minimal coordinate values between two Vector3
  2985. * @param left defines the first operand
  2986. * @param right defines the second operand
  2987. * @returns the new Vector3
  2988. */
  2989. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2990. /**
  2991. * Gets the maximal coordinate values between two Vector3
  2992. * @param left defines the first operand
  2993. * @param right defines the second operand
  2994. * @returns the new Vector3
  2995. */
  2996. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2997. /**
  2998. * Returns the distance between the vectors "value1" and "value2"
  2999. * @param value1 defines the first operand
  3000. * @param value2 defines the second operand
  3001. * @returns the distance
  3002. */
  3003. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  3004. /**
  3005. * Returns the squared distance between the vectors "value1" and "value2"
  3006. * @param value1 defines the first operand
  3007. * @param value2 defines the second operand
  3008. * @returns the squared distance
  3009. */
  3010. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  3011. /**
  3012. * Returns a new Vector3 located at the center between "value1" and "value2"
  3013. * @param value1 defines the first operand
  3014. * @param value2 defines the second operand
  3015. * @returns the new Vector3
  3016. */
  3017. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  3018. /**
  3019. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  3020. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  3021. * to something in order to rotate it from its local system to the given target system
  3022. * Note: axis1, axis2 and axis3 are normalized during this operation
  3023. * @param axis1 defines the first axis
  3024. * @param axis2 defines the second axis
  3025. * @param axis3 defines the third axis
  3026. * @returns a new Vector3
  3027. */
  3028. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  3029. /**
  3030. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  3031. * @param axis1 defines the first axis
  3032. * @param axis2 defines the second axis
  3033. * @param axis3 defines the third axis
  3034. * @param ref defines the Vector3 where to store the result
  3035. */
  3036. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  3037. }
  3038. /**
  3039. * Vector4 class created for EulerAngle class conversion to Quaternion
  3040. */
  3041. export class Vector4 {
  3042. /** x value of the vector */
  3043. x: number;
  3044. /** y value of the vector */
  3045. y: number;
  3046. /** z value of the vector */
  3047. z: number;
  3048. /** w value of the vector */
  3049. w: number;
  3050. /**
  3051. * Creates a Vector4 object from the given floats.
  3052. * @param x x value of the vector
  3053. * @param y y value of the vector
  3054. * @param z z value of the vector
  3055. * @param w w value of the vector
  3056. */
  3057. constructor(
  3058. /** x value of the vector */
  3059. x: number,
  3060. /** y value of the vector */
  3061. y: number,
  3062. /** z value of the vector */
  3063. z: number,
  3064. /** w value of the vector */
  3065. w: number);
  3066. /**
  3067. * Returns the string with the Vector4 coordinates.
  3068. * @returns a string containing all the vector values
  3069. */
  3070. toString(): string;
  3071. /**
  3072. * Returns the string "Vector4".
  3073. * @returns "Vector4"
  3074. */
  3075. getClassName(): string;
  3076. /**
  3077. * Returns the Vector4 hash code.
  3078. * @returns a unique hash code
  3079. */
  3080. getHashCode(): number;
  3081. /**
  3082. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  3083. * @returns the resulting array
  3084. */
  3085. asArray(): number[];
  3086. /**
  3087. * Populates the given array from the given index with the Vector4 coordinates.
  3088. * @param array array to populate
  3089. * @param index index of the array to start at (default: 0)
  3090. * @returns the Vector4.
  3091. */
  3092. toArray(array: FloatArray, index?: number): Vector4;
  3093. /**
  3094. * Adds the given vector to the current Vector4.
  3095. * @param otherVector the vector to add
  3096. * @returns the updated Vector4.
  3097. */
  3098. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3099. /**
  3100. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  3101. * @param otherVector the vector to add
  3102. * @returns the resulting vector
  3103. */
  3104. add(otherVector: DeepImmutable<Vector4>): Vector4;
  3105. /**
  3106. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  3107. * @param otherVector the vector to add
  3108. * @param result the vector to store the result
  3109. * @returns the current Vector4.
  3110. */
  3111. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3112. /**
  3113. * Subtract in place the given vector from the current Vector4.
  3114. * @param otherVector the vector to subtract
  3115. * @returns the updated Vector4.
  3116. */
  3117. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3118. /**
  3119. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  3120. * @param otherVector the vector to add
  3121. * @returns the new vector with the result
  3122. */
  3123. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  3124. /**
  3125. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  3126. * @param otherVector the vector to subtract
  3127. * @param result the vector to store the result
  3128. * @returns the current Vector4.
  3129. */
  3130. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3131. /**
  3132. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3133. */
  3134. /**
  3135. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3136. * @param x value to subtract
  3137. * @param y value to subtract
  3138. * @param z value to subtract
  3139. * @param w value to subtract
  3140. * @returns new vector containing the result
  3141. */
  3142. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3143. /**
  3144. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3145. * @param x value to subtract
  3146. * @param y value to subtract
  3147. * @param z value to subtract
  3148. * @param w value to subtract
  3149. * @param result the vector to store the result in
  3150. * @returns the current Vector4.
  3151. */
  3152. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  3153. /**
  3154. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  3155. * @returns a new vector with the negated values
  3156. */
  3157. negate(): Vector4;
  3158. /**
  3159. * Multiplies the current Vector4 coordinates by scale (float).
  3160. * @param scale the number to scale with
  3161. * @returns the updated Vector4.
  3162. */
  3163. scaleInPlace(scale: number): Vector4;
  3164. /**
  3165. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  3166. * @param scale the number to scale with
  3167. * @returns a new vector with the result
  3168. */
  3169. scale(scale: number): Vector4;
  3170. /**
  3171. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  3172. * @param scale the number to scale with
  3173. * @param result a vector to store the result in
  3174. * @returns the current Vector4.
  3175. */
  3176. scaleToRef(scale: number, result: Vector4): Vector4;
  3177. /**
  3178. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  3179. * @param scale defines the scale factor
  3180. * @param result defines the Vector4 object where to store the result
  3181. * @returns the unmodified current Vector4
  3182. */
  3183. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  3184. /**
  3185. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  3186. * @param otherVector the vector to compare against
  3187. * @returns true if they are equal
  3188. */
  3189. equals(otherVector: DeepImmutable<Vector4>): boolean;
  3190. /**
  3191. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  3192. * @param otherVector vector to compare against
  3193. * @param epsilon (Default: very small number)
  3194. * @returns true if they are equal
  3195. */
  3196. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  3197. /**
  3198. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  3199. * @param x x value to compare against
  3200. * @param y y value to compare against
  3201. * @param z z value to compare against
  3202. * @param w w value to compare against
  3203. * @returns true if equal
  3204. */
  3205. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  3206. /**
  3207. * Multiplies in place the current Vector4 by the given one.
  3208. * @param otherVector vector to multiple with
  3209. * @returns the updated Vector4.
  3210. */
  3211. multiplyInPlace(otherVector: Vector4): Vector4;
  3212. /**
  3213. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  3214. * @param otherVector vector to multiple with
  3215. * @returns resulting new vector
  3216. */
  3217. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  3218. /**
  3219. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  3220. * @param otherVector vector to multiple with
  3221. * @param result vector to store the result
  3222. * @returns the current Vector4.
  3223. */
  3224. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3225. /**
  3226. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  3227. * @param x x value multiply with
  3228. * @param y y value multiply with
  3229. * @param z z value multiply with
  3230. * @param w w value multiply with
  3231. * @returns resulting new vector
  3232. */
  3233. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  3234. /**
  3235. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  3236. * @param otherVector vector to devide with
  3237. * @returns resulting new vector
  3238. */
  3239. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  3240. /**
  3241. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  3242. * @param otherVector vector to devide with
  3243. * @param result vector to store the result
  3244. * @returns the current Vector4.
  3245. */
  3246. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3247. /**
  3248. * Divides the current Vector3 coordinates by the given ones.
  3249. * @param otherVector vector to devide with
  3250. * @returns the updated Vector3.
  3251. */
  3252. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3253. /**
  3254. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  3255. * @param other defines the second operand
  3256. * @returns the current updated Vector4
  3257. */
  3258. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3259. /**
  3260. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  3261. * @param other defines the second operand
  3262. * @returns the current updated Vector4
  3263. */
  3264. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3265. /**
  3266. * Gets a new Vector4 from current Vector4 floored values
  3267. * @returns a new Vector4
  3268. */
  3269. floor(): Vector4;
  3270. /**
  3271. * Gets a new Vector4 from current Vector3 floored values
  3272. * @returns a new Vector4
  3273. */
  3274. fract(): Vector4;
  3275. /**
  3276. * Returns the Vector4 length (float).
  3277. * @returns the length
  3278. */
  3279. length(): number;
  3280. /**
  3281. * Returns the Vector4 squared length (float).
  3282. * @returns the length squared
  3283. */
  3284. lengthSquared(): number;
  3285. /**
  3286. * Normalizes in place the Vector4.
  3287. * @returns the updated Vector4.
  3288. */
  3289. normalize(): Vector4;
  3290. /**
  3291. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  3292. * @returns this converted to a new vector3
  3293. */
  3294. toVector3(): Vector3;
  3295. /**
  3296. * Returns a new Vector4 copied from the current one.
  3297. * @returns the new cloned vector
  3298. */
  3299. clone(): Vector4;
  3300. /**
  3301. * Updates the current Vector4 with the given one coordinates.
  3302. * @param source the source vector to copy from
  3303. * @returns the updated Vector4.
  3304. */
  3305. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  3306. /**
  3307. * Updates the current Vector4 coordinates with the given floats.
  3308. * @param x float to copy from
  3309. * @param y float to copy from
  3310. * @param z float to copy from
  3311. * @param w float to copy from
  3312. * @returns the updated Vector4.
  3313. */
  3314. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3315. /**
  3316. * Updates the current Vector4 coordinates with the given floats.
  3317. * @param x float to set from
  3318. * @param y float to set from
  3319. * @param z float to set from
  3320. * @param w float to set from
  3321. * @returns the updated Vector4.
  3322. */
  3323. set(x: number, y: number, z: number, w: number): Vector4;
  3324. /**
  3325. * Copies the given float to the current Vector3 coordinates
  3326. * @param v defines the x, y, z and w coordinates of the operand
  3327. * @returns the current updated Vector3
  3328. */
  3329. setAll(v: number): Vector4;
  3330. /**
  3331. * Returns a new Vector4 set from the starting index of the given array.
  3332. * @param array the array to pull values from
  3333. * @param offset the offset into the array to start at
  3334. * @returns the new vector
  3335. */
  3336. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  3337. /**
  3338. * Updates the given vector "result" from the starting index of the given array.
  3339. * @param array the array to pull values from
  3340. * @param offset the offset into the array to start at
  3341. * @param result the vector to store the result in
  3342. */
  3343. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  3344. /**
  3345. * Updates the given vector "result" from the starting index of the given Float32Array.
  3346. * @param array the array to pull values from
  3347. * @param offset the offset into the array to start at
  3348. * @param result the vector to store the result in
  3349. */
  3350. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  3351. /**
  3352. * Updates the given vector "result" coordinates from the given floats.
  3353. * @param x float to set from
  3354. * @param y float to set from
  3355. * @param z float to set from
  3356. * @param w float to set from
  3357. * @param result the vector to the floats in
  3358. */
  3359. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  3360. /**
  3361. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  3362. * @returns the new vector
  3363. */
  3364. static Zero(): Vector4;
  3365. /**
  3366. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  3367. * @returns the new vector
  3368. */
  3369. static One(): Vector4;
  3370. /**
  3371. * Returns a new normalized Vector4 from the given one.
  3372. * @param vector the vector to normalize
  3373. * @returns the vector
  3374. */
  3375. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  3376. /**
  3377. * Updates the given vector "result" from the normalization of the given one.
  3378. * @param vector the vector to normalize
  3379. * @param result the vector to store the result in
  3380. */
  3381. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  3382. /**
  3383. * Returns a vector with the minimum values from the left and right vectors
  3384. * @param left left vector to minimize
  3385. * @param right right vector to minimize
  3386. * @returns a new vector with the minimum of the left and right vector values
  3387. */
  3388. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3389. /**
  3390. * Returns a vector with the maximum values from the left and right vectors
  3391. * @param left left vector to maximize
  3392. * @param right right vector to maximize
  3393. * @returns a new vector with the maximum of the left and right vector values
  3394. */
  3395. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3396. /**
  3397. * Returns the distance (float) between the vectors "value1" and "value2".
  3398. * @param value1 value to calulate the distance between
  3399. * @param value2 value to calulate the distance between
  3400. * @return the distance between the two vectors
  3401. */
  3402. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3403. /**
  3404. * Returns the squared distance (float) between the vectors "value1" and "value2".
  3405. * @param value1 value to calulate the distance between
  3406. * @param value2 value to calulate the distance between
  3407. * @return the distance between the two vectors squared
  3408. */
  3409. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3410. /**
  3411. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  3412. * @param value1 value to calulate the center between
  3413. * @param value2 value to calulate the center between
  3414. * @return the center between the two vectors
  3415. */
  3416. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  3417. /**
  3418. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  3419. * This methods computes transformed normalized direction vectors only.
  3420. * @param vector the vector to transform
  3421. * @param transformation the transformation matrix to apply
  3422. * @returns the new vector
  3423. */
  3424. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  3425. /**
  3426. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  3427. * This methods computes transformed normalized direction vectors only.
  3428. * @param vector the vector to transform
  3429. * @param transformation the transformation matrix to apply
  3430. * @param result the vector to store the result in
  3431. */
  3432. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3433. /**
  3434. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  3435. * This methods computes transformed normalized direction vectors only.
  3436. * @param x value to transform
  3437. * @param y value to transform
  3438. * @param z value to transform
  3439. * @param w value to transform
  3440. * @param transformation the transformation matrix to apply
  3441. * @param result the vector to store the results in
  3442. */
  3443. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3444. /**
  3445. * Creates a new Vector4 from a Vector3
  3446. * @param source defines the source data
  3447. * @param w defines the 4th component (default is 0)
  3448. * @returns a new Vector4
  3449. */
  3450. static FromVector3(source: Vector3, w?: number): Vector4;
  3451. }
  3452. /**
  3453. * Class used to store quaternion data
  3454. * @see https://en.wikipedia.org/wiki/Quaternion
  3455. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  3456. */
  3457. export class Quaternion {
  3458. /** defines the first component (0 by default) */
  3459. x: number;
  3460. /** defines the second component (0 by default) */
  3461. y: number;
  3462. /** defines the third component (0 by default) */
  3463. z: number;
  3464. /** defines the fourth component (1.0 by default) */
  3465. w: number;
  3466. /**
  3467. * Creates a new Quaternion from the given floats
  3468. * @param x defines the first component (0 by default)
  3469. * @param y defines the second component (0 by default)
  3470. * @param z defines the third component (0 by default)
  3471. * @param w defines the fourth component (1.0 by default)
  3472. */
  3473. constructor(
  3474. /** defines the first component (0 by default) */
  3475. x?: number,
  3476. /** defines the second component (0 by default) */
  3477. y?: number,
  3478. /** defines the third component (0 by default) */
  3479. z?: number,
  3480. /** defines the fourth component (1.0 by default) */
  3481. w?: number);
  3482. /**
  3483. * Gets a string representation for the current quaternion
  3484. * @returns a string with the Quaternion coordinates
  3485. */
  3486. toString(): string;
  3487. /**
  3488. * Gets the class name of the quaternion
  3489. * @returns the string "Quaternion"
  3490. */
  3491. getClassName(): string;
  3492. /**
  3493. * Gets a hash code for this quaternion
  3494. * @returns the quaternion hash code
  3495. */
  3496. getHashCode(): number;
  3497. /**
  3498. * Copy the quaternion to an array
  3499. * @returns a new array populated with 4 elements from the quaternion coordinates
  3500. */
  3501. asArray(): number[];
  3502. /**
  3503. * Check if two quaternions are equals
  3504. * @param otherQuaternion defines the second operand
  3505. * @return true if the current quaternion and the given one coordinates are strictly equals
  3506. */
  3507. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  3508. /**
  3509. * Clone the current quaternion
  3510. * @returns a new quaternion copied from the current one
  3511. */
  3512. clone(): Quaternion;
  3513. /**
  3514. * Copy a quaternion to the current one
  3515. * @param other defines the other quaternion
  3516. * @returns the updated current quaternion
  3517. */
  3518. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  3519. /**
  3520. * Updates the current quaternion with the given float coordinates
  3521. * @param x defines the x coordinate
  3522. * @param y defines the y coordinate
  3523. * @param z defines the z coordinate
  3524. * @param w defines the w coordinate
  3525. * @returns the updated current quaternion
  3526. */
  3527. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  3528. /**
  3529. * Updates the current quaternion from the given float coordinates
  3530. * @param x defines the x coordinate
  3531. * @param y defines the y coordinate
  3532. * @param z defines the z coordinate
  3533. * @param w defines the w coordinate
  3534. * @returns the updated current quaternion
  3535. */
  3536. set(x: number, y: number, z: number, w: number): Quaternion;
  3537. /**
  3538. * Adds two quaternions
  3539. * @param other defines the second operand
  3540. * @returns a new quaternion as the addition result of the given one and the current quaternion
  3541. */
  3542. add(other: DeepImmutable<Quaternion>): Quaternion;
  3543. /**
  3544. * Add a quaternion to the current one
  3545. * @param other defines the quaternion to add
  3546. * @returns the current quaternion
  3547. */
  3548. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3549. /**
  3550. * Subtract two quaternions
  3551. * @param other defines the second operand
  3552. * @returns a new quaternion as the subtraction result of the given one from the current one
  3553. */
  3554. subtract(other: Quaternion): Quaternion;
  3555. /**
  3556. * Multiplies the current quaternion by a scale factor
  3557. * @param value defines the scale factor
  3558. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3559. */
  3560. scale(value: number): Quaternion;
  3561. /**
  3562. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3563. * @param scale defines the scale factor
  3564. * @param result defines the Quaternion object where to store the result
  3565. * @returns the unmodified current quaternion
  3566. */
  3567. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3568. /**
  3569. * Multiplies in place the current quaternion by a scale factor
  3570. * @param value defines the scale factor
  3571. * @returns the current modified quaternion
  3572. */
  3573. scaleInPlace(value: number): Quaternion;
  3574. /**
  3575. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3576. * @param scale defines the scale factor
  3577. * @param result defines the Quaternion object where to store the result
  3578. * @returns the unmodified current quaternion
  3579. */
  3580. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3581. /**
  3582. * Multiplies two quaternions
  3583. * @param q1 defines the second operand
  3584. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3585. */
  3586. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3587. /**
  3588. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3589. * @param q1 defines the second operand
  3590. * @param result defines the target quaternion
  3591. * @returns the current quaternion
  3592. */
  3593. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3594. /**
  3595. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3596. * @param q1 defines the second operand
  3597. * @returns the currentupdated quaternion
  3598. */
  3599. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3600. /**
  3601. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3602. * @param ref defines the target quaternion
  3603. * @returns the current quaternion
  3604. */
  3605. conjugateToRef(ref: Quaternion): Quaternion;
  3606. /**
  3607. * Conjugates in place (1-q) the current quaternion
  3608. * @returns the current updated quaternion
  3609. */
  3610. conjugateInPlace(): Quaternion;
  3611. /**
  3612. * Conjugates in place (1-q) the current quaternion
  3613. * @returns a new quaternion
  3614. */
  3615. conjugate(): Quaternion;
  3616. /**
  3617. * Gets length of current quaternion
  3618. * @returns the quaternion length (float)
  3619. */
  3620. length(): number;
  3621. /**
  3622. * Normalize in place the current quaternion
  3623. * @returns the current updated quaternion
  3624. */
  3625. normalize(): Quaternion;
  3626. /**
  3627. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3628. * @param order is a reserved parameter and is ignore for now
  3629. * @returns a new Vector3 containing the Euler angles
  3630. */
  3631. toEulerAngles(order?: string): Vector3;
  3632. /**
  3633. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3634. * @param result defines the vector which will be filled with the Euler angles
  3635. * @param order is a reserved parameter and is ignore for now
  3636. * @returns the current unchanged quaternion
  3637. */
  3638. toEulerAnglesToRef(result: Vector3): Quaternion;
  3639. /**
  3640. * Updates the given rotation matrix with the current quaternion values
  3641. * @param result defines the target matrix
  3642. * @returns the current unchanged quaternion
  3643. */
  3644. toRotationMatrix(result: Matrix): Quaternion;
  3645. /**
  3646. * Updates the current quaternion from the given rotation matrix values
  3647. * @param matrix defines the source matrix
  3648. * @returns the current updated quaternion
  3649. */
  3650. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3651. /**
  3652. * Creates a new quaternion from a rotation matrix
  3653. * @param matrix defines the source matrix
  3654. * @returns a new quaternion created from the given rotation matrix values
  3655. */
  3656. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3657. /**
  3658. * Updates the given quaternion with the given rotation matrix values
  3659. * @param matrix defines the source matrix
  3660. * @param result defines the target quaternion
  3661. */
  3662. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3663. /**
  3664. * Returns the dot product (float) between the quaternions "left" and "right"
  3665. * @param left defines the left operand
  3666. * @param right defines the right operand
  3667. * @returns the dot product
  3668. */
  3669. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3670. /**
  3671. * Checks if the two quaternions are close to each other
  3672. * @param quat0 defines the first quaternion to check
  3673. * @param quat1 defines the second quaternion to check
  3674. * @returns true if the two quaternions are close to each other
  3675. */
  3676. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3677. /**
  3678. * Creates an empty quaternion
  3679. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3680. */
  3681. static Zero(): Quaternion;
  3682. /**
  3683. * Inverse a given quaternion
  3684. * @param q defines the source quaternion
  3685. * @returns a new quaternion as the inverted current quaternion
  3686. */
  3687. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3688. /**
  3689. * Inverse a given quaternion
  3690. * @param q defines the source quaternion
  3691. * @param result the quaternion the result will be stored in
  3692. * @returns the result quaternion
  3693. */
  3694. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3695. /**
  3696. * Creates an identity quaternion
  3697. * @returns the identity quaternion
  3698. */
  3699. static Identity(): Quaternion;
  3700. /**
  3701. * Gets a boolean indicating if the given quaternion is identity
  3702. * @param quaternion defines the quaternion to check
  3703. * @returns true if the quaternion is identity
  3704. */
  3705. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3706. /**
  3707. * Creates a quaternion from a rotation around an axis
  3708. * @param axis defines the axis to use
  3709. * @param angle defines the angle to use
  3710. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3711. */
  3712. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3713. /**
  3714. * Creates a rotation around an axis and stores it into the given quaternion
  3715. * @param axis defines the axis to use
  3716. * @param angle defines the angle to use
  3717. * @param result defines the target quaternion
  3718. * @returns the target quaternion
  3719. */
  3720. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3721. /**
  3722. * Creates a new quaternion from data stored into an array
  3723. * @param array defines the data source
  3724. * @param offset defines the offset in the source array where the data starts
  3725. * @returns a new quaternion
  3726. */
  3727. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3728. /**
  3729. * Create a quaternion from Euler rotation angles
  3730. * @param x Pitch
  3731. * @param y Yaw
  3732. * @param z Roll
  3733. * @returns the new Quaternion
  3734. */
  3735. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3736. /**
  3737. * Updates a quaternion from Euler rotation angles
  3738. * @param x Pitch
  3739. * @param y Yaw
  3740. * @param z Roll
  3741. * @param result the quaternion to store the result
  3742. * @returns the updated quaternion
  3743. */
  3744. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3745. /**
  3746. * Create a quaternion from Euler rotation vector
  3747. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3748. * @returns the new Quaternion
  3749. */
  3750. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3751. /**
  3752. * Updates a quaternion from Euler rotation vector
  3753. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3754. * @param result the quaternion to store the result
  3755. * @returns the updated quaternion
  3756. */
  3757. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3758. /**
  3759. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3760. * @param yaw defines the rotation around Y axis
  3761. * @param pitch defines the rotation around X axis
  3762. * @param roll defines the rotation around Z axis
  3763. * @returns the new quaternion
  3764. */
  3765. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3766. /**
  3767. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3768. * @param yaw defines the rotation around Y axis
  3769. * @param pitch defines the rotation around X axis
  3770. * @param roll defines the rotation around Z axis
  3771. * @param result defines the target quaternion
  3772. */
  3773. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3774. /**
  3775. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3776. * @param alpha defines the rotation around first axis
  3777. * @param beta defines the rotation around second axis
  3778. * @param gamma defines the rotation around third axis
  3779. * @returns the new quaternion
  3780. */
  3781. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3782. /**
  3783. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3784. * @param alpha defines the rotation around first axis
  3785. * @param beta defines the rotation around second axis
  3786. * @param gamma defines the rotation around third axis
  3787. * @param result defines the target quaternion
  3788. */
  3789. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3790. /**
  3791. * 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)
  3792. * @param axis1 defines the first axis
  3793. * @param axis2 defines the second axis
  3794. * @param axis3 defines the third axis
  3795. * @returns the new quaternion
  3796. */
  3797. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3798. /**
  3799. * 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
  3800. * @param axis1 defines the first axis
  3801. * @param axis2 defines the second axis
  3802. * @param axis3 defines the third axis
  3803. * @param ref defines the target quaternion
  3804. */
  3805. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3806. /**
  3807. * Interpolates between two quaternions
  3808. * @param left defines first quaternion
  3809. * @param right defines second quaternion
  3810. * @param amount defines the gradient to use
  3811. * @returns the new interpolated quaternion
  3812. */
  3813. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3814. /**
  3815. * Interpolates between two quaternions and stores it into a target quaternion
  3816. * @param left defines first quaternion
  3817. * @param right defines second quaternion
  3818. * @param amount defines the gradient to use
  3819. * @param result defines the target quaternion
  3820. */
  3821. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3822. /**
  3823. * Interpolate between two quaternions using Hermite interpolation
  3824. * @param value1 defines first quaternion
  3825. * @param tangent1 defines the incoming tangent
  3826. * @param value2 defines second quaternion
  3827. * @param tangent2 defines the outgoing tangent
  3828. * @param amount defines the target quaternion
  3829. * @returns the new interpolated quaternion
  3830. */
  3831. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3832. }
  3833. /**
  3834. * Class used to store matrix data (4x4)
  3835. */
  3836. export class Matrix {
  3837. private static _updateFlagSeed;
  3838. private static _identityReadOnly;
  3839. private _isIdentity;
  3840. private _isIdentityDirty;
  3841. private _isIdentity3x2;
  3842. private _isIdentity3x2Dirty;
  3843. /**
  3844. * Gets the update flag of the matrix which is an unique number for the matrix.
  3845. * It will be incremented every time the matrix data change.
  3846. * You can use it to speed the comparison between two versions of the same matrix.
  3847. */
  3848. updateFlag: number;
  3849. private readonly _m;
  3850. /**
  3851. * Gets the internal data of the matrix
  3852. */
  3853. readonly m: DeepImmutable<Float32Array>;
  3854. /** @hidden */
  3855. _markAsUpdated(): void;
  3856. /** @hidden */
  3857. private _updateIdentityStatus;
  3858. /**
  3859. * Creates an empty matrix (filled with zeros)
  3860. */
  3861. constructor();
  3862. /**
  3863. * Check if the current matrix is identity
  3864. * @returns true is the matrix is the identity matrix
  3865. */
  3866. isIdentity(): boolean;
  3867. /**
  3868. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3869. * @returns true is the matrix is the identity matrix
  3870. */
  3871. isIdentityAs3x2(): boolean;
  3872. /**
  3873. * Gets the determinant of the matrix
  3874. * @returns the matrix determinant
  3875. */
  3876. determinant(): number;
  3877. /**
  3878. * Returns the matrix as a Float32Array
  3879. * @returns the matrix underlying array
  3880. */
  3881. toArray(): DeepImmutable<Float32Array>;
  3882. /**
  3883. * Returns the matrix as a Float32Array
  3884. * @returns the matrix underlying array.
  3885. */
  3886. asArray(): DeepImmutable<Float32Array>;
  3887. /**
  3888. * Inverts the current matrix in place
  3889. * @returns the current inverted matrix
  3890. */
  3891. invert(): Matrix;
  3892. /**
  3893. * Sets all the matrix elements to zero
  3894. * @returns the current matrix
  3895. */
  3896. reset(): Matrix;
  3897. /**
  3898. * Adds the current matrix with a second one
  3899. * @param other defines the matrix to add
  3900. * @returns a new matrix as the addition of the current matrix and the given one
  3901. */
  3902. add(other: DeepImmutable<Matrix>): Matrix;
  3903. /**
  3904. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3905. * @param other defines the matrix to add
  3906. * @param result defines the target matrix
  3907. * @returns the current matrix
  3908. */
  3909. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3910. /**
  3911. * Adds in place the given matrix to the current matrix
  3912. * @param other defines the second operand
  3913. * @returns the current updated matrix
  3914. */
  3915. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3916. /**
  3917. * Sets the given matrix to the current inverted Matrix
  3918. * @param other defines the target matrix
  3919. * @returns the unmodified current matrix
  3920. */
  3921. invertToRef(other: Matrix): Matrix;
  3922. /**
  3923. * add a value at the specified position in the current Matrix
  3924. * @param index the index of the value within the matrix. between 0 and 15.
  3925. * @param value the value to be added
  3926. * @returns the current updated matrix
  3927. */
  3928. addAtIndex(index: number, value: number): Matrix;
  3929. /**
  3930. * mutiply the specified position in the current Matrix by a value
  3931. * @param index the index of the value within the matrix. between 0 and 15.
  3932. * @param value the value to be added
  3933. * @returns the current updated matrix
  3934. */
  3935. multiplyAtIndex(index: number, value: number): Matrix;
  3936. /**
  3937. * Inserts the translation vector (using 3 floats) in the current matrix
  3938. * @param x defines the 1st component of the translation
  3939. * @param y defines the 2nd component of the translation
  3940. * @param z defines the 3rd component of the translation
  3941. * @returns the current updated matrix
  3942. */
  3943. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3944. /**
  3945. * Adds the translation vector (using 3 floats) in the current matrix
  3946. * @param x defines the 1st component of the translation
  3947. * @param y defines the 2nd component of the translation
  3948. * @param z defines the 3rd component of the translation
  3949. * @returns the current updated matrix
  3950. */
  3951. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3952. /**
  3953. * Inserts the translation vector in the current matrix
  3954. * @param vector3 defines the translation to insert
  3955. * @returns the current updated matrix
  3956. */
  3957. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3958. /**
  3959. * Gets the translation value of the current matrix
  3960. * @returns a new Vector3 as the extracted translation from the matrix
  3961. */
  3962. getTranslation(): Vector3;
  3963. /**
  3964. * Fill a Vector3 with the extracted translation from the matrix
  3965. * @param result defines the Vector3 where to store the translation
  3966. * @returns the current matrix
  3967. */
  3968. getTranslationToRef(result: Vector3): Matrix;
  3969. /**
  3970. * Remove rotation and scaling part from the matrix
  3971. * @returns the updated matrix
  3972. */
  3973. removeRotationAndScaling(): Matrix;
  3974. /**
  3975. * Multiply two matrices
  3976. * @param other defines the second operand
  3977. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3978. */
  3979. multiply(other: DeepImmutable<Matrix>): Matrix;
  3980. /**
  3981. * Copy the current matrix from the given one
  3982. * @param other defines the source matrix
  3983. * @returns the current updated matrix
  3984. */
  3985. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3986. /**
  3987. * Populates the given array from the starting index with the current matrix values
  3988. * @param array defines the target array
  3989. * @param offset defines the offset in the target array where to start storing values
  3990. * @returns the current matrix
  3991. */
  3992. copyToArray(array: Float32Array, offset?: number): Matrix;
  3993. /**
  3994. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3995. * @param other defines the second operand
  3996. * @param result defines the matrix where to store the multiplication
  3997. * @returns the current matrix
  3998. */
  3999. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  4000. /**
  4001. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  4002. * @param other defines the second operand
  4003. * @param result defines the array where to store the multiplication
  4004. * @param offset defines the offset in the target array where to start storing values
  4005. * @returns the current matrix
  4006. */
  4007. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  4008. /**
  4009. * Check equality between this matrix and a second one
  4010. * @param value defines the second matrix to compare
  4011. * @returns true is the current matrix and the given one values are strictly equal
  4012. */
  4013. equals(value: DeepImmutable<Matrix>): boolean;
  4014. /**
  4015. * Clone the current matrix
  4016. * @returns a new matrix from the current matrix
  4017. */
  4018. clone(): Matrix;
  4019. /**
  4020. * Returns the name of the current matrix class
  4021. * @returns the string "Matrix"
  4022. */
  4023. getClassName(): string;
  4024. /**
  4025. * Gets the hash code of the current matrix
  4026. * @returns the hash code
  4027. */
  4028. getHashCode(): number;
  4029. /**
  4030. * Decomposes the current Matrix into a translation, rotation and scaling components
  4031. * @param scale defines the scale vector3 given as a reference to update
  4032. * @param rotation defines the rotation quaternion given as a reference to update
  4033. * @param translation defines the translation vector3 given as a reference to update
  4034. * @returns true if operation was successful
  4035. */
  4036. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  4037. /**
  4038. * Gets specific row of the matrix
  4039. * @param index defines the number of the row to get
  4040. * @returns the index-th row of the current matrix as a new Vector4
  4041. */
  4042. getRow(index: number): Nullable<Vector4>;
  4043. /**
  4044. * Sets the index-th row of the current matrix to the vector4 values
  4045. * @param index defines the number of the row to set
  4046. * @param row defines the target vector4
  4047. * @returns the updated current matrix
  4048. */
  4049. setRow(index: number, row: Vector4): Matrix;
  4050. /**
  4051. * Compute the transpose of the matrix
  4052. * @returns the new transposed matrix
  4053. */
  4054. transpose(): Matrix;
  4055. /**
  4056. * Compute the transpose of the matrix and store it in a given matrix
  4057. * @param result defines the target matrix
  4058. * @returns the current matrix
  4059. */
  4060. transposeToRef(result: Matrix): Matrix;
  4061. /**
  4062. * Sets the index-th row of the current matrix with the given 4 x float values
  4063. * @param index defines the row index
  4064. * @param x defines the x component to set
  4065. * @param y defines the y component to set
  4066. * @param z defines the z component to set
  4067. * @param w defines the w component to set
  4068. * @returns the updated current matrix
  4069. */
  4070. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  4071. /**
  4072. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  4073. * @param scale defines the scale factor
  4074. * @returns a new matrix
  4075. */
  4076. scale(scale: number): Matrix;
  4077. /**
  4078. * Scale the current matrix values by a factor to a given result matrix
  4079. * @param scale defines the scale factor
  4080. * @param result defines the matrix to store the result
  4081. * @returns the current matrix
  4082. */
  4083. scaleToRef(scale: number, result: Matrix): Matrix;
  4084. /**
  4085. * Scale the current matrix values by a factor and add the result to a given matrix
  4086. * @param scale defines the scale factor
  4087. * @param result defines the Matrix to store the result
  4088. * @returns the current matrix
  4089. */
  4090. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  4091. /**
  4092. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  4093. * @param ref matrix to store the result
  4094. */
  4095. toNormalMatrix(ref: Matrix): void;
  4096. /**
  4097. * Gets only rotation part of the current matrix
  4098. * @returns a new matrix sets to the extracted rotation matrix from the current one
  4099. */
  4100. getRotationMatrix(): Matrix;
  4101. /**
  4102. * Extracts the rotation matrix from the current one and sets it as the given "result"
  4103. * @param result defines the target matrix to store data to
  4104. * @returns the current matrix
  4105. */
  4106. getRotationMatrixToRef(result: Matrix): Matrix;
  4107. /**
  4108. * Toggles model matrix from being right handed to left handed in place and vice versa
  4109. */
  4110. toggleModelMatrixHandInPlace(): void;
  4111. /**
  4112. * Toggles projection matrix from being right handed to left handed in place and vice versa
  4113. */
  4114. toggleProjectionMatrixHandInPlace(): void;
  4115. /**
  4116. * Creates a matrix from an array
  4117. * @param array defines the source array
  4118. * @param offset defines an offset in the source array
  4119. * @returns a new Matrix set from the starting index of the given array
  4120. */
  4121. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  4122. /**
  4123. * Copy the content of an array into a given matrix
  4124. * @param array defines the source array
  4125. * @param offset defines an offset in the source array
  4126. * @param result defines the target matrix
  4127. */
  4128. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  4129. /**
  4130. * Stores an array into a matrix after having multiplied each component by a given factor
  4131. * @param array defines the source array
  4132. * @param offset defines the offset in the source array
  4133. * @param scale defines the scaling factor
  4134. * @param result defines the target matrix
  4135. */
  4136. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  4137. /**
  4138. * Gets an identity matrix that must not be updated
  4139. */
  4140. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  4141. /**
  4142. * Stores a list of values (16) inside a given matrix
  4143. * @param initialM11 defines 1st value of 1st row
  4144. * @param initialM12 defines 2nd value of 1st row
  4145. * @param initialM13 defines 3rd value of 1st row
  4146. * @param initialM14 defines 4th value of 1st row
  4147. * @param initialM21 defines 1st value of 2nd row
  4148. * @param initialM22 defines 2nd value of 2nd row
  4149. * @param initialM23 defines 3rd value of 2nd row
  4150. * @param initialM24 defines 4th value of 2nd row
  4151. * @param initialM31 defines 1st value of 3rd row
  4152. * @param initialM32 defines 2nd value of 3rd row
  4153. * @param initialM33 defines 3rd value of 3rd row
  4154. * @param initialM34 defines 4th value of 3rd row
  4155. * @param initialM41 defines 1st value of 4th row
  4156. * @param initialM42 defines 2nd value of 4th row
  4157. * @param initialM43 defines 3rd value of 4th row
  4158. * @param initialM44 defines 4th value of 4th row
  4159. * @param result defines the target matrix
  4160. */
  4161. 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;
  4162. /**
  4163. * Creates new matrix from a list of values (16)
  4164. * @param initialM11 defines 1st value of 1st row
  4165. * @param initialM12 defines 2nd value of 1st row
  4166. * @param initialM13 defines 3rd value of 1st row
  4167. * @param initialM14 defines 4th value of 1st row
  4168. * @param initialM21 defines 1st value of 2nd row
  4169. * @param initialM22 defines 2nd value of 2nd row
  4170. * @param initialM23 defines 3rd value of 2nd row
  4171. * @param initialM24 defines 4th value of 2nd row
  4172. * @param initialM31 defines 1st value of 3rd row
  4173. * @param initialM32 defines 2nd value of 3rd row
  4174. * @param initialM33 defines 3rd value of 3rd row
  4175. * @param initialM34 defines 4th value of 3rd row
  4176. * @param initialM41 defines 1st value of 4th row
  4177. * @param initialM42 defines 2nd value of 4th row
  4178. * @param initialM43 defines 3rd value of 4th row
  4179. * @param initialM44 defines 4th value of 4th row
  4180. * @returns the new matrix
  4181. */
  4182. 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;
  4183. /**
  4184. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4185. * @param scale defines the scale vector3
  4186. * @param rotation defines the rotation quaternion
  4187. * @param translation defines the translation vector3
  4188. * @returns a new matrix
  4189. */
  4190. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  4191. /**
  4192. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4193. * @param scale defines the scale vector3
  4194. * @param rotation defines the rotation quaternion
  4195. * @param translation defines the translation vector3
  4196. * @param result defines the target matrix
  4197. */
  4198. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  4199. /**
  4200. * Creates a new identity matrix
  4201. * @returns a new identity matrix
  4202. */
  4203. static Identity(): Matrix;
  4204. /**
  4205. * Creates a new identity matrix and stores the result in a given matrix
  4206. * @param result defines the target matrix
  4207. */
  4208. static IdentityToRef(result: Matrix): void;
  4209. /**
  4210. * Creates a new zero matrix
  4211. * @returns a new zero matrix
  4212. */
  4213. static Zero(): Matrix;
  4214. /**
  4215. * Creates a new rotation matrix for "angle" radians around the X axis
  4216. * @param angle defines the angle (in radians) to use
  4217. * @return the new matrix
  4218. */
  4219. static RotationX(angle: number): Matrix;
  4220. /**
  4221. * Creates a new matrix as the invert of a given matrix
  4222. * @param source defines the source matrix
  4223. * @returns the new matrix
  4224. */
  4225. static Invert(source: DeepImmutable<Matrix>): Matrix;
  4226. /**
  4227. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  4228. * @param angle defines the angle (in radians) to use
  4229. * @param result defines the target matrix
  4230. */
  4231. static RotationXToRef(angle: number, result: Matrix): void;
  4232. /**
  4233. * Creates a new rotation matrix for "angle" radians around the Y axis
  4234. * @param angle defines the angle (in radians) to use
  4235. * @return the new matrix
  4236. */
  4237. static RotationY(angle: number): Matrix;
  4238. /**
  4239. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  4240. * @param angle defines the angle (in radians) to use
  4241. * @param result defines the target matrix
  4242. */
  4243. static RotationYToRef(angle: number, result: Matrix): void;
  4244. /**
  4245. * Creates a new rotation matrix for "angle" radians around the Z axis
  4246. * @param angle defines the angle (in radians) to use
  4247. * @return the new matrix
  4248. */
  4249. static RotationZ(angle: number): Matrix;
  4250. /**
  4251. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  4252. * @param angle defines the angle (in radians) to use
  4253. * @param result defines the target matrix
  4254. */
  4255. static RotationZToRef(angle: number, result: Matrix): void;
  4256. /**
  4257. * Creates a new rotation matrix for "angle" radians around the given axis
  4258. * @param axis defines the axis to use
  4259. * @param angle defines the angle (in radians) to use
  4260. * @return the new matrix
  4261. */
  4262. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  4263. /**
  4264. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  4265. * @param axis defines the axis to use
  4266. * @param angle defines the angle (in radians) to use
  4267. * @param result defines the target matrix
  4268. */
  4269. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  4270. /**
  4271. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  4272. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  4273. * @param from defines the vector to align
  4274. * @param to defines the vector to align to
  4275. * @param result defines the target matrix
  4276. */
  4277. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  4278. /**
  4279. * Creates a rotation matrix
  4280. * @param yaw defines the yaw angle in radians (Y axis)
  4281. * @param pitch defines the pitch angle in radians (X axis)
  4282. * @param roll defines the roll angle in radians (X axis)
  4283. * @returns the new rotation matrix
  4284. */
  4285. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  4286. /**
  4287. * Creates a rotation matrix and stores it in a given matrix
  4288. * @param yaw defines the yaw angle in radians (Y axis)
  4289. * @param pitch defines the pitch angle in radians (X axis)
  4290. * @param roll defines the roll angle in radians (X axis)
  4291. * @param result defines the target matrix
  4292. */
  4293. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  4294. /**
  4295. * Creates a scaling matrix
  4296. * @param x defines the scale factor on X axis
  4297. * @param y defines the scale factor on Y axis
  4298. * @param z defines the scale factor on Z axis
  4299. * @returns the new matrix
  4300. */
  4301. static Scaling(x: number, y: number, z: number): Matrix;
  4302. /**
  4303. * Creates a scaling matrix and stores it in a given matrix
  4304. * @param x defines the scale factor on X axis
  4305. * @param y defines the scale factor on Y axis
  4306. * @param z defines the scale factor on Z axis
  4307. * @param result defines the target matrix
  4308. */
  4309. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  4310. /**
  4311. * Creates a translation matrix
  4312. * @param x defines the translation on X axis
  4313. * @param y defines the translation on Y axis
  4314. * @param z defines the translationon Z axis
  4315. * @returns the new matrix
  4316. */
  4317. static Translation(x: number, y: number, z: number): Matrix;
  4318. /**
  4319. * Creates a translation matrix and stores it in a given matrix
  4320. * @param x defines the translation on X axis
  4321. * @param y defines the translation on Y axis
  4322. * @param z defines the translationon Z axis
  4323. * @param result defines the target matrix
  4324. */
  4325. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  4326. /**
  4327. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4328. * @param startValue defines the start value
  4329. * @param endValue defines the end value
  4330. * @param gradient defines the gradient factor
  4331. * @returns the new matrix
  4332. */
  4333. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4334. /**
  4335. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4336. * @param startValue defines the start value
  4337. * @param endValue defines the end value
  4338. * @param gradient defines the gradient factor
  4339. * @param result defines the Matrix object where to store data
  4340. */
  4341. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4342. /**
  4343. * Builds a new matrix whose values are computed by:
  4344. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4345. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4346. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4347. * @param startValue defines the first matrix
  4348. * @param endValue defines the second matrix
  4349. * @param gradient defines the gradient between the two matrices
  4350. * @returns the new matrix
  4351. */
  4352. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4353. /**
  4354. * Update a matrix to values which are computed by:
  4355. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4356. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4357. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4358. * @param startValue defines the first matrix
  4359. * @param endValue defines the second matrix
  4360. * @param gradient defines the gradient between the two matrices
  4361. * @param result defines the target matrix
  4362. */
  4363. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4364. /**
  4365. * 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"
  4366. * This function works in left handed mode
  4367. * @param eye defines the final position of the entity
  4368. * @param target defines where the entity should look at
  4369. * @param up defines the up vector for the entity
  4370. * @returns the new matrix
  4371. */
  4372. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4373. /**
  4374. * 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".
  4375. * This function works in left handed mode
  4376. * @param eye defines the final position of the entity
  4377. * @param target defines where the entity should look at
  4378. * @param up defines the up vector for the entity
  4379. * @param result defines the target matrix
  4380. */
  4381. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4382. /**
  4383. * 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"
  4384. * This function works in right handed mode
  4385. * @param eye defines the final position of the entity
  4386. * @param target defines where the entity should look at
  4387. * @param up defines the up vector for the entity
  4388. * @returns the new matrix
  4389. */
  4390. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4391. /**
  4392. * 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".
  4393. * This function works in right handed mode
  4394. * @param eye defines the final position of the entity
  4395. * @param target defines where the entity should look at
  4396. * @param up defines the up vector for the entity
  4397. * @param result defines the target matrix
  4398. */
  4399. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4400. /**
  4401. * Create a left-handed orthographic projection matrix
  4402. * @param width defines the viewport width
  4403. * @param height defines the viewport height
  4404. * @param znear defines the near clip plane
  4405. * @param zfar defines the far clip plane
  4406. * @returns a new matrix as a left-handed orthographic projection matrix
  4407. */
  4408. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4409. /**
  4410. * Store a left-handed orthographic projection to a given matrix
  4411. * @param width defines the viewport width
  4412. * @param height defines the viewport height
  4413. * @param znear defines the near clip plane
  4414. * @param zfar defines the far clip plane
  4415. * @param result defines the target matrix
  4416. */
  4417. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  4418. /**
  4419. * Create a left-handed orthographic projection matrix
  4420. * @param left defines the viewport left coordinate
  4421. * @param right defines the viewport right coordinate
  4422. * @param bottom defines the viewport bottom coordinate
  4423. * @param top defines the viewport top coordinate
  4424. * @param znear defines the near clip plane
  4425. * @param zfar defines the far clip plane
  4426. * @returns a new matrix as a left-handed orthographic projection matrix
  4427. */
  4428. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4429. /**
  4430. * Stores a left-handed orthographic projection into a given matrix
  4431. * @param left defines the viewport left coordinate
  4432. * @param right defines the viewport right coordinate
  4433. * @param bottom defines the viewport bottom coordinate
  4434. * @param top defines the viewport top coordinate
  4435. * @param znear defines the near clip plane
  4436. * @param zfar defines the far clip plane
  4437. * @param result defines the target matrix
  4438. */
  4439. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4440. /**
  4441. * Creates a right-handed orthographic projection matrix
  4442. * @param left defines the viewport left coordinate
  4443. * @param right defines the viewport right coordinate
  4444. * @param bottom defines the viewport bottom coordinate
  4445. * @param top defines the viewport top coordinate
  4446. * @param znear defines the near clip plane
  4447. * @param zfar defines the far clip plane
  4448. * @returns a new matrix as a right-handed orthographic projection matrix
  4449. */
  4450. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4451. /**
  4452. * Stores a right-handed orthographic projection into a given matrix
  4453. * @param left defines the viewport left coordinate
  4454. * @param right defines the viewport right coordinate
  4455. * @param bottom defines the viewport bottom coordinate
  4456. * @param top defines the viewport top coordinate
  4457. * @param znear defines the near clip plane
  4458. * @param zfar defines the far clip plane
  4459. * @param result defines the target matrix
  4460. */
  4461. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4462. /**
  4463. * Creates a left-handed perspective projection matrix
  4464. * @param width defines the viewport width
  4465. * @param height defines the viewport height
  4466. * @param znear defines the near clip plane
  4467. * @param zfar defines the far clip plane
  4468. * @returns a new matrix as a left-handed perspective projection matrix
  4469. */
  4470. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4471. /**
  4472. * Creates a left-handed perspective projection matrix
  4473. * @param fov defines the horizontal field of view
  4474. * @param aspect defines the aspect ratio
  4475. * @param znear defines the near clip plane
  4476. * @param zfar defines the far clip plane
  4477. * @returns a new matrix as a left-handed perspective projection matrix
  4478. */
  4479. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4480. /**
  4481. * Stores a left-handed perspective projection into a given matrix
  4482. * @param fov defines the horizontal field of view
  4483. * @param aspect defines the aspect ratio
  4484. * @param znear defines the near clip plane
  4485. * @param zfar defines the far clip plane
  4486. * @param result defines the target matrix
  4487. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4488. */
  4489. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4490. /**
  4491. * Creates a right-handed perspective projection matrix
  4492. * @param fov defines the horizontal field of view
  4493. * @param aspect defines the aspect ratio
  4494. * @param znear defines the near clip plane
  4495. * @param zfar defines the far clip plane
  4496. * @returns a new matrix as a right-handed perspective projection matrix
  4497. */
  4498. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4499. /**
  4500. * Stores a right-handed perspective projection into a given matrix
  4501. * @param fov defines the horizontal field of view
  4502. * @param aspect defines the aspect ratio
  4503. * @param znear defines the near clip plane
  4504. * @param zfar defines the far clip plane
  4505. * @param result defines the target matrix
  4506. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4507. */
  4508. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4509. /**
  4510. * Stores a perspective projection for WebVR info a given matrix
  4511. * @param fov defines the field of view
  4512. * @param znear defines the near clip plane
  4513. * @param zfar defines the far clip plane
  4514. * @param result defines the target matrix
  4515. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  4516. */
  4517. static PerspectiveFovWebVRToRef(fov: {
  4518. upDegrees: number;
  4519. downDegrees: number;
  4520. leftDegrees: number;
  4521. rightDegrees: number;
  4522. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  4523. /**
  4524. * Computes a complete transformation matrix
  4525. * @param viewport defines the viewport to use
  4526. * @param world defines the world matrix
  4527. * @param view defines the view matrix
  4528. * @param projection defines the projection matrix
  4529. * @param zmin defines the near clip plane
  4530. * @param zmax defines the far clip plane
  4531. * @returns the transformation matrix
  4532. */
  4533. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  4534. /**
  4535. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  4536. * @param matrix defines the matrix to use
  4537. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  4538. */
  4539. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  4540. /**
  4541. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  4542. * @param matrix defines the matrix to use
  4543. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  4544. */
  4545. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  4546. /**
  4547. * Compute the transpose of a given matrix
  4548. * @param matrix defines the matrix to transpose
  4549. * @returns the new matrix
  4550. */
  4551. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4552. /**
  4553. * Compute the transpose of a matrix and store it in a target matrix
  4554. * @param matrix defines the matrix to transpose
  4555. * @param result defines the target matrix
  4556. */
  4557. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4558. /**
  4559. * Computes a reflection matrix from a plane
  4560. * @param plane defines the reflection plane
  4561. * @returns a new matrix
  4562. */
  4563. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4564. /**
  4565. * Computes a reflection matrix from a plane
  4566. * @param plane defines the reflection plane
  4567. * @param result defines the target matrix
  4568. */
  4569. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4570. /**
  4571. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4572. * @param xaxis defines the value of the 1st axis
  4573. * @param yaxis defines the value of the 2nd axis
  4574. * @param zaxis defines the value of the 3rd axis
  4575. * @param result defines the target matrix
  4576. */
  4577. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4578. /**
  4579. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4580. * @param quat defines the quaternion to use
  4581. * @param result defines the target matrix
  4582. */
  4583. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4584. }
  4585. /**
  4586. * @hidden
  4587. */
  4588. export class TmpVectors {
  4589. static Vector2: Vector2[];
  4590. static Vector3: Vector3[];
  4591. static Vector4: Vector4[];
  4592. static Quaternion: Quaternion[];
  4593. static Matrix: Matrix[];
  4594. }
  4595. }
  4596. declare module "babylonjs/Maths/math.path" {
  4597. import { DeepImmutable, Nullable } from "babylonjs/types";
  4598. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  4599. /**
  4600. * Defines potential orientation for back face culling
  4601. */
  4602. export enum Orientation {
  4603. /**
  4604. * Clockwise
  4605. */
  4606. CW = 0,
  4607. /** Counter clockwise */
  4608. CCW = 1
  4609. }
  4610. /** Class used to represent a Bezier curve */
  4611. export class BezierCurve {
  4612. /**
  4613. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  4614. * @param t defines the time
  4615. * @param x1 defines the left coordinate on X axis
  4616. * @param y1 defines the left coordinate on Y axis
  4617. * @param x2 defines the right coordinate on X axis
  4618. * @param y2 defines the right coordinate on Y axis
  4619. * @returns the interpolated value
  4620. */
  4621. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  4622. }
  4623. /**
  4624. * Defines angle representation
  4625. */
  4626. export class Angle {
  4627. private _radians;
  4628. /**
  4629. * Creates an Angle object of "radians" radians (float).
  4630. * @param radians the angle in radians
  4631. */
  4632. constructor(radians: number);
  4633. /**
  4634. * Get value in degrees
  4635. * @returns the Angle value in degrees (float)
  4636. */
  4637. degrees(): number;
  4638. /**
  4639. * Get value in radians
  4640. * @returns the Angle value in radians (float)
  4641. */
  4642. radians(): number;
  4643. /**
  4644. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  4645. * @param a defines first vector
  4646. * @param b defines second vector
  4647. * @returns a new Angle
  4648. */
  4649. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  4650. /**
  4651. * Gets a new Angle object from the given float in radians
  4652. * @param radians defines the angle value in radians
  4653. * @returns a new Angle
  4654. */
  4655. static FromRadians(radians: number): Angle;
  4656. /**
  4657. * Gets a new Angle object from the given float in degrees
  4658. * @param degrees defines the angle value in degrees
  4659. * @returns a new Angle
  4660. */
  4661. static FromDegrees(degrees: number): Angle;
  4662. }
  4663. /**
  4664. * This represents an arc in a 2d space.
  4665. */
  4666. export class Arc2 {
  4667. /** Defines the start point of the arc */
  4668. startPoint: Vector2;
  4669. /** Defines the mid point of the arc */
  4670. midPoint: Vector2;
  4671. /** Defines the end point of the arc */
  4672. endPoint: Vector2;
  4673. /**
  4674. * Defines the center point of the arc.
  4675. */
  4676. centerPoint: Vector2;
  4677. /**
  4678. * Defines the radius of the arc.
  4679. */
  4680. radius: number;
  4681. /**
  4682. * Defines the angle of the arc (from mid point to end point).
  4683. */
  4684. angle: Angle;
  4685. /**
  4686. * Defines the start angle of the arc (from start point to middle point).
  4687. */
  4688. startAngle: Angle;
  4689. /**
  4690. * Defines the orientation of the arc (clock wise/counter clock wise).
  4691. */
  4692. orientation: Orientation;
  4693. /**
  4694. * Creates an Arc object from the three given points : start, middle and end.
  4695. * @param startPoint Defines the start point of the arc
  4696. * @param midPoint Defines the midlle point of the arc
  4697. * @param endPoint Defines the end point of the arc
  4698. */
  4699. constructor(
  4700. /** Defines the start point of the arc */
  4701. startPoint: Vector2,
  4702. /** Defines the mid point of the arc */
  4703. midPoint: Vector2,
  4704. /** Defines the end point of the arc */
  4705. endPoint: Vector2);
  4706. }
  4707. /**
  4708. * Represents a 2D path made up of multiple 2D points
  4709. */
  4710. export class Path2 {
  4711. private _points;
  4712. private _length;
  4713. /**
  4714. * If the path start and end point are the same
  4715. */
  4716. closed: boolean;
  4717. /**
  4718. * Creates a Path2 object from the starting 2D coordinates x and y.
  4719. * @param x the starting points x value
  4720. * @param y the starting points y value
  4721. */
  4722. constructor(x: number, y: number);
  4723. /**
  4724. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  4725. * @param x the added points x value
  4726. * @param y the added points y value
  4727. * @returns the updated Path2.
  4728. */
  4729. addLineTo(x: number, y: number): Path2;
  4730. /**
  4731. * 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.
  4732. * @param midX middle point x value
  4733. * @param midY middle point y value
  4734. * @param endX end point x value
  4735. * @param endY end point y value
  4736. * @param numberOfSegments (default: 36)
  4737. * @returns the updated Path2.
  4738. */
  4739. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  4740. /**
  4741. * Closes the Path2.
  4742. * @returns the Path2.
  4743. */
  4744. close(): Path2;
  4745. /**
  4746. * Gets the sum of the distance between each sequential point in the path
  4747. * @returns the Path2 total length (float).
  4748. */
  4749. length(): number;
  4750. /**
  4751. * Gets the points which construct the path
  4752. * @returns the Path2 internal array of points.
  4753. */
  4754. getPoints(): Vector2[];
  4755. /**
  4756. * Retreives the point at the distance aways from the starting point
  4757. * @param normalizedLengthPosition the length along the path to retreive the point from
  4758. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  4759. */
  4760. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  4761. /**
  4762. * Creates a new path starting from an x and y position
  4763. * @param x starting x value
  4764. * @param y starting y value
  4765. * @returns a new Path2 starting at the coordinates (x, y).
  4766. */
  4767. static StartingAt(x: number, y: number): Path2;
  4768. }
  4769. /**
  4770. * Represents a 3D path made up of multiple 3D points
  4771. */
  4772. export class Path3D {
  4773. /**
  4774. * an array of Vector3, the curve axis of the Path3D
  4775. */
  4776. path: Vector3[];
  4777. private _curve;
  4778. private _distances;
  4779. private _tangents;
  4780. private _normals;
  4781. private _binormals;
  4782. private _raw;
  4783. /**
  4784. * new Path3D(path, normal, raw)
  4785. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  4786. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  4787. * @param path an array of Vector3, the curve axis of the Path3D
  4788. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  4789. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  4790. */
  4791. constructor(
  4792. /**
  4793. * an array of Vector3, the curve axis of the Path3D
  4794. */
  4795. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  4796. /**
  4797. * Returns the Path3D array of successive Vector3 designing its curve.
  4798. * @returns the Path3D array of successive Vector3 designing its curve.
  4799. */
  4800. getCurve(): Vector3[];
  4801. /**
  4802. * Returns an array populated with tangent vectors on each Path3D curve point.
  4803. * @returns an array populated with tangent vectors on each Path3D curve point.
  4804. */
  4805. getTangents(): Vector3[];
  4806. /**
  4807. * Returns an array populated with normal vectors on each Path3D curve point.
  4808. * @returns an array populated with normal vectors on each Path3D curve point.
  4809. */
  4810. getNormals(): Vector3[];
  4811. /**
  4812. * Returns an array populated with binormal vectors on each Path3D curve point.
  4813. * @returns an array populated with binormal vectors on each Path3D curve point.
  4814. */
  4815. getBinormals(): Vector3[];
  4816. /**
  4817. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  4818. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  4819. */
  4820. getDistances(): number[];
  4821. /**
  4822. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  4823. * @param path path which all values are copied into the curves points
  4824. * @param firstNormal which should be projected onto the curve
  4825. * @returns the same object updated.
  4826. */
  4827. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  4828. private _compute;
  4829. private _getFirstNonNullVector;
  4830. private _getLastNonNullVector;
  4831. private _normalVector;
  4832. }
  4833. /**
  4834. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4835. * A Curve3 is designed from a series of successive Vector3.
  4836. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  4837. */
  4838. export class Curve3 {
  4839. private _points;
  4840. private _length;
  4841. /**
  4842. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  4843. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  4844. * @param v1 (Vector3) the control point
  4845. * @param v2 (Vector3) the end point of the Quadratic Bezier
  4846. * @param nbPoints (integer) the wanted number of points in the curve
  4847. * @returns the created Curve3
  4848. */
  4849. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4850. /**
  4851. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  4852. * @param v0 (Vector3) the origin point of the Cubic Bezier
  4853. * @param v1 (Vector3) the first control point
  4854. * @param v2 (Vector3) the second control point
  4855. * @param v3 (Vector3) the end point of the Cubic Bezier
  4856. * @param nbPoints (integer) the wanted number of points in the curve
  4857. * @returns the created Curve3
  4858. */
  4859. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4860. /**
  4861. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  4862. * @param p1 (Vector3) the origin point of the Hermite Spline
  4863. * @param t1 (Vector3) the tangent vector at the origin point
  4864. * @param p2 (Vector3) the end point of the Hermite Spline
  4865. * @param t2 (Vector3) the tangent vector at the end point
  4866. * @param nbPoints (integer) the wanted number of points in the curve
  4867. * @returns the created Curve3
  4868. */
  4869. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4870. /**
  4871. * Returns a Curve3 object along a CatmullRom Spline curve :
  4872. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  4873. * @param nbPoints (integer) the wanted number of points between each curve control points
  4874. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  4875. * @returns the created Curve3
  4876. */
  4877. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  4878. /**
  4879. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4880. * A Curve3 is designed from a series of successive Vector3.
  4881. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  4882. * @param points points which make up the curve
  4883. */
  4884. constructor(points: Vector3[]);
  4885. /**
  4886. * @returns the Curve3 stored array of successive Vector3
  4887. */
  4888. getPoints(): Vector3[];
  4889. /**
  4890. * @returns the computed length (float) of the curve.
  4891. */
  4892. length(): number;
  4893. /**
  4894. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  4895. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  4896. * curveA and curveB keep unchanged.
  4897. * @param curve the curve to continue from this curve
  4898. * @returns the newly constructed curve
  4899. */
  4900. continue(curve: DeepImmutable<Curve3>): Curve3;
  4901. private _computeLength;
  4902. }
  4903. }
  4904. declare module "babylonjs/Animations/easing" {
  4905. /**
  4906. * This represents the main contract an easing function should follow.
  4907. * Easing functions are used throughout the animation system.
  4908. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4909. */
  4910. export interface IEasingFunction {
  4911. /**
  4912. * Given an input gradient between 0 and 1, this returns the corrseponding value
  4913. * of the easing function.
  4914. * The link below provides some of the most common examples of easing functions.
  4915. * @see https://easings.net/
  4916. * @param gradient Defines the value between 0 and 1 we want the easing value for
  4917. * @returns the corresponding value on the curve defined by the easing function
  4918. */
  4919. ease(gradient: number): number;
  4920. }
  4921. /**
  4922. * Base class used for every default easing function.
  4923. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4924. */
  4925. export class EasingFunction implements IEasingFunction {
  4926. /**
  4927. * Interpolation follows the mathematical formula associated with the easing function.
  4928. */
  4929. static readonly EASINGMODE_EASEIN: number;
  4930. /**
  4931. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  4932. */
  4933. static readonly EASINGMODE_EASEOUT: number;
  4934. /**
  4935. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  4936. */
  4937. static readonly EASINGMODE_EASEINOUT: number;
  4938. private _easingMode;
  4939. /**
  4940. * Sets the easing mode of the current function.
  4941. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  4942. */
  4943. setEasingMode(easingMode: number): void;
  4944. /**
  4945. * Gets the current easing mode.
  4946. * @returns the easing mode
  4947. */
  4948. getEasingMode(): number;
  4949. /**
  4950. * @hidden
  4951. */
  4952. easeInCore(gradient: number): number;
  4953. /**
  4954. * Given an input gradient between 0 and 1, this returns the corresponding value
  4955. * of the easing function.
  4956. * @param gradient Defines the value between 0 and 1 we want the easing value for
  4957. * @returns the corresponding value on the curve defined by the easing function
  4958. */
  4959. ease(gradient: number): number;
  4960. }
  4961. /**
  4962. * Easing function with a circle shape (see link below).
  4963. * @see https://easings.net/#easeInCirc
  4964. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4965. */
  4966. export class CircleEase extends EasingFunction implements IEasingFunction {
  4967. /** @hidden */
  4968. easeInCore(gradient: number): number;
  4969. }
  4970. /**
  4971. * Easing function with a ease back shape (see link below).
  4972. * @see https://easings.net/#easeInBack
  4973. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4974. */
  4975. export class BackEase extends EasingFunction implements IEasingFunction {
  4976. /** Defines the amplitude of the function */
  4977. amplitude: number;
  4978. /**
  4979. * Instantiates a back ease easing
  4980. * @see https://easings.net/#easeInBack
  4981. * @param amplitude Defines the amplitude of the function
  4982. */
  4983. constructor(
  4984. /** Defines the amplitude of the function */
  4985. amplitude?: number);
  4986. /** @hidden */
  4987. easeInCore(gradient: number): number;
  4988. }
  4989. /**
  4990. * Easing function with a bouncing shape (see link below).
  4991. * @see https://easings.net/#easeInBounce
  4992. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4993. */
  4994. export class BounceEase extends EasingFunction implements IEasingFunction {
  4995. /** Defines the number of bounces */
  4996. bounces: number;
  4997. /** Defines the amplitude of the bounce */
  4998. bounciness: number;
  4999. /**
  5000. * Instantiates a bounce easing
  5001. * @see https://easings.net/#easeInBounce
  5002. * @param bounces Defines the number of bounces
  5003. * @param bounciness Defines the amplitude of the bounce
  5004. */
  5005. constructor(
  5006. /** Defines the number of bounces */
  5007. bounces?: number,
  5008. /** Defines the amplitude of the bounce */
  5009. bounciness?: number);
  5010. /** @hidden */
  5011. easeInCore(gradient: number): number;
  5012. }
  5013. /**
  5014. * Easing function with a power of 3 shape (see link below).
  5015. * @see https://easings.net/#easeInCubic
  5016. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5017. */
  5018. export class CubicEase extends EasingFunction implements IEasingFunction {
  5019. /** @hidden */
  5020. easeInCore(gradient: number): number;
  5021. }
  5022. /**
  5023. * Easing function with an elastic shape (see link below).
  5024. * @see https://easings.net/#easeInElastic
  5025. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5026. */
  5027. export class ElasticEase extends EasingFunction implements IEasingFunction {
  5028. /** Defines the number of oscillations*/
  5029. oscillations: number;
  5030. /** Defines the amplitude of the oscillations*/
  5031. springiness: number;
  5032. /**
  5033. * Instantiates an elastic easing function
  5034. * @see https://easings.net/#easeInElastic
  5035. * @param oscillations Defines the number of oscillations
  5036. * @param springiness Defines the amplitude of the oscillations
  5037. */
  5038. constructor(
  5039. /** Defines the number of oscillations*/
  5040. oscillations?: number,
  5041. /** Defines the amplitude of the oscillations*/
  5042. springiness?: number);
  5043. /** @hidden */
  5044. easeInCore(gradient: number): number;
  5045. }
  5046. /**
  5047. * Easing function with an exponential shape (see link below).
  5048. * @see https://easings.net/#easeInExpo
  5049. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5050. */
  5051. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  5052. /** Defines the exponent of the function */
  5053. exponent: number;
  5054. /**
  5055. * Instantiates an exponential easing function
  5056. * @see https://easings.net/#easeInExpo
  5057. * @param exponent Defines the exponent of the function
  5058. */
  5059. constructor(
  5060. /** Defines the exponent of the function */
  5061. exponent?: number);
  5062. /** @hidden */
  5063. easeInCore(gradient: number): number;
  5064. }
  5065. /**
  5066. * Easing function with a power shape (see link below).
  5067. * @see https://easings.net/#easeInQuad
  5068. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5069. */
  5070. export class PowerEase extends EasingFunction implements IEasingFunction {
  5071. /** Defines the power of the function */
  5072. power: number;
  5073. /**
  5074. * Instantiates an power base easing function
  5075. * @see https://easings.net/#easeInQuad
  5076. * @param power Defines the power of the function
  5077. */
  5078. constructor(
  5079. /** Defines the power of the function */
  5080. power?: number);
  5081. /** @hidden */
  5082. easeInCore(gradient: number): number;
  5083. }
  5084. /**
  5085. * Easing function with a power of 2 shape (see link below).
  5086. * @see https://easings.net/#easeInQuad
  5087. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5088. */
  5089. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  5090. /** @hidden */
  5091. easeInCore(gradient: number): number;
  5092. }
  5093. /**
  5094. * Easing function with a power of 4 shape (see link below).
  5095. * @see https://easings.net/#easeInQuart
  5096. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5097. */
  5098. export class QuarticEase extends EasingFunction implements IEasingFunction {
  5099. /** @hidden */
  5100. easeInCore(gradient: number): number;
  5101. }
  5102. /**
  5103. * Easing function with a power of 5 shape (see link below).
  5104. * @see https://easings.net/#easeInQuint
  5105. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5106. */
  5107. export class QuinticEase extends EasingFunction implements IEasingFunction {
  5108. /** @hidden */
  5109. easeInCore(gradient: number): number;
  5110. }
  5111. /**
  5112. * Easing function with a sin shape (see link below).
  5113. * @see https://easings.net/#easeInSine
  5114. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5115. */
  5116. export class SineEase extends EasingFunction implements IEasingFunction {
  5117. /** @hidden */
  5118. easeInCore(gradient: number): number;
  5119. }
  5120. /**
  5121. * Easing function with a bezier shape (see link below).
  5122. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5123. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5124. */
  5125. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  5126. /** Defines the x component of the start tangent in the bezier curve */
  5127. x1: number;
  5128. /** Defines the y component of the start tangent in the bezier curve */
  5129. y1: number;
  5130. /** Defines the x component of the end tangent in the bezier curve */
  5131. x2: number;
  5132. /** Defines the y component of the end tangent in the bezier curve */
  5133. y2: number;
  5134. /**
  5135. * Instantiates a bezier function
  5136. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5137. * @param x1 Defines the x component of the start tangent in the bezier curve
  5138. * @param y1 Defines the y component of the start tangent in the bezier curve
  5139. * @param x2 Defines the x component of the end tangent in the bezier curve
  5140. * @param y2 Defines the y component of the end tangent in the bezier curve
  5141. */
  5142. constructor(
  5143. /** Defines the x component of the start tangent in the bezier curve */
  5144. x1?: number,
  5145. /** Defines the y component of the start tangent in the bezier curve */
  5146. y1?: number,
  5147. /** Defines the x component of the end tangent in the bezier curve */
  5148. x2?: number,
  5149. /** Defines the y component of the end tangent in the bezier curve */
  5150. y2?: number);
  5151. /** @hidden */
  5152. easeInCore(gradient: number): number;
  5153. }
  5154. }
  5155. declare module "babylonjs/Maths/math.color" {
  5156. import { DeepImmutable, FloatArray } from "babylonjs/types";
  5157. /**
  5158. * Class used to hold a RBG color
  5159. */
  5160. export class Color3 {
  5161. /**
  5162. * Defines the red component (between 0 and 1, default is 0)
  5163. */
  5164. r: number;
  5165. /**
  5166. * Defines the green component (between 0 and 1, default is 0)
  5167. */
  5168. g: number;
  5169. /**
  5170. * Defines the blue component (between 0 and 1, default is 0)
  5171. */
  5172. b: number;
  5173. /**
  5174. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  5175. * @param r defines the red component (between 0 and 1, default is 0)
  5176. * @param g defines the green component (between 0 and 1, default is 0)
  5177. * @param b defines the blue component (between 0 and 1, default is 0)
  5178. */
  5179. constructor(
  5180. /**
  5181. * Defines the red component (between 0 and 1, default is 0)
  5182. */
  5183. r?: number,
  5184. /**
  5185. * Defines the green component (between 0 and 1, default is 0)
  5186. */
  5187. g?: number,
  5188. /**
  5189. * Defines the blue component (between 0 and 1, default is 0)
  5190. */
  5191. b?: number);
  5192. /**
  5193. * Creates a string with the Color3 current values
  5194. * @returns the string representation of the Color3 object
  5195. */
  5196. toString(): string;
  5197. /**
  5198. * Returns the string "Color3"
  5199. * @returns "Color3"
  5200. */
  5201. getClassName(): string;
  5202. /**
  5203. * Compute the Color3 hash code
  5204. * @returns an unique number that can be used to hash Color3 objects
  5205. */
  5206. getHashCode(): number;
  5207. /**
  5208. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  5209. * @param array defines the array where to store the r,g,b components
  5210. * @param index defines an optional index in the target array to define where to start storing values
  5211. * @returns the current Color3 object
  5212. */
  5213. toArray(array: FloatArray, index?: number): Color3;
  5214. /**
  5215. * Returns a new Color4 object from the current Color3 and the given alpha
  5216. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  5217. * @returns a new Color4 object
  5218. */
  5219. toColor4(alpha?: number): Color4;
  5220. /**
  5221. * Returns a new array populated with 3 numeric elements : red, green and blue values
  5222. * @returns the new array
  5223. */
  5224. asArray(): number[];
  5225. /**
  5226. * Returns the luminance value
  5227. * @returns a float value
  5228. */
  5229. toLuminance(): number;
  5230. /**
  5231. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  5232. * @param otherColor defines the second operand
  5233. * @returns the new Color3 object
  5234. */
  5235. multiply(otherColor: DeepImmutable<Color3>): Color3;
  5236. /**
  5237. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  5238. * @param otherColor defines the second operand
  5239. * @param result defines the Color3 object where to store the result
  5240. * @returns the current Color3
  5241. */
  5242. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5243. /**
  5244. * Determines equality between Color3 objects
  5245. * @param otherColor defines the second operand
  5246. * @returns true if the rgb values are equal to the given ones
  5247. */
  5248. equals(otherColor: DeepImmutable<Color3>): boolean;
  5249. /**
  5250. * Determines equality between the current Color3 object and a set of r,b,g values
  5251. * @param r defines the red component to check
  5252. * @param g defines the green component to check
  5253. * @param b defines the blue component to check
  5254. * @returns true if the rgb values are equal to the given ones
  5255. */
  5256. equalsFloats(r: number, g: number, b: number): boolean;
  5257. /**
  5258. * Multiplies in place each rgb value by scale
  5259. * @param scale defines the scaling factor
  5260. * @returns the updated Color3
  5261. */
  5262. scale(scale: number): Color3;
  5263. /**
  5264. * Multiplies the rgb values by scale and stores the result into "result"
  5265. * @param scale defines the scaling factor
  5266. * @param result defines the Color3 object where to store the result
  5267. * @returns the unmodified current Color3
  5268. */
  5269. scaleToRef(scale: number, result: Color3): Color3;
  5270. /**
  5271. * Scale the current Color3 values by a factor and add the result to a given Color3
  5272. * @param scale defines the scale factor
  5273. * @param result defines color to store the result into
  5274. * @returns the unmodified current Color3
  5275. */
  5276. scaleAndAddToRef(scale: number, result: Color3): Color3;
  5277. /**
  5278. * Clamps the rgb values by the min and max values and stores the result into "result"
  5279. * @param min defines minimum clamping value (default is 0)
  5280. * @param max defines maximum clamping value (default is 1)
  5281. * @param result defines color to store the result into
  5282. * @returns the original Color3
  5283. */
  5284. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  5285. /**
  5286. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  5287. * @param otherColor defines the second operand
  5288. * @returns the new Color3
  5289. */
  5290. add(otherColor: DeepImmutable<Color3>): Color3;
  5291. /**
  5292. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  5293. * @param otherColor defines the second operand
  5294. * @param result defines Color3 object to store the result into
  5295. * @returns the unmodified current Color3
  5296. */
  5297. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5298. /**
  5299. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  5300. * @param otherColor defines the second operand
  5301. * @returns the new Color3
  5302. */
  5303. subtract(otherColor: DeepImmutable<Color3>): Color3;
  5304. /**
  5305. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  5306. * @param otherColor defines the second operand
  5307. * @param result defines Color3 object to store the result into
  5308. * @returns the unmodified current Color3
  5309. */
  5310. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5311. /**
  5312. * Copy the current object
  5313. * @returns a new Color3 copied the current one
  5314. */
  5315. clone(): Color3;
  5316. /**
  5317. * Copies the rgb values from the source in the current Color3
  5318. * @param source defines the source Color3 object
  5319. * @returns the updated Color3 object
  5320. */
  5321. copyFrom(source: DeepImmutable<Color3>): Color3;
  5322. /**
  5323. * Updates the Color3 rgb values from the given floats
  5324. * @param r defines the red component to read from
  5325. * @param g defines the green component to read from
  5326. * @param b defines the blue component to read from
  5327. * @returns the current Color3 object
  5328. */
  5329. copyFromFloats(r: number, g: number, b: number): Color3;
  5330. /**
  5331. * Updates the Color3 rgb values from the given floats
  5332. * @param r defines the red component to read from
  5333. * @param g defines the green component to read from
  5334. * @param b defines the blue component to read from
  5335. * @returns the current Color3 object
  5336. */
  5337. set(r: number, g: number, b: number): Color3;
  5338. /**
  5339. * Compute the Color3 hexadecimal code as a string
  5340. * @returns a string containing the hexadecimal representation of the Color3 object
  5341. */
  5342. toHexString(): string;
  5343. /**
  5344. * Computes a new Color3 converted from the current one to linear space
  5345. * @returns a new Color3 object
  5346. */
  5347. toLinearSpace(): Color3;
  5348. /**
  5349. * Converts current color in rgb space to HSV values
  5350. * @returns a new color3 representing the HSV values
  5351. */
  5352. toHSV(): Color3;
  5353. /**
  5354. * Converts current color in rgb space to HSV values
  5355. * @param result defines the Color3 where to store the HSV values
  5356. */
  5357. toHSVToRef(result: Color3): void;
  5358. /**
  5359. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5360. * @param convertedColor defines the Color3 object where to store the linear space version
  5361. * @returns the unmodified Color3
  5362. */
  5363. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5364. /**
  5365. * Computes a new Color3 converted from the current one to gamma space
  5366. * @returns a new Color3 object
  5367. */
  5368. toGammaSpace(): Color3;
  5369. /**
  5370. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5371. * @param convertedColor defines the Color3 object where to store the gamma space version
  5372. * @returns the unmodified Color3
  5373. */
  5374. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5375. private static _BlackReadOnly;
  5376. /**
  5377. * Convert Hue, saturation and value to a Color3 (RGB)
  5378. * @param hue defines the hue
  5379. * @param saturation defines the saturation
  5380. * @param value defines the value
  5381. * @param result defines the Color3 where to store the RGB values
  5382. */
  5383. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5384. /**
  5385. * Creates a new Color3 from the string containing valid hexadecimal values
  5386. * @param hex defines a string containing valid hexadecimal values
  5387. * @returns a new Color3 object
  5388. */
  5389. static FromHexString(hex: string): Color3;
  5390. /**
  5391. * Creates a new Color3 from the starting index of the given array
  5392. * @param array defines the source array
  5393. * @param offset defines an offset in the source array
  5394. * @returns a new Color3 object
  5395. */
  5396. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5397. /**
  5398. * Creates a new Color3 from integer values (< 256)
  5399. * @param r defines the red component to read from (value between 0 and 255)
  5400. * @param g defines the green component to read from (value between 0 and 255)
  5401. * @param b defines the blue component to read from (value between 0 and 255)
  5402. * @returns a new Color3 object
  5403. */
  5404. static FromInts(r: number, g: number, b: number): Color3;
  5405. /**
  5406. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5407. * @param start defines the start Color3 value
  5408. * @param end defines the end Color3 value
  5409. * @param amount defines the gradient value between start and end
  5410. * @returns a new Color3 object
  5411. */
  5412. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5413. /**
  5414. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5415. * @param left defines the start value
  5416. * @param right defines the end value
  5417. * @param amount defines the gradient factor
  5418. * @param result defines the Color3 object where to store the result
  5419. */
  5420. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5421. /**
  5422. * Returns a Color3 value containing a red color
  5423. * @returns a new Color3 object
  5424. */
  5425. static Red(): Color3;
  5426. /**
  5427. * Returns a Color3 value containing a green color
  5428. * @returns a new Color3 object
  5429. */
  5430. static Green(): Color3;
  5431. /**
  5432. * Returns a Color3 value containing a blue color
  5433. * @returns a new Color3 object
  5434. */
  5435. static Blue(): Color3;
  5436. /**
  5437. * Returns a Color3 value containing a black color
  5438. * @returns a new Color3 object
  5439. */
  5440. static Black(): Color3;
  5441. /**
  5442. * Gets a Color3 value containing a black color that must not be updated
  5443. */
  5444. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5445. /**
  5446. * Returns a Color3 value containing a white color
  5447. * @returns a new Color3 object
  5448. */
  5449. static White(): Color3;
  5450. /**
  5451. * Returns a Color3 value containing a purple color
  5452. * @returns a new Color3 object
  5453. */
  5454. static Purple(): Color3;
  5455. /**
  5456. * Returns a Color3 value containing a magenta color
  5457. * @returns a new Color3 object
  5458. */
  5459. static Magenta(): Color3;
  5460. /**
  5461. * Returns a Color3 value containing a yellow color
  5462. * @returns a new Color3 object
  5463. */
  5464. static Yellow(): Color3;
  5465. /**
  5466. * Returns a Color3 value containing a gray color
  5467. * @returns a new Color3 object
  5468. */
  5469. static Gray(): Color3;
  5470. /**
  5471. * Returns a Color3 value containing a teal color
  5472. * @returns a new Color3 object
  5473. */
  5474. static Teal(): Color3;
  5475. /**
  5476. * Returns a Color3 value containing a random color
  5477. * @returns a new Color3 object
  5478. */
  5479. static Random(): Color3;
  5480. }
  5481. /**
  5482. * Class used to hold a RBGA color
  5483. */
  5484. export class Color4 {
  5485. /**
  5486. * Defines the red component (between 0 and 1, default is 0)
  5487. */
  5488. r: number;
  5489. /**
  5490. * Defines the green component (between 0 and 1, default is 0)
  5491. */
  5492. g: number;
  5493. /**
  5494. * Defines the blue component (between 0 and 1, default is 0)
  5495. */
  5496. b: number;
  5497. /**
  5498. * Defines the alpha component (between 0 and 1, default is 1)
  5499. */
  5500. a: number;
  5501. /**
  5502. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5503. * @param r defines the red component (between 0 and 1, default is 0)
  5504. * @param g defines the green component (between 0 and 1, default is 0)
  5505. * @param b defines the blue component (between 0 and 1, default is 0)
  5506. * @param a defines the alpha component (between 0 and 1, default is 1)
  5507. */
  5508. constructor(
  5509. /**
  5510. * Defines the red component (between 0 and 1, default is 0)
  5511. */
  5512. r?: number,
  5513. /**
  5514. * Defines the green component (between 0 and 1, default is 0)
  5515. */
  5516. g?: number,
  5517. /**
  5518. * Defines the blue component (between 0 and 1, default is 0)
  5519. */
  5520. b?: number,
  5521. /**
  5522. * Defines the alpha component (between 0 and 1, default is 1)
  5523. */
  5524. a?: number);
  5525. /**
  5526. * Adds in place the given Color4 values to the current Color4 object
  5527. * @param right defines the second operand
  5528. * @returns the current updated Color4 object
  5529. */
  5530. addInPlace(right: DeepImmutable<Color4>): Color4;
  5531. /**
  5532. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5533. * @returns the new array
  5534. */
  5535. asArray(): number[];
  5536. /**
  5537. * Stores from the starting index in the given array the Color4 successive values
  5538. * @param array defines the array where to store the r,g,b components
  5539. * @param index defines an optional index in the target array to define where to start storing values
  5540. * @returns the current Color4 object
  5541. */
  5542. toArray(array: number[], index?: number): Color4;
  5543. /**
  5544. * Determines equality between Color4 objects
  5545. * @param otherColor defines the second operand
  5546. * @returns true if the rgba values are equal to the given ones
  5547. */
  5548. equals(otherColor: DeepImmutable<Color4>): boolean;
  5549. /**
  5550. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5551. * @param right defines the second operand
  5552. * @returns a new Color4 object
  5553. */
  5554. add(right: DeepImmutable<Color4>): Color4;
  5555. /**
  5556. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5557. * @param right defines the second operand
  5558. * @returns a new Color4 object
  5559. */
  5560. subtract(right: DeepImmutable<Color4>): Color4;
  5561. /**
  5562. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5563. * @param right defines the second operand
  5564. * @param result defines the Color4 object where to store the result
  5565. * @returns the current Color4 object
  5566. */
  5567. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5568. /**
  5569. * Creates a new Color4 with the current Color4 values multiplied by scale
  5570. * @param scale defines the scaling factor to apply
  5571. * @returns a new Color4 object
  5572. */
  5573. scale(scale: number): Color4;
  5574. /**
  5575. * Multiplies the current Color4 values by scale and stores the result in "result"
  5576. * @param scale defines the scaling factor to apply
  5577. * @param result defines the Color4 object where to store the result
  5578. * @returns the current unmodified Color4
  5579. */
  5580. scaleToRef(scale: number, result: Color4): Color4;
  5581. /**
  5582. * Scale the current Color4 values by a factor and add the result to a given Color4
  5583. * @param scale defines the scale factor
  5584. * @param result defines the Color4 object where to store the result
  5585. * @returns the unmodified current Color4
  5586. */
  5587. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5588. /**
  5589. * Clamps the rgb values by the min and max values and stores the result into "result"
  5590. * @param min defines minimum clamping value (default is 0)
  5591. * @param max defines maximum clamping value (default is 1)
  5592. * @param result defines color to store the result into.
  5593. * @returns the cuurent Color4
  5594. */
  5595. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5596. /**
  5597. * Multipy an Color4 value by another and return a new Color4 object
  5598. * @param color defines the Color4 value to multiply by
  5599. * @returns a new Color4 object
  5600. */
  5601. multiply(color: Color4): Color4;
  5602. /**
  5603. * Multipy a Color4 value by another and push the result in a reference value
  5604. * @param color defines the Color4 value to multiply by
  5605. * @param result defines the Color4 to fill the result in
  5606. * @returns the result Color4
  5607. */
  5608. multiplyToRef(color: Color4, result: Color4): Color4;
  5609. /**
  5610. * Creates a string with the Color4 current values
  5611. * @returns the string representation of the Color4 object
  5612. */
  5613. toString(): string;
  5614. /**
  5615. * Returns the string "Color4"
  5616. * @returns "Color4"
  5617. */
  5618. getClassName(): string;
  5619. /**
  5620. * Compute the Color4 hash code
  5621. * @returns an unique number that can be used to hash Color4 objects
  5622. */
  5623. getHashCode(): number;
  5624. /**
  5625. * Creates a new Color4 copied from the current one
  5626. * @returns a new Color4 object
  5627. */
  5628. clone(): Color4;
  5629. /**
  5630. * Copies the given Color4 values into the current one
  5631. * @param source defines the source Color4 object
  5632. * @returns the current updated Color4 object
  5633. */
  5634. copyFrom(source: Color4): Color4;
  5635. /**
  5636. * Copies the given float values into the current one
  5637. * @param r defines the red component to read from
  5638. * @param g defines the green component to read from
  5639. * @param b defines the blue component to read from
  5640. * @param a defines the alpha component to read from
  5641. * @returns the current updated Color4 object
  5642. */
  5643. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5644. /**
  5645. * Copies the given float values into the current one
  5646. * @param r defines the red component to read from
  5647. * @param g defines the green component to read from
  5648. * @param b defines the blue component to read from
  5649. * @param a defines the alpha component to read from
  5650. * @returns the current updated Color4 object
  5651. */
  5652. set(r: number, g: number, b: number, a: number): Color4;
  5653. /**
  5654. * Compute the Color4 hexadecimal code as a string
  5655. * @returns a string containing the hexadecimal representation of the Color4 object
  5656. */
  5657. toHexString(): string;
  5658. /**
  5659. * Computes a new Color4 converted from the current one to linear space
  5660. * @returns a new Color4 object
  5661. */
  5662. toLinearSpace(): Color4;
  5663. /**
  5664. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5665. * @param convertedColor defines the Color4 object where to store the linear space version
  5666. * @returns the unmodified Color4
  5667. */
  5668. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5669. /**
  5670. * Computes a new Color4 converted from the current one to gamma space
  5671. * @returns a new Color4 object
  5672. */
  5673. toGammaSpace(): Color4;
  5674. /**
  5675. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5676. * @param convertedColor defines the Color4 object where to store the gamma space version
  5677. * @returns the unmodified Color4
  5678. */
  5679. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5680. /**
  5681. * Creates a new Color4 from the string containing valid hexadecimal values
  5682. * @param hex defines a string containing valid hexadecimal values
  5683. * @returns a new Color4 object
  5684. */
  5685. static FromHexString(hex: string): Color4;
  5686. /**
  5687. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5688. * @param left defines the start value
  5689. * @param right defines the end value
  5690. * @param amount defines the gradient factor
  5691. * @returns a new Color4 object
  5692. */
  5693. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5694. /**
  5695. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5696. * @param left defines the start value
  5697. * @param right defines the end value
  5698. * @param amount defines the gradient factor
  5699. * @param result defines the Color4 object where to store data
  5700. */
  5701. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5702. /**
  5703. * Creates a new Color4 from a Color3 and an alpha value
  5704. * @param color3 defines the source Color3 to read from
  5705. * @param alpha defines the alpha component (1.0 by default)
  5706. * @returns a new Color4 object
  5707. */
  5708. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5709. /**
  5710. * Creates a new Color4 from the starting index element of the given array
  5711. * @param array defines the source array to read from
  5712. * @param offset defines the offset in the source array
  5713. * @returns a new Color4 object
  5714. */
  5715. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5716. /**
  5717. * Creates a new Color3 from integer values (< 256)
  5718. * @param r defines the red component to read from (value between 0 and 255)
  5719. * @param g defines the green component to read from (value between 0 and 255)
  5720. * @param b defines the blue component to read from (value between 0 and 255)
  5721. * @param a defines the alpha component to read from (value between 0 and 255)
  5722. * @returns a new Color3 object
  5723. */
  5724. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5725. /**
  5726. * Check the content of a given array and convert it to an array containing RGBA data
  5727. * If the original array was already containing count * 4 values then it is returned directly
  5728. * @param colors defines the array to check
  5729. * @param count defines the number of RGBA data to expect
  5730. * @returns an array containing count * 4 values (RGBA)
  5731. */
  5732. static CheckColors4(colors: number[], count: number): number[];
  5733. }
  5734. /**
  5735. * @hidden
  5736. */
  5737. export class TmpColors {
  5738. static Color3: Color3[];
  5739. static Color4: Color4[];
  5740. }
  5741. }
  5742. declare module "babylonjs/Animations/animationKey" {
  5743. /**
  5744. * Defines an interface which represents an animation key frame
  5745. */
  5746. export interface IAnimationKey {
  5747. /**
  5748. * Frame of the key frame
  5749. */
  5750. frame: number;
  5751. /**
  5752. * Value at the specifies key frame
  5753. */
  5754. value: any;
  5755. /**
  5756. * The input tangent for the cubic hermite spline
  5757. */
  5758. inTangent?: any;
  5759. /**
  5760. * The output tangent for the cubic hermite spline
  5761. */
  5762. outTangent?: any;
  5763. /**
  5764. * The animation interpolation type
  5765. */
  5766. interpolation?: AnimationKeyInterpolation;
  5767. }
  5768. /**
  5769. * Enum for the animation key frame interpolation type
  5770. */
  5771. export enum AnimationKeyInterpolation {
  5772. /**
  5773. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  5774. */
  5775. STEP = 1
  5776. }
  5777. }
  5778. declare module "babylonjs/Animations/animationRange" {
  5779. /**
  5780. * Represents the range of an animation
  5781. */
  5782. export class AnimationRange {
  5783. /**The name of the animation range**/
  5784. name: string;
  5785. /**The starting frame of the animation */
  5786. from: number;
  5787. /**The ending frame of the animation*/
  5788. to: number;
  5789. /**
  5790. * Initializes the range of an animation
  5791. * @param name The name of the animation range
  5792. * @param from The starting frame of the animation
  5793. * @param to The ending frame of the animation
  5794. */
  5795. constructor(
  5796. /**The name of the animation range**/
  5797. name: string,
  5798. /**The starting frame of the animation */
  5799. from: number,
  5800. /**The ending frame of the animation*/
  5801. to: number);
  5802. /**
  5803. * Makes a copy of the animation range
  5804. * @returns A copy of the animation range
  5805. */
  5806. clone(): AnimationRange;
  5807. }
  5808. }
  5809. declare module "babylonjs/Animations/animationEvent" {
  5810. /**
  5811. * Composed of a frame, and an action function
  5812. */
  5813. export class AnimationEvent {
  5814. /** The frame for which the event is triggered **/
  5815. frame: number;
  5816. /** The event to perform when triggered **/
  5817. action: (currentFrame: number) => void;
  5818. /** Specifies if the event should be triggered only once**/
  5819. onlyOnce?: boolean | undefined;
  5820. /**
  5821. * Specifies if the animation event is done
  5822. */
  5823. isDone: boolean;
  5824. /**
  5825. * Initializes the animation event
  5826. * @param frame The frame for which the event is triggered
  5827. * @param action The event to perform when triggered
  5828. * @param onlyOnce Specifies if the event should be triggered only once
  5829. */
  5830. constructor(
  5831. /** The frame for which the event is triggered **/
  5832. frame: number,
  5833. /** The event to perform when triggered **/
  5834. action: (currentFrame: number) => void,
  5835. /** Specifies if the event should be triggered only once**/
  5836. onlyOnce?: boolean | undefined);
  5837. /** @hidden */
  5838. _clone(): AnimationEvent;
  5839. }
  5840. }
  5841. declare module "babylonjs/Behaviors/behavior" {
  5842. import { Nullable } from "babylonjs/types";
  5843. /**
  5844. * Interface used to define a behavior
  5845. */
  5846. export interface Behavior<T> {
  5847. /** gets or sets behavior's name */
  5848. name: string;
  5849. /**
  5850. * Function called when the behavior needs to be initialized (after attaching it to a target)
  5851. */
  5852. init(): void;
  5853. /**
  5854. * Called when the behavior is attached to a target
  5855. * @param target defines the target where the behavior is attached to
  5856. */
  5857. attach(target: T): void;
  5858. /**
  5859. * Called when the behavior is detached from its target
  5860. */
  5861. detach(): void;
  5862. }
  5863. /**
  5864. * Interface implemented by classes supporting behaviors
  5865. */
  5866. export interface IBehaviorAware<T> {
  5867. /**
  5868. * Attach a behavior
  5869. * @param behavior defines the behavior to attach
  5870. * @returns the current host
  5871. */
  5872. addBehavior(behavior: Behavior<T>): T;
  5873. /**
  5874. * Remove a behavior from the current object
  5875. * @param behavior defines the behavior to detach
  5876. * @returns the current host
  5877. */
  5878. removeBehavior(behavior: Behavior<T>): T;
  5879. /**
  5880. * Gets a behavior using its name to search
  5881. * @param name defines the name to search
  5882. * @returns the behavior or null if not found
  5883. */
  5884. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  5885. }
  5886. }
  5887. declare module "babylonjs/Misc/smartArray" {
  5888. /**
  5889. * Defines an array and its length.
  5890. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  5891. */
  5892. export interface ISmartArrayLike<T> {
  5893. /**
  5894. * The data of the array.
  5895. */
  5896. data: Array<T>;
  5897. /**
  5898. * The active length of the array.
  5899. */
  5900. length: number;
  5901. }
  5902. /**
  5903. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  5904. */
  5905. export class SmartArray<T> implements ISmartArrayLike<T> {
  5906. /**
  5907. * The full set of data from the array.
  5908. */
  5909. data: Array<T>;
  5910. /**
  5911. * The active length of the array.
  5912. */
  5913. length: number;
  5914. protected _id: number;
  5915. /**
  5916. * Instantiates a Smart Array.
  5917. * @param capacity defines the default capacity of the array.
  5918. */
  5919. constructor(capacity: number);
  5920. /**
  5921. * Pushes a value at the end of the active data.
  5922. * @param value defines the object to push in the array.
  5923. */
  5924. push(value: T): void;
  5925. /**
  5926. * Iterates over the active data and apply the lambda to them.
  5927. * @param func defines the action to apply on each value.
  5928. */
  5929. forEach(func: (content: T) => void): void;
  5930. /**
  5931. * Sorts the full sets of data.
  5932. * @param compareFn defines the comparison function to apply.
  5933. */
  5934. sort(compareFn: (a: T, b: T) => number): void;
  5935. /**
  5936. * Resets the active data to an empty array.
  5937. */
  5938. reset(): void;
  5939. /**
  5940. * Releases all the data from the array as well as the array.
  5941. */
  5942. dispose(): void;
  5943. /**
  5944. * Concats the active data with a given array.
  5945. * @param array defines the data to concatenate with.
  5946. */
  5947. concat(array: any): void;
  5948. /**
  5949. * Returns the position of a value in the active data.
  5950. * @param value defines the value to find the index for
  5951. * @returns the index if found in the active data otherwise -1
  5952. */
  5953. indexOf(value: T): number;
  5954. /**
  5955. * Returns whether an element is part of the active data.
  5956. * @param value defines the value to look for
  5957. * @returns true if found in the active data otherwise false
  5958. */
  5959. contains(value: T): boolean;
  5960. private static _GlobalId;
  5961. }
  5962. /**
  5963. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  5964. * The data in this array can only be present once
  5965. */
  5966. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  5967. private _duplicateId;
  5968. /**
  5969. * Pushes a value at the end of the active data.
  5970. * THIS DOES NOT PREVENT DUPPLICATE DATA
  5971. * @param value defines the object to push in the array.
  5972. */
  5973. push(value: T): void;
  5974. /**
  5975. * Pushes a value at the end of the active data.
  5976. * If the data is already present, it won t be added again
  5977. * @param value defines the object to push in the array.
  5978. * @returns true if added false if it was already present
  5979. */
  5980. pushNoDuplicate(value: T): boolean;
  5981. /**
  5982. * Resets the active data to an empty array.
  5983. */
  5984. reset(): void;
  5985. /**
  5986. * Concats the active data with a given array.
  5987. * This ensures no dupplicate will be present in the result.
  5988. * @param array defines the data to concatenate with.
  5989. */
  5990. concatWithNoDuplicate(array: any): void;
  5991. }
  5992. }
  5993. declare module "babylonjs/Cameras/cameraInputsManager" {
  5994. import { Nullable } from "babylonjs/types";
  5995. import { Camera } from "babylonjs/Cameras/camera";
  5996. /**
  5997. * @ignore
  5998. * This is a list of all the different input types that are available in the application.
  5999. * Fo instance: ArcRotateCameraGamepadInput...
  6000. */
  6001. export var CameraInputTypes: {};
  6002. /**
  6003. * This is the contract to implement in order to create a new input class.
  6004. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6005. */
  6006. export interface ICameraInput<TCamera extends Camera> {
  6007. /**
  6008. * Defines the camera the input is attached to.
  6009. */
  6010. camera: Nullable<TCamera>;
  6011. /**
  6012. * Gets the class name of the current intput.
  6013. * @returns the class name
  6014. */
  6015. getClassName(): string;
  6016. /**
  6017. * Get the friendly name associated with the input class.
  6018. * @returns the input friendly name
  6019. */
  6020. getSimpleName(): string;
  6021. /**
  6022. * Attach the input controls to a specific dom element to get the input from.
  6023. * @param element Defines the element the controls should be listened from
  6024. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6025. */
  6026. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6027. /**
  6028. * Detach the current controls from the specified dom element.
  6029. * @param element Defines the element to stop listening the inputs from
  6030. */
  6031. detachControl(element: Nullable<HTMLElement>): void;
  6032. /**
  6033. * Update the current camera state depending on the inputs that have been used this frame.
  6034. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6035. */
  6036. checkInputs?: () => void;
  6037. }
  6038. /**
  6039. * Represents a map of input types to input instance or input index to input instance.
  6040. */
  6041. export interface CameraInputsMap<TCamera extends Camera> {
  6042. /**
  6043. * Accessor to the input by input type.
  6044. */
  6045. [name: string]: ICameraInput<TCamera>;
  6046. /**
  6047. * Accessor to the input by input index.
  6048. */
  6049. [idx: number]: ICameraInput<TCamera>;
  6050. }
  6051. /**
  6052. * This represents the input manager used within a camera.
  6053. * It helps dealing with all the different kind of input attached to a camera.
  6054. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6055. */
  6056. export class CameraInputsManager<TCamera extends Camera> {
  6057. /**
  6058. * Defines the list of inputs attahed to the camera.
  6059. */
  6060. attached: CameraInputsMap<TCamera>;
  6061. /**
  6062. * Defines the dom element the camera is collecting inputs from.
  6063. * This is null if the controls have not been attached.
  6064. */
  6065. attachedElement: Nullable<HTMLElement>;
  6066. /**
  6067. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6068. */
  6069. noPreventDefault: boolean;
  6070. /**
  6071. * Defined the camera the input manager belongs to.
  6072. */
  6073. camera: TCamera;
  6074. /**
  6075. * Update the current camera state depending on the inputs that have been used this frame.
  6076. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6077. */
  6078. checkInputs: () => void;
  6079. /**
  6080. * Instantiate a new Camera Input Manager.
  6081. * @param camera Defines the camera the input manager blongs to
  6082. */
  6083. constructor(camera: TCamera);
  6084. /**
  6085. * Add an input method to a camera
  6086. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6087. * @param input camera input method
  6088. */
  6089. add(input: ICameraInput<TCamera>): void;
  6090. /**
  6091. * Remove a specific input method from a camera
  6092. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6093. * @param inputToRemove camera input method
  6094. */
  6095. remove(inputToRemove: ICameraInput<TCamera>): void;
  6096. /**
  6097. * Remove a specific input type from a camera
  6098. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6099. * @param inputType the type of the input to remove
  6100. */
  6101. removeByType(inputType: string): void;
  6102. private _addCheckInputs;
  6103. /**
  6104. * Attach the input controls to the currently attached dom element to listen the events from.
  6105. * @param input Defines the input to attach
  6106. */
  6107. attachInput(input: ICameraInput<TCamera>): void;
  6108. /**
  6109. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6110. * @param element Defines the dom element to collect the events from
  6111. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6112. */
  6113. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6114. /**
  6115. * Detach the current manager inputs controls from a specific dom element.
  6116. * @param element Defines the dom element to collect the events from
  6117. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6118. */
  6119. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6120. /**
  6121. * Rebuild the dynamic inputCheck function from the current list of
  6122. * defined inputs in the manager.
  6123. */
  6124. rebuildInputCheck(): void;
  6125. /**
  6126. * Remove all attached input methods from a camera
  6127. */
  6128. clear(): void;
  6129. /**
  6130. * Serialize the current input manager attached to a camera.
  6131. * This ensures than once parsed,
  6132. * the input associated to the camera will be identical to the current ones
  6133. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6134. */
  6135. serialize(serializedCamera: any): void;
  6136. /**
  6137. * Parses an input manager serialized JSON to restore the previous list of inputs
  6138. * and states associated to a camera.
  6139. * @param parsedCamera Defines the JSON to parse
  6140. */
  6141. parse(parsedCamera: any): void;
  6142. }
  6143. }
  6144. declare module "babylonjs/Meshes/buffer" {
  6145. import { Nullable, DataArray } from "babylonjs/types";
  6146. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  6147. /**
  6148. * Class used to store data that will be store in GPU memory
  6149. */
  6150. export class Buffer {
  6151. private _engine;
  6152. private _buffer;
  6153. /** @hidden */
  6154. _data: Nullable<DataArray>;
  6155. private _updatable;
  6156. private _instanced;
  6157. private _divisor;
  6158. /**
  6159. * Gets the byte stride.
  6160. */
  6161. readonly byteStride: number;
  6162. /**
  6163. * Constructor
  6164. * @param engine the engine
  6165. * @param data the data to use for this buffer
  6166. * @param updatable whether the data is updatable
  6167. * @param stride the stride (optional)
  6168. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6169. * @param instanced whether the buffer is instanced (optional)
  6170. * @param useBytes set to true if the stride in in bytes (optional)
  6171. * @param divisor sets an optional divisor for instances (1 by default)
  6172. */
  6173. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  6174. /**
  6175. * Create a new VertexBuffer based on the current buffer
  6176. * @param kind defines the vertex buffer kind (position, normal, etc.)
  6177. * @param offset defines offset in the buffer (0 by default)
  6178. * @param size defines the size in floats of attributes (position is 3 for instance)
  6179. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  6180. * @param instanced defines if the vertex buffer contains indexed data
  6181. * @param useBytes defines if the offset and stride are in bytes *
  6182. * @param divisor sets an optional divisor for instances (1 by default)
  6183. * @returns the new vertex buffer
  6184. */
  6185. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  6186. /**
  6187. * Gets a boolean indicating if the Buffer is updatable?
  6188. * @returns true if the buffer is updatable
  6189. */
  6190. isUpdatable(): boolean;
  6191. /**
  6192. * Gets current buffer's data
  6193. * @returns a DataArray or null
  6194. */
  6195. getData(): Nullable<DataArray>;
  6196. /**
  6197. * Gets underlying native buffer
  6198. * @returns underlying native buffer
  6199. */
  6200. getBuffer(): Nullable<DataBuffer>;
  6201. /**
  6202. * Gets the stride in float32 units (i.e. byte stride / 4).
  6203. * May not be an integer if the byte stride is not divisible by 4.
  6204. * DEPRECATED. Use byteStride instead.
  6205. * @returns the stride in float32 units
  6206. */
  6207. getStrideSize(): number;
  6208. /**
  6209. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6210. * @param data defines the data to store
  6211. */
  6212. create(data?: Nullable<DataArray>): void;
  6213. /** @hidden */
  6214. _rebuild(): void;
  6215. /**
  6216. * Update current buffer data
  6217. * @param data defines the data to store
  6218. */
  6219. update(data: DataArray): void;
  6220. /**
  6221. * Updates the data directly.
  6222. * @param data the new data
  6223. * @param offset the new offset
  6224. * @param vertexCount the vertex count (optional)
  6225. * @param useBytes set to true if the offset is in bytes
  6226. */
  6227. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  6228. /**
  6229. * Release all resources
  6230. */
  6231. dispose(): void;
  6232. }
  6233. /**
  6234. * Specialized buffer used to store vertex data
  6235. */
  6236. export class VertexBuffer {
  6237. /** @hidden */
  6238. _buffer: Buffer;
  6239. private _kind;
  6240. private _size;
  6241. private _ownsBuffer;
  6242. private _instanced;
  6243. private _instanceDivisor;
  6244. /**
  6245. * The byte type.
  6246. */
  6247. static readonly BYTE: number;
  6248. /**
  6249. * The unsigned byte type.
  6250. */
  6251. static readonly UNSIGNED_BYTE: number;
  6252. /**
  6253. * The short type.
  6254. */
  6255. static readonly SHORT: number;
  6256. /**
  6257. * The unsigned short type.
  6258. */
  6259. static readonly UNSIGNED_SHORT: number;
  6260. /**
  6261. * The integer type.
  6262. */
  6263. static readonly INT: number;
  6264. /**
  6265. * The unsigned integer type.
  6266. */
  6267. static readonly UNSIGNED_INT: number;
  6268. /**
  6269. * The float type.
  6270. */
  6271. static readonly FLOAT: number;
  6272. /**
  6273. * Gets or sets the instance divisor when in instanced mode
  6274. */
  6275. instanceDivisor: number;
  6276. /**
  6277. * Gets the byte stride.
  6278. */
  6279. readonly byteStride: number;
  6280. /**
  6281. * Gets the byte offset.
  6282. */
  6283. readonly byteOffset: number;
  6284. /**
  6285. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  6286. */
  6287. readonly normalized: boolean;
  6288. /**
  6289. * Gets the data type of each component in the array.
  6290. */
  6291. readonly type: number;
  6292. /**
  6293. * Constructor
  6294. * @param engine the engine
  6295. * @param data the data to use for this vertex buffer
  6296. * @param kind the vertex buffer kind
  6297. * @param updatable whether the data is updatable
  6298. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6299. * @param stride the stride (optional)
  6300. * @param instanced whether the buffer is instanced (optional)
  6301. * @param offset the offset of the data (optional)
  6302. * @param size the number of components (optional)
  6303. * @param type the type of the component (optional)
  6304. * @param normalized whether the data contains normalized data (optional)
  6305. * @param useBytes set to true if stride and offset are in bytes (optional)
  6306. * @param divisor defines the instance divisor to use (1 by default)
  6307. */
  6308. 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, divisor?: number);
  6309. /** @hidden */
  6310. _rebuild(): void;
  6311. /**
  6312. * Returns the kind of the VertexBuffer (string)
  6313. * @returns a string
  6314. */
  6315. getKind(): string;
  6316. /**
  6317. * Gets a boolean indicating if the VertexBuffer is updatable?
  6318. * @returns true if the buffer is updatable
  6319. */
  6320. isUpdatable(): boolean;
  6321. /**
  6322. * Gets current buffer's data
  6323. * @returns a DataArray or null
  6324. */
  6325. getData(): Nullable<DataArray>;
  6326. /**
  6327. * Gets underlying native buffer
  6328. * @returns underlying native buffer
  6329. */
  6330. getBuffer(): Nullable<DataBuffer>;
  6331. /**
  6332. * Gets the stride in float32 units (i.e. byte stride / 4).
  6333. * May not be an integer if the byte stride is not divisible by 4.
  6334. * DEPRECATED. Use byteStride instead.
  6335. * @returns the stride in float32 units
  6336. */
  6337. getStrideSize(): number;
  6338. /**
  6339. * Returns the offset as a multiple of the type byte length.
  6340. * DEPRECATED. Use byteOffset instead.
  6341. * @returns the offset in bytes
  6342. */
  6343. getOffset(): number;
  6344. /**
  6345. * Returns the number of components per vertex attribute (integer)
  6346. * @returns the size in float
  6347. */
  6348. getSize(): number;
  6349. /**
  6350. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  6351. * @returns true if this buffer is instanced
  6352. */
  6353. getIsInstanced(): boolean;
  6354. /**
  6355. * Returns the instancing divisor, zero for non-instanced (integer).
  6356. * @returns a number
  6357. */
  6358. getInstanceDivisor(): number;
  6359. /**
  6360. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6361. * @param data defines the data to store
  6362. */
  6363. create(data?: DataArray): void;
  6364. /**
  6365. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  6366. * This function will create a new buffer if the current one is not updatable
  6367. * @param data defines the data to store
  6368. */
  6369. update(data: DataArray): void;
  6370. /**
  6371. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  6372. * Returns the directly updated WebGLBuffer.
  6373. * @param data the new data
  6374. * @param offset the new offset
  6375. * @param useBytes set to true if the offset is in bytes
  6376. */
  6377. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  6378. /**
  6379. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  6380. */
  6381. dispose(): void;
  6382. /**
  6383. * Enumerates each value of this vertex buffer as numbers.
  6384. * @param count the number of values to enumerate
  6385. * @param callback the callback function called for each value
  6386. */
  6387. forEach(count: number, callback: (value: number, index: number) => void): void;
  6388. /**
  6389. * Positions
  6390. */
  6391. static readonly PositionKind: string;
  6392. /**
  6393. * Normals
  6394. */
  6395. static readonly NormalKind: string;
  6396. /**
  6397. * Tangents
  6398. */
  6399. static readonly TangentKind: string;
  6400. /**
  6401. * Texture coordinates
  6402. */
  6403. static readonly UVKind: string;
  6404. /**
  6405. * Texture coordinates 2
  6406. */
  6407. static readonly UV2Kind: string;
  6408. /**
  6409. * Texture coordinates 3
  6410. */
  6411. static readonly UV3Kind: string;
  6412. /**
  6413. * Texture coordinates 4
  6414. */
  6415. static readonly UV4Kind: string;
  6416. /**
  6417. * Texture coordinates 5
  6418. */
  6419. static readonly UV5Kind: string;
  6420. /**
  6421. * Texture coordinates 6
  6422. */
  6423. static readonly UV6Kind: string;
  6424. /**
  6425. * Colors
  6426. */
  6427. static readonly ColorKind: string;
  6428. /**
  6429. * Matrix indices (for bones)
  6430. */
  6431. static readonly MatricesIndicesKind: string;
  6432. /**
  6433. * Matrix weights (for bones)
  6434. */
  6435. static readonly MatricesWeightsKind: string;
  6436. /**
  6437. * Additional matrix indices (for bones)
  6438. */
  6439. static readonly MatricesIndicesExtraKind: string;
  6440. /**
  6441. * Additional matrix weights (for bones)
  6442. */
  6443. static readonly MatricesWeightsExtraKind: string;
  6444. /**
  6445. * Deduces the stride given a kind.
  6446. * @param kind The kind string to deduce
  6447. * @returns The deduced stride
  6448. */
  6449. static DeduceStride(kind: string): number;
  6450. /**
  6451. * Gets the byte length of the given type.
  6452. * @param type the type
  6453. * @returns the number of bytes
  6454. */
  6455. static GetTypeByteLength(type: number): number;
  6456. /**
  6457. * Enumerates each value of the given parameters as numbers.
  6458. * @param data the data to enumerate
  6459. * @param byteOffset the byte offset of the data
  6460. * @param byteStride the byte stride of the data
  6461. * @param componentCount the number of components per element
  6462. * @param componentType the type of the component
  6463. * @param count the number of values to enumerate
  6464. * @param normalized whether the data is normalized
  6465. * @param callback the callback function called for each value
  6466. */
  6467. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  6468. private static _GetFloatValue;
  6469. }
  6470. }
  6471. declare module "babylonjs/Collisions/intersectionInfo" {
  6472. import { Nullable } from "babylonjs/types";
  6473. /**
  6474. * @hidden
  6475. */
  6476. export class IntersectionInfo {
  6477. bu: Nullable<number>;
  6478. bv: Nullable<number>;
  6479. distance: number;
  6480. faceId: number;
  6481. subMeshId: number;
  6482. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6483. }
  6484. }
  6485. declare module "babylonjs/Maths/math.plane" {
  6486. import { DeepImmutable } from "babylonjs/types";
  6487. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6488. /**
  6489. * Represens a plane by the equation ax + by + cz + d = 0
  6490. */
  6491. export class Plane {
  6492. private static _TmpMatrix;
  6493. /**
  6494. * Normal of the plane (a,b,c)
  6495. */
  6496. normal: Vector3;
  6497. /**
  6498. * d component of the plane
  6499. */
  6500. d: number;
  6501. /**
  6502. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6503. * @param a a component of the plane
  6504. * @param b b component of the plane
  6505. * @param c c component of the plane
  6506. * @param d d component of the plane
  6507. */
  6508. constructor(a: number, b: number, c: number, d: number);
  6509. /**
  6510. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6511. */
  6512. asArray(): number[];
  6513. /**
  6514. * @returns a new plane copied from the current Plane.
  6515. */
  6516. clone(): Plane;
  6517. /**
  6518. * @returns the string "Plane".
  6519. */
  6520. getClassName(): string;
  6521. /**
  6522. * @returns the Plane hash code.
  6523. */
  6524. getHashCode(): number;
  6525. /**
  6526. * Normalize the current Plane in place.
  6527. * @returns the updated Plane.
  6528. */
  6529. normalize(): Plane;
  6530. /**
  6531. * Applies a transformation the plane and returns the result
  6532. * @param transformation the transformation matrix to be applied to the plane
  6533. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6534. */
  6535. transform(transformation: DeepImmutable<Matrix>): Plane;
  6536. /**
  6537. * Calcualtte the dot product between the point and the plane normal
  6538. * @param point point to calculate the dot product with
  6539. * @returns the dot product (float) of the point coordinates and the plane normal.
  6540. */
  6541. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6542. /**
  6543. * Updates the current Plane from the plane defined by the three given points.
  6544. * @param point1 one of the points used to contruct the plane
  6545. * @param point2 one of the points used to contruct the plane
  6546. * @param point3 one of the points used to contruct the plane
  6547. * @returns the updated Plane.
  6548. */
  6549. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6550. /**
  6551. * Checks if the plane is facing a given direction
  6552. * @param direction the direction to check if the plane is facing
  6553. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6554. * @returns True is the vector "direction" is the same side than the plane normal.
  6555. */
  6556. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6557. /**
  6558. * Calculates the distance to a point
  6559. * @param point point to calculate distance to
  6560. * @returns the signed distance (float) from the given point to the Plane.
  6561. */
  6562. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6563. /**
  6564. * Creates a plane from an array
  6565. * @param array the array to create a plane from
  6566. * @returns a new Plane from the given array.
  6567. */
  6568. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6569. /**
  6570. * Creates a plane from three points
  6571. * @param point1 point used to create the plane
  6572. * @param point2 point used to create the plane
  6573. * @param point3 point used to create the plane
  6574. * @returns a new Plane defined by the three given points.
  6575. */
  6576. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6577. /**
  6578. * Creates a plane from an origin point and a normal
  6579. * @param origin origin of the plane to be constructed
  6580. * @param normal normal of the plane to be constructed
  6581. * @returns a new Plane the normal vector to this plane at the given origin point.
  6582. * Note : the vector "normal" is updated because normalized.
  6583. */
  6584. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6585. /**
  6586. * Calculates the distance from a plane and a point
  6587. * @param origin origin of the plane to be constructed
  6588. * @param normal normal of the plane to be constructed
  6589. * @param point point to calculate distance to
  6590. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6591. */
  6592. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6593. }
  6594. }
  6595. declare module "babylonjs/Culling/boundingSphere" {
  6596. import { DeepImmutable } from "babylonjs/types";
  6597. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6598. import { Plane } from "babylonjs/Maths/math.plane";
  6599. /**
  6600. * Class used to store bounding sphere information
  6601. */
  6602. export class BoundingSphere {
  6603. /**
  6604. * Gets the center of the bounding sphere in local space
  6605. */
  6606. readonly center: Vector3;
  6607. /**
  6608. * Radius of the bounding sphere in local space
  6609. */
  6610. radius: number;
  6611. /**
  6612. * Gets the center of the bounding sphere in world space
  6613. */
  6614. readonly centerWorld: Vector3;
  6615. /**
  6616. * Radius of the bounding sphere in world space
  6617. */
  6618. radiusWorld: number;
  6619. /**
  6620. * Gets the minimum vector in local space
  6621. */
  6622. readonly minimum: Vector3;
  6623. /**
  6624. * Gets the maximum vector in local space
  6625. */
  6626. readonly maximum: Vector3;
  6627. private _worldMatrix;
  6628. private static readonly TmpVector3;
  6629. /**
  6630. * Creates a new bounding sphere
  6631. * @param min defines the minimum vector (in local space)
  6632. * @param max defines the maximum vector (in local space)
  6633. * @param worldMatrix defines the new world matrix
  6634. */
  6635. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6636. /**
  6637. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6638. * @param min defines the new minimum vector (in local space)
  6639. * @param max defines the new maximum vector (in local space)
  6640. * @param worldMatrix defines the new world matrix
  6641. */
  6642. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6643. /**
  6644. * Scale the current bounding sphere by applying a scale factor
  6645. * @param factor defines the scale factor to apply
  6646. * @returns the current bounding box
  6647. */
  6648. scale(factor: number): BoundingSphere;
  6649. /**
  6650. * Gets the world matrix of the bounding box
  6651. * @returns a matrix
  6652. */
  6653. getWorldMatrix(): DeepImmutable<Matrix>;
  6654. /** @hidden */
  6655. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6656. /**
  6657. * Tests if the bounding sphere is intersecting the frustum planes
  6658. * @param frustumPlanes defines the frustum planes to test
  6659. * @returns true if there is an intersection
  6660. */
  6661. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6662. /**
  6663. * Tests if the bounding sphere center is in between the frustum planes.
  6664. * Used for optimistic fast inclusion.
  6665. * @param frustumPlanes defines the frustum planes to test
  6666. * @returns true if the sphere center is in between the frustum planes
  6667. */
  6668. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6669. /**
  6670. * Tests if a point is inside the bounding sphere
  6671. * @param point defines the point to test
  6672. * @returns true if the point is inside the bounding sphere
  6673. */
  6674. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6675. /**
  6676. * Checks if two sphere intersct
  6677. * @param sphere0 sphere 0
  6678. * @param sphere1 sphere 1
  6679. * @returns true if the speres intersect
  6680. */
  6681. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6682. }
  6683. }
  6684. declare module "babylonjs/Culling/boundingBox" {
  6685. import { DeepImmutable } from "babylonjs/types";
  6686. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6687. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6688. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6689. import { Plane } from "babylonjs/Maths/math.plane";
  6690. /**
  6691. * Class used to store bounding box information
  6692. */
  6693. export class BoundingBox implements ICullable {
  6694. /**
  6695. * Gets the 8 vectors representing the bounding box in local space
  6696. */
  6697. readonly vectors: Vector3[];
  6698. /**
  6699. * Gets the center of the bounding box in local space
  6700. */
  6701. readonly center: Vector3;
  6702. /**
  6703. * Gets the center of the bounding box in world space
  6704. */
  6705. readonly centerWorld: Vector3;
  6706. /**
  6707. * Gets the extend size in local space
  6708. */
  6709. readonly extendSize: Vector3;
  6710. /**
  6711. * Gets the extend size in world space
  6712. */
  6713. readonly extendSizeWorld: Vector3;
  6714. /**
  6715. * Gets the OBB (object bounding box) directions
  6716. */
  6717. readonly directions: Vector3[];
  6718. /**
  6719. * Gets the 8 vectors representing the bounding box in world space
  6720. */
  6721. readonly vectorsWorld: Vector3[];
  6722. /**
  6723. * Gets the minimum vector in world space
  6724. */
  6725. readonly minimumWorld: Vector3;
  6726. /**
  6727. * Gets the maximum vector in world space
  6728. */
  6729. readonly maximumWorld: Vector3;
  6730. /**
  6731. * Gets the minimum vector in local space
  6732. */
  6733. readonly minimum: Vector3;
  6734. /**
  6735. * Gets the maximum vector in local space
  6736. */
  6737. readonly maximum: Vector3;
  6738. private _worldMatrix;
  6739. private static readonly TmpVector3;
  6740. /**
  6741. * @hidden
  6742. */
  6743. _tag: number;
  6744. /**
  6745. * Creates a new bounding box
  6746. * @param min defines the minimum vector (in local space)
  6747. * @param max defines the maximum vector (in local space)
  6748. * @param worldMatrix defines the new world matrix
  6749. */
  6750. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6751. /**
  6752. * Recreates the entire bounding box from scratch as if we call the constructor in place
  6753. * @param min defines the new minimum vector (in local space)
  6754. * @param max defines the new maximum vector (in local space)
  6755. * @param worldMatrix defines the new world matrix
  6756. */
  6757. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6758. /**
  6759. * Scale the current bounding box by applying a scale factor
  6760. * @param factor defines the scale factor to apply
  6761. * @returns the current bounding box
  6762. */
  6763. scale(factor: number): BoundingBox;
  6764. /**
  6765. * Gets the world matrix of the bounding box
  6766. * @returns a matrix
  6767. */
  6768. getWorldMatrix(): DeepImmutable<Matrix>;
  6769. /** @hidden */
  6770. _update(world: DeepImmutable<Matrix>): void;
  6771. /**
  6772. * Tests if the bounding box is intersecting the frustum planes
  6773. * @param frustumPlanes defines the frustum planes to test
  6774. * @returns true if there is an intersection
  6775. */
  6776. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6777. /**
  6778. * Tests if the bounding box is entirely inside the frustum planes
  6779. * @param frustumPlanes defines the frustum planes to test
  6780. * @returns true if there is an inclusion
  6781. */
  6782. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6783. /**
  6784. * Tests if a point is inside the bounding box
  6785. * @param point defines the point to test
  6786. * @returns true if the point is inside the bounding box
  6787. */
  6788. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6789. /**
  6790. * Tests if the bounding box intersects with a bounding sphere
  6791. * @param sphere defines the sphere to test
  6792. * @returns true if there is an intersection
  6793. */
  6794. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  6795. /**
  6796. * Tests if the bounding box intersects with a box defined by a min and max vectors
  6797. * @param min defines the min vector to use
  6798. * @param max defines the max vector to use
  6799. * @returns true if there is an intersection
  6800. */
  6801. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  6802. /**
  6803. * Tests if two bounding boxes are intersections
  6804. * @param box0 defines the first box to test
  6805. * @param box1 defines the second box to test
  6806. * @returns true if there is an intersection
  6807. */
  6808. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  6809. /**
  6810. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  6811. * @param minPoint defines the minimum vector of the bounding box
  6812. * @param maxPoint defines the maximum vector of the bounding box
  6813. * @param sphereCenter defines the sphere center
  6814. * @param sphereRadius defines the sphere radius
  6815. * @returns true if there is an intersection
  6816. */
  6817. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  6818. /**
  6819. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  6820. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6821. * @param frustumPlanes defines the frustum planes to test
  6822. * @return true if there is an inclusion
  6823. */
  6824. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6825. /**
  6826. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  6827. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6828. * @param frustumPlanes defines the frustum planes to test
  6829. * @return true if there is an intersection
  6830. */
  6831. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6832. }
  6833. }
  6834. declare module "babylonjs/Collisions/collider" {
  6835. import { Nullable, IndicesArray } from "babylonjs/types";
  6836. import { Vector3 } from "babylonjs/Maths/math.vector";
  6837. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  6838. import { Plane } from "babylonjs/Maths/math.plane";
  6839. /** @hidden */
  6840. export class Collider {
  6841. /** Define if a collision was found */
  6842. collisionFound: boolean;
  6843. /**
  6844. * Define last intersection point in local space
  6845. */
  6846. intersectionPoint: Vector3;
  6847. /**
  6848. * Define last collided mesh
  6849. */
  6850. collidedMesh: Nullable<AbstractMesh>;
  6851. private _collisionPoint;
  6852. private _planeIntersectionPoint;
  6853. private _tempVector;
  6854. private _tempVector2;
  6855. private _tempVector3;
  6856. private _tempVector4;
  6857. private _edge;
  6858. private _baseToVertex;
  6859. private _destinationPoint;
  6860. private _slidePlaneNormal;
  6861. private _displacementVector;
  6862. /** @hidden */
  6863. _radius: Vector3;
  6864. /** @hidden */
  6865. _retry: number;
  6866. private _velocity;
  6867. private _basePoint;
  6868. private _epsilon;
  6869. /** @hidden */
  6870. _velocityWorldLength: number;
  6871. /** @hidden */
  6872. _basePointWorld: Vector3;
  6873. private _velocityWorld;
  6874. private _normalizedVelocity;
  6875. /** @hidden */
  6876. _initialVelocity: Vector3;
  6877. /** @hidden */
  6878. _initialPosition: Vector3;
  6879. private _nearestDistance;
  6880. private _collisionMask;
  6881. collisionMask: number;
  6882. /**
  6883. * Gets the plane normal used to compute the sliding response (in local space)
  6884. */
  6885. readonly slidePlaneNormal: Vector3;
  6886. /** @hidden */
  6887. _initialize(source: Vector3, dir: Vector3, e: number): void;
  6888. /** @hidden */
  6889. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  6890. /** @hidden */
  6891. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  6892. /** @hidden */
  6893. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  6894. /** @hidden */
  6895. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  6896. /** @hidden */
  6897. _getResponse(pos: Vector3, vel: Vector3): void;
  6898. }
  6899. }
  6900. declare module "babylonjs/Culling/boundingInfo" {
  6901. import { DeepImmutable } from "babylonjs/types";
  6902. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6903. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  6904. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6905. import { Plane } from "babylonjs/Maths/math.plane";
  6906. import { Collider } from "babylonjs/Collisions/collider";
  6907. /**
  6908. * Interface for cullable objects
  6909. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  6910. */
  6911. export interface ICullable {
  6912. /**
  6913. * Checks if the object or part of the object is in the frustum
  6914. * @param frustumPlanes Camera near/planes
  6915. * @returns true if the object is in frustum otherwise false
  6916. */
  6917. isInFrustum(frustumPlanes: Plane[]): boolean;
  6918. /**
  6919. * Checks if a cullable object (mesh...) is in the camera frustum
  6920. * Unlike isInFrustum this cheks the full bounding box
  6921. * @param frustumPlanes Camera near/planes
  6922. * @returns true if the object is in frustum otherwise false
  6923. */
  6924. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  6925. }
  6926. /**
  6927. * Info for a bounding data of a mesh
  6928. */
  6929. export class BoundingInfo implements ICullable {
  6930. /**
  6931. * Bounding box for the mesh
  6932. */
  6933. readonly boundingBox: BoundingBox;
  6934. /**
  6935. * Bounding sphere for the mesh
  6936. */
  6937. readonly boundingSphere: BoundingSphere;
  6938. private _isLocked;
  6939. private static readonly TmpVector3;
  6940. /**
  6941. * Constructs bounding info
  6942. * @param minimum min vector of the bounding box/sphere
  6943. * @param maximum max vector of the bounding box/sphere
  6944. * @param worldMatrix defines the new world matrix
  6945. */
  6946. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6947. /**
  6948. * Recreates the entire bounding info from scratch as if we call the constructor in place
  6949. * @param min defines the new minimum vector (in local space)
  6950. * @param max defines the new maximum vector (in local space)
  6951. * @param worldMatrix defines the new world matrix
  6952. */
  6953. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6954. /**
  6955. * min vector of the bounding box/sphere
  6956. */
  6957. readonly minimum: Vector3;
  6958. /**
  6959. * max vector of the bounding box/sphere
  6960. */
  6961. readonly maximum: Vector3;
  6962. /**
  6963. * If the info is locked and won't be updated to avoid perf overhead
  6964. */
  6965. isLocked: boolean;
  6966. /**
  6967. * Updates the bounding sphere and box
  6968. * @param world world matrix to be used to update
  6969. */
  6970. update(world: DeepImmutable<Matrix>): void;
  6971. /**
  6972. * Recreate the bounding info to be centered around a specific point given a specific extend.
  6973. * @param center New center of the bounding info
  6974. * @param extend New extend of the bounding info
  6975. * @returns the current bounding info
  6976. */
  6977. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  6978. /**
  6979. * Scale the current bounding info by applying a scale factor
  6980. * @param factor defines the scale factor to apply
  6981. * @returns the current bounding info
  6982. */
  6983. scale(factor: number): BoundingInfo;
  6984. /**
  6985. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  6986. * @param frustumPlanes defines the frustum to test
  6987. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  6988. * @returns true if the bounding info is in the frustum planes
  6989. */
  6990. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  6991. /**
  6992. * Gets the world distance between the min and max points of the bounding box
  6993. */
  6994. readonly diagonalLength: number;
  6995. /**
  6996. * Checks if a cullable object (mesh...) is in the camera frustum
  6997. * Unlike isInFrustum this cheks the full bounding box
  6998. * @param frustumPlanes Camera near/planes
  6999. * @returns true if the object is in frustum otherwise false
  7000. */
  7001. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7002. /** @hidden */
  7003. _checkCollision(collider: Collider): boolean;
  7004. /**
  7005. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7006. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7007. * @param point the point to check intersection with
  7008. * @returns if the point intersects
  7009. */
  7010. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7011. /**
  7012. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7013. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7014. * @param boundingInfo the bounding info to check intersection with
  7015. * @param precise if the intersection should be done using OBB
  7016. * @returns if the bounding info intersects
  7017. */
  7018. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7019. }
  7020. }
  7021. declare module "babylonjs/Maths/math.functions" {
  7022. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7023. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7024. /**
  7025. * Extracts minimum and maximum values from a list of indexed positions
  7026. * @param positions defines the positions to use
  7027. * @param indices defines the indices to the positions
  7028. * @param indexStart defines the start index
  7029. * @param indexCount defines the end index
  7030. * @param bias defines bias value to add to the result
  7031. * @return minimum and maximum values
  7032. */
  7033. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7034. minimum: Vector3;
  7035. maximum: Vector3;
  7036. };
  7037. /**
  7038. * Extracts minimum and maximum values from a list of positions
  7039. * @param positions defines the positions to use
  7040. * @param start defines the start index in the positions array
  7041. * @param count defines the number of positions to handle
  7042. * @param bias defines bias value to add to the result
  7043. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7044. * @return minimum and maximum values
  7045. */
  7046. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7047. minimum: Vector3;
  7048. maximum: Vector3;
  7049. };
  7050. }
  7051. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  7052. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7053. /** @hidden */
  7054. export class WebGLDataBuffer extends DataBuffer {
  7055. private _buffer;
  7056. constructor(resource: WebGLBuffer);
  7057. readonly underlyingResource: any;
  7058. }
  7059. }
  7060. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  7061. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7062. import { Nullable } from "babylonjs/types";
  7063. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  7064. /** @hidden */
  7065. export class WebGLPipelineContext implements IPipelineContext {
  7066. engine: ThinEngine;
  7067. program: Nullable<WebGLProgram>;
  7068. context?: WebGLRenderingContext;
  7069. vertexShader?: WebGLShader;
  7070. fragmentShader?: WebGLShader;
  7071. isParallelCompiled: boolean;
  7072. onCompiled?: () => void;
  7073. transformFeedback?: WebGLTransformFeedback | null;
  7074. readonly isAsync: boolean;
  7075. readonly isReady: boolean;
  7076. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  7077. }
  7078. }
  7079. declare module "babylonjs/Engines/Extensions/engine.uniformBuffer" {
  7080. import { FloatArray, Nullable } from "babylonjs/types";
  7081. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7082. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7083. module "babylonjs/Engines/thinEngine" {
  7084. interface ThinEngine {
  7085. /**
  7086. * Create an uniform buffer
  7087. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7088. * @param elements defines the content of the uniform buffer
  7089. * @returns the webGL uniform buffer
  7090. */
  7091. createUniformBuffer(elements: FloatArray): DataBuffer;
  7092. /**
  7093. * Create a dynamic uniform buffer
  7094. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7095. * @param elements defines the content of the uniform buffer
  7096. * @returns the webGL uniform buffer
  7097. */
  7098. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  7099. /**
  7100. * Update an existing uniform buffer
  7101. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7102. * @param uniformBuffer defines the target uniform buffer
  7103. * @param elements defines the content to update
  7104. * @param offset defines the offset in the uniform buffer where update should start
  7105. * @param count defines the size of the data to update
  7106. */
  7107. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  7108. /**
  7109. * Bind an uniform buffer to the current webGL context
  7110. * @param buffer defines the buffer to bind
  7111. */
  7112. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  7113. /**
  7114. * Bind a buffer to the current webGL context at a given location
  7115. * @param buffer defines the buffer to bind
  7116. * @param location defines the index where to bind the buffer
  7117. */
  7118. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  7119. /**
  7120. * Bind a specific block at a given index in a specific shader program
  7121. * @param pipelineContext defines the pipeline context to use
  7122. * @param blockName defines the block name
  7123. * @param index defines the index where to bind the block
  7124. */
  7125. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  7126. }
  7127. }
  7128. }
  7129. declare module "babylonjs/Materials/uniformBuffer" {
  7130. import { Nullable, FloatArray } from "babylonjs/types";
  7131. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  7132. import { Engine } from "babylonjs/Engines/engine";
  7133. import { Effect } from "babylonjs/Materials/effect";
  7134. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7135. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7136. import { Color3 } from "babylonjs/Maths/math.color";
  7137. import "babylonjs/Engines/Extensions/engine.uniformBuffer";
  7138. /**
  7139. * Uniform buffer objects.
  7140. *
  7141. * Handles blocks of uniform on the GPU.
  7142. *
  7143. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7144. *
  7145. * For more information, please refer to :
  7146. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7147. */
  7148. export class UniformBuffer {
  7149. private _engine;
  7150. private _buffer;
  7151. private _data;
  7152. private _bufferData;
  7153. private _dynamic?;
  7154. private _uniformLocations;
  7155. private _uniformSizes;
  7156. private _uniformLocationPointer;
  7157. private _needSync;
  7158. private _noUBO;
  7159. private _currentEffect;
  7160. /** @hidden */
  7161. _alreadyBound: boolean;
  7162. private static _MAX_UNIFORM_SIZE;
  7163. private static _tempBuffer;
  7164. /**
  7165. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  7166. * This is dynamic to allow compat with webgl 1 and 2.
  7167. * You will need to pass the name of the uniform as well as the value.
  7168. */
  7169. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  7170. /**
  7171. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  7172. * This is dynamic to allow compat with webgl 1 and 2.
  7173. * You will need to pass the name of the uniform as well as the value.
  7174. */
  7175. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  7176. /**
  7177. * Lambda to Update a single float in a uniform buffer.
  7178. * This is dynamic to allow compat with webgl 1 and 2.
  7179. * You will need to pass the name of the uniform as well as the value.
  7180. */
  7181. updateFloat: (name: string, x: number) => void;
  7182. /**
  7183. * Lambda to Update a vec2 of float in a uniform buffer.
  7184. * This is dynamic to allow compat with webgl 1 and 2.
  7185. * You will need to pass the name of the uniform as well as the value.
  7186. */
  7187. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  7188. /**
  7189. * Lambda to Update a vec3 of float in a uniform buffer.
  7190. * This is dynamic to allow compat with webgl 1 and 2.
  7191. * You will need to pass the name of the uniform as well as the value.
  7192. */
  7193. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  7194. /**
  7195. * Lambda to Update a vec4 of float in a uniform buffer.
  7196. * This is dynamic to allow compat with webgl 1 and 2.
  7197. * You will need to pass the name of the uniform as well as the value.
  7198. */
  7199. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  7200. /**
  7201. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  7202. * This is dynamic to allow compat with webgl 1 and 2.
  7203. * You will need to pass the name of the uniform as well as the value.
  7204. */
  7205. updateMatrix: (name: string, mat: Matrix) => void;
  7206. /**
  7207. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  7208. * This is dynamic to allow compat with webgl 1 and 2.
  7209. * You will need to pass the name of the uniform as well as the value.
  7210. */
  7211. updateVector3: (name: string, vector: Vector3) => void;
  7212. /**
  7213. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  7214. * This is dynamic to allow compat with webgl 1 and 2.
  7215. * You will need to pass the name of the uniform as well as the value.
  7216. */
  7217. updateVector4: (name: string, vector: Vector4) => void;
  7218. /**
  7219. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  7220. * This is dynamic to allow compat with webgl 1 and 2.
  7221. * You will need to pass the name of the uniform as well as the value.
  7222. */
  7223. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  7224. /**
  7225. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  7226. * This is dynamic to allow compat with webgl 1 and 2.
  7227. * You will need to pass the name of the uniform as well as the value.
  7228. */
  7229. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  7230. /**
  7231. * Instantiates a new Uniform buffer objects.
  7232. *
  7233. * Handles blocks of uniform on the GPU.
  7234. *
  7235. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7236. *
  7237. * For more information, please refer to :
  7238. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7239. * @param engine Define the engine the buffer is associated with
  7240. * @param data Define the data contained in the buffer
  7241. * @param dynamic Define if the buffer is updatable
  7242. */
  7243. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  7244. /**
  7245. * Indicates if the buffer is using the WebGL2 UBO implementation,
  7246. * or just falling back on setUniformXXX calls.
  7247. */
  7248. readonly useUbo: boolean;
  7249. /**
  7250. * Indicates if the WebGL underlying uniform buffer is in sync
  7251. * with the javascript cache data.
  7252. */
  7253. readonly isSync: boolean;
  7254. /**
  7255. * Indicates if the WebGL underlying uniform buffer is dynamic.
  7256. * Also, a dynamic UniformBuffer will disable cache verification and always
  7257. * update the underlying WebGL uniform buffer to the GPU.
  7258. * @returns if Dynamic, otherwise false
  7259. */
  7260. isDynamic(): boolean;
  7261. /**
  7262. * The data cache on JS side.
  7263. * @returns the underlying data as a float array
  7264. */
  7265. getData(): Float32Array;
  7266. /**
  7267. * The underlying WebGL Uniform buffer.
  7268. * @returns the webgl buffer
  7269. */
  7270. getBuffer(): Nullable<DataBuffer>;
  7271. /**
  7272. * std140 layout specifies how to align data within an UBO structure.
  7273. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  7274. * for specs.
  7275. */
  7276. private _fillAlignment;
  7277. /**
  7278. * Adds an uniform in the buffer.
  7279. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  7280. * for the layout to be correct !
  7281. * @param name Name of the uniform, as used in the uniform block in the shader.
  7282. * @param size Data size, or data directly.
  7283. */
  7284. addUniform(name: string, size: number | number[]): void;
  7285. /**
  7286. * Adds a Matrix 4x4 to the uniform buffer.
  7287. * @param name Name of the uniform, as used in the uniform block in the shader.
  7288. * @param mat A 4x4 matrix.
  7289. */
  7290. addMatrix(name: string, mat: Matrix): void;
  7291. /**
  7292. * Adds a vec2 to the uniform buffer.
  7293. * @param name Name of the uniform, as used in the uniform block in the shader.
  7294. * @param x Define the x component value of the vec2
  7295. * @param y Define the y component value of the vec2
  7296. */
  7297. addFloat2(name: string, x: number, y: number): void;
  7298. /**
  7299. * Adds a vec3 to the uniform buffer.
  7300. * @param name Name of the uniform, as used in the uniform block in the shader.
  7301. * @param x Define the x component value of the vec3
  7302. * @param y Define the y component value of the vec3
  7303. * @param z Define the z component value of the vec3
  7304. */
  7305. addFloat3(name: string, x: number, y: number, z: number): void;
  7306. /**
  7307. * Adds a vec3 to the uniform buffer.
  7308. * @param name Name of the uniform, as used in the uniform block in the shader.
  7309. * @param color Define the vec3 from a Color
  7310. */
  7311. addColor3(name: string, color: Color3): void;
  7312. /**
  7313. * Adds a vec4 to the uniform buffer.
  7314. * @param name Name of the uniform, as used in the uniform block in the shader.
  7315. * @param color Define the rgb components from a Color
  7316. * @param alpha Define the a component of the vec4
  7317. */
  7318. addColor4(name: string, color: Color3, alpha: number): void;
  7319. /**
  7320. * Adds a vec3 to the uniform buffer.
  7321. * @param name Name of the uniform, as used in the uniform block in the shader.
  7322. * @param vector Define the vec3 components from a Vector
  7323. */
  7324. addVector3(name: string, vector: Vector3): void;
  7325. /**
  7326. * Adds a Matrix 3x3 to the uniform buffer.
  7327. * @param name Name of the uniform, as used in the uniform block in the shader.
  7328. */
  7329. addMatrix3x3(name: string): void;
  7330. /**
  7331. * Adds a Matrix 2x2 to the uniform buffer.
  7332. * @param name Name of the uniform, as used in the uniform block in the shader.
  7333. */
  7334. addMatrix2x2(name: string): void;
  7335. /**
  7336. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  7337. */
  7338. create(): void;
  7339. /** @hidden */
  7340. _rebuild(): void;
  7341. /**
  7342. * Updates the WebGL Uniform Buffer on the GPU.
  7343. * If the `dynamic` flag is set to true, no cache comparison is done.
  7344. * Otherwise, the buffer will be updated only if the cache differs.
  7345. */
  7346. update(): void;
  7347. /**
  7348. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  7349. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7350. * @param data Define the flattened data
  7351. * @param size Define the size of the data.
  7352. */
  7353. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  7354. private _valueCache;
  7355. private _cacheMatrix;
  7356. private _updateMatrix3x3ForUniform;
  7357. private _updateMatrix3x3ForEffect;
  7358. private _updateMatrix2x2ForEffect;
  7359. private _updateMatrix2x2ForUniform;
  7360. private _updateFloatForEffect;
  7361. private _updateFloatForUniform;
  7362. private _updateFloat2ForEffect;
  7363. private _updateFloat2ForUniform;
  7364. private _updateFloat3ForEffect;
  7365. private _updateFloat3ForUniform;
  7366. private _updateFloat4ForEffect;
  7367. private _updateFloat4ForUniform;
  7368. private _updateMatrixForEffect;
  7369. private _updateMatrixForUniform;
  7370. private _updateVector3ForEffect;
  7371. private _updateVector3ForUniform;
  7372. private _updateVector4ForEffect;
  7373. private _updateVector4ForUniform;
  7374. private _updateColor3ForEffect;
  7375. private _updateColor3ForUniform;
  7376. private _updateColor4ForEffect;
  7377. private _updateColor4ForUniform;
  7378. /**
  7379. * Sets a sampler uniform on the effect.
  7380. * @param name Define the name of the sampler.
  7381. * @param texture Define the texture to set in the sampler
  7382. */
  7383. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  7384. /**
  7385. * Directly updates the value of the uniform in the cache AND on the GPU.
  7386. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7387. * @param data Define the flattened data
  7388. */
  7389. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  7390. /**
  7391. * Binds this uniform buffer to an effect.
  7392. * @param effect Define the effect to bind the buffer to
  7393. * @param name Name of the uniform block in the shader.
  7394. */
  7395. bindToEffect(effect: Effect, name: string): void;
  7396. /**
  7397. * Disposes the uniform buffer.
  7398. */
  7399. dispose(): void;
  7400. }
  7401. }
  7402. declare module "babylonjs/Misc/iInspectable" {
  7403. /**
  7404. * Enum that determines the text-wrapping mode to use.
  7405. */
  7406. export enum InspectableType {
  7407. /**
  7408. * Checkbox for booleans
  7409. */
  7410. Checkbox = 0,
  7411. /**
  7412. * Sliders for numbers
  7413. */
  7414. Slider = 1,
  7415. /**
  7416. * Vector3
  7417. */
  7418. Vector3 = 2,
  7419. /**
  7420. * Quaternions
  7421. */
  7422. Quaternion = 3,
  7423. /**
  7424. * Color3
  7425. */
  7426. Color3 = 4,
  7427. /**
  7428. * String
  7429. */
  7430. String = 5
  7431. }
  7432. /**
  7433. * Interface used to define custom inspectable properties.
  7434. * This interface is used by the inspector to display custom property grids
  7435. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7436. */
  7437. export interface IInspectable {
  7438. /**
  7439. * Gets the label to display
  7440. */
  7441. label: string;
  7442. /**
  7443. * Gets the name of the property to edit
  7444. */
  7445. propertyName: string;
  7446. /**
  7447. * Gets the type of the editor to use
  7448. */
  7449. type: InspectableType;
  7450. /**
  7451. * Gets the minimum value of the property when using in "slider" mode
  7452. */
  7453. min?: number;
  7454. /**
  7455. * Gets the maximum value of the property when using in "slider" mode
  7456. */
  7457. max?: number;
  7458. /**
  7459. * Gets the setp to use when using in "slider" mode
  7460. */
  7461. step?: number;
  7462. }
  7463. }
  7464. declare module "babylonjs/Misc/timingTools" {
  7465. /**
  7466. * Class used to provide helper for timing
  7467. */
  7468. export class TimingTools {
  7469. /**
  7470. * Polyfill for setImmediate
  7471. * @param action defines the action to execute after the current execution block
  7472. */
  7473. static SetImmediate(action: () => void): void;
  7474. }
  7475. }
  7476. declare module "babylonjs/Misc/instantiationTools" {
  7477. /**
  7478. * Class used to enable instatition of objects by class name
  7479. */
  7480. export class InstantiationTools {
  7481. /**
  7482. * Use this object to register external classes like custom textures or material
  7483. * to allow the laoders to instantiate them
  7484. */
  7485. static RegisteredExternalClasses: {
  7486. [key: string]: Object;
  7487. };
  7488. /**
  7489. * Tries to instantiate a new object from a given class name
  7490. * @param className defines the class name to instantiate
  7491. * @returns the new object or null if the system was not able to do the instantiation
  7492. */
  7493. static Instantiate(className: string): any;
  7494. }
  7495. }
  7496. declare module "babylonjs/Engines/depthTextureCreationOptions" {
  7497. /**
  7498. * Define options used to create a depth texture
  7499. */
  7500. export class DepthTextureCreationOptions {
  7501. /** Specifies whether or not a stencil should be allocated in the texture */
  7502. generateStencil?: boolean;
  7503. /** Specifies whether or not bilinear filtering is enable on the texture */
  7504. bilinearFiltering?: boolean;
  7505. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  7506. comparisonFunction?: number;
  7507. /** Specifies if the created texture is a cube texture */
  7508. isCube?: boolean;
  7509. }
  7510. }
  7511. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7512. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7513. import { Nullable } from "babylonjs/types";
  7514. import { Scene } from "babylonjs/scene";
  7515. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7516. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  7517. module "babylonjs/Engines/thinEngine" {
  7518. interface ThinEngine {
  7519. /**
  7520. * Creates a depth stencil cube texture.
  7521. * This is only available in WebGL 2.
  7522. * @param size The size of face edge in the cube texture.
  7523. * @param options The options defining the cube texture.
  7524. * @returns The cube texture
  7525. */
  7526. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7527. /**
  7528. * Creates a cube texture
  7529. * @param rootUrl defines the url where the files to load is located
  7530. * @param scene defines the current scene
  7531. * @param files defines the list of files to load (1 per face)
  7532. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7533. * @param onLoad defines an optional callback raised when the texture is loaded
  7534. * @param onError defines an optional callback raised if there is an issue to load the texture
  7535. * @param format defines the format of the data
  7536. * @param forcedExtension defines the extension to use to pick the right loader
  7537. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7538. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7539. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7540. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7541. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7542. * @returns the cube texture as an InternalTexture
  7543. */
  7544. 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;
  7545. /**
  7546. * Creates a cube texture
  7547. * @param rootUrl defines the url where the files to load is located
  7548. * @param scene defines the current scene
  7549. * @param files defines the list of files to load (1 per face)
  7550. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7551. * @param onLoad defines an optional callback raised when the texture is loaded
  7552. * @param onError defines an optional callback raised if there is an issue to load the texture
  7553. * @param format defines the format of the data
  7554. * @param forcedExtension defines the extension to use to pick the right loader
  7555. * @returns the cube texture as an InternalTexture
  7556. */
  7557. 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;
  7558. /**
  7559. * Creates a cube texture
  7560. * @param rootUrl defines the url where the files to load is located
  7561. * @param scene defines the current scene
  7562. * @param files defines the list of files to load (1 per face)
  7563. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7564. * @param onLoad defines an optional callback raised when the texture is loaded
  7565. * @param onError defines an optional callback raised if there is an issue to load the texture
  7566. * @param format defines the format of the data
  7567. * @param forcedExtension defines the extension to use to pick the right loader
  7568. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7569. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7570. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7571. * @returns the cube texture as an InternalTexture
  7572. */
  7573. 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;
  7574. /** @hidden */
  7575. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7576. /** @hidden */
  7577. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7578. /** @hidden */
  7579. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7580. /** @hidden */
  7581. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7582. /**
  7583. * @hidden
  7584. */
  7585. _setCubeMapTextureParams(loadMipmap: boolean): void;
  7586. }
  7587. }
  7588. }
  7589. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7590. import { Nullable } from "babylonjs/types";
  7591. import { Scene } from "babylonjs/scene";
  7592. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7593. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7594. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7595. /**
  7596. * Class for creating a cube texture
  7597. */
  7598. export class CubeTexture extends BaseTexture {
  7599. private _delayedOnLoad;
  7600. /**
  7601. * The url of the texture
  7602. */
  7603. url: string;
  7604. /**
  7605. * Gets or sets the center of the bounding box associated with the cube texture.
  7606. * It must define where the camera used to render the texture was set
  7607. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7608. */
  7609. boundingBoxPosition: Vector3;
  7610. private _boundingBoxSize;
  7611. /**
  7612. * Gets or sets the size of the bounding box associated with the cube texture
  7613. * When defined, the cubemap will switch to local mode
  7614. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7615. * @example https://www.babylonjs-playground.com/#RNASML
  7616. */
  7617. /**
  7618. * Returns the bounding box size
  7619. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7620. */
  7621. boundingBoxSize: Vector3;
  7622. protected _rotationY: number;
  7623. /**
  7624. * Sets texture matrix rotation angle around Y axis in radians.
  7625. */
  7626. /**
  7627. * Gets texture matrix rotation angle around Y axis radians.
  7628. */
  7629. rotationY: number;
  7630. /**
  7631. * Are mip maps generated for this texture or not.
  7632. */
  7633. readonly noMipmap: boolean;
  7634. private _noMipmap;
  7635. private _files;
  7636. protected _forcedExtension: Nullable<string>;
  7637. private _extensions;
  7638. private _textureMatrix;
  7639. private _format;
  7640. private _createPolynomials;
  7641. /** @hidden */
  7642. _prefiltered: boolean;
  7643. /**
  7644. * Creates a cube texture from an array of image urls
  7645. * @param files defines an array of image urls
  7646. * @param scene defines the hosting scene
  7647. * @param noMipmap specifies if mip maps are not used
  7648. * @returns a cube texture
  7649. */
  7650. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7651. /**
  7652. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7653. * @param url defines the url of the prefiltered texture
  7654. * @param scene defines the scene the texture is attached to
  7655. * @param forcedExtension defines the extension of the file if different from the url
  7656. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7657. * @return the prefiltered texture
  7658. */
  7659. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7660. /**
  7661. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7662. * as prefiltered data.
  7663. * @param rootUrl defines the url of the texture or the root name of the six images
  7664. * @param scene defines the scene the texture is attached to
  7665. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7666. * @param noMipmap defines if mipmaps should be created or not
  7667. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7668. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7669. * @param onError defines a callback triggered in case of error during load
  7670. * @param format defines the internal format to use for the texture once loaded
  7671. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7672. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7673. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7674. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7675. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7676. * @return the cube texture
  7677. */
  7678. 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);
  7679. /**
  7680. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7681. */
  7682. readonly isPrefiltered: boolean;
  7683. /**
  7684. * Get the current class name of the texture useful for serialization or dynamic coding.
  7685. * @returns "CubeTexture"
  7686. */
  7687. getClassName(): string;
  7688. /**
  7689. * Update the url (and optional buffer) of this texture if url was null during construction.
  7690. * @param url the url of the texture
  7691. * @param forcedExtension defines the extension to use
  7692. * @param onLoad callback called when the texture is loaded (defaults to null)
  7693. */
  7694. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7695. /**
  7696. * Delays loading of the cube texture
  7697. * @param forcedExtension defines the extension to use
  7698. */
  7699. delayLoad(forcedExtension?: string): void;
  7700. /**
  7701. * Returns the reflection texture matrix
  7702. * @returns the reflection texture matrix
  7703. */
  7704. getReflectionTextureMatrix(): Matrix;
  7705. /**
  7706. * Sets the reflection texture matrix
  7707. * @param value Reflection texture matrix
  7708. */
  7709. setReflectionTextureMatrix(value: Matrix): void;
  7710. /**
  7711. * Parses text to create a cube texture
  7712. * @param parsedTexture define the serialized text to read from
  7713. * @param scene defines the hosting scene
  7714. * @param rootUrl defines the root url of the cube texture
  7715. * @returns a cube texture
  7716. */
  7717. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7718. /**
  7719. * Makes a clone, or deep copy, of the cube texture
  7720. * @returns a new cube texture
  7721. */
  7722. clone(): CubeTexture;
  7723. }
  7724. }
  7725. declare module "babylonjs/Materials/materialDefines" {
  7726. /**
  7727. * Manages the defines for the Material
  7728. */
  7729. export class MaterialDefines {
  7730. /** @hidden */
  7731. protected _keys: string[];
  7732. private _isDirty;
  7733. /** @hidden */
  7734. _renderId: number;
  7735. /** @hidden */
  7736. _areLightsDirty: boolean;
  7737. /** @hidden */
  7738. _areLightsDisposed: boolean;
  7739. /** @hidden */
  7740. _areAttributesDirty: boolean;
  7741. /** @hidden */
  7742. _areTexturesDirty: boolean;
  7743. /** @hidden */
  7744. _areFresnelDirty: boolean;
  7745. /** @hidden */
  7746. _areMiscDirty: boolean;
  7747. /** @hidden */
  7748. _areImageProcessingDirty: boolean;
  7749. /** @hidden */
  7750. _normals: boolean;
  7751. /** @hidden */
  7752. _uvs: boolean;
  7753. /** @hidden */
  7754. _needNormals: boolean;
  7755. /** @hidden */
  7756. _needUVs: boolean;
  7757. [id: string]: any;
  7758. /**
  7759. * Specifies if the material needs to be re-calculated
  7760. */
  7761. readonly isDirty: boolean;
  7762. /**
  7763. * Marks the material to indicate that it has been re-calculated
  7764. */
  7765. markAsProcessed(): void;
  7766. /**
  7767. * Marks the material to indicate that it needs to be re-calculated
  7768. */
  7769. markAsUnprocessed(): void;
  7770. /**
  7771. * Marks the material to indicate all of its defines need to be re-calculated
  7772. */
  7773. markAllAsDirty(): void;
  7774. /**
  7775. * Marks the material to indicate that image processing needs to be re-calculated
  7776. */
  7777. markAsImageProcessingDirty(): void;
  7778. /**
  7779. * Marks the material to indicate the lights need to be re-calculated
  7780. * @param disposed Defines whether the light is dirty due to dispose or not
  7781. */
  7782. markAsLightDirty(disposed?: boolean): void;
  7783. /**
  7784. * Marks the attribute state as changed
  7785. */
  7786. markAsAttributesDirty(): void;
  7787. /**
  7788. * Marks the texture state as changed
  7789. */
  7790. markAsTexturesDirty(): void;
  7791. /**
  7792. * Marks the fresnel state as changed
  7793. */
  7794. markAsFresnelDirty(): void;
  7795. /**
  7796. * Marks the misc state as changed
  7797. */
  7798. markAsMiscDirty(): void;
  7799. /**
  7800. * Rebuilds the material defines
  7801. */
  7802. rebuild(): void;
  7803. /**
  7804. * Specifies if two material defines are equal
  7805. * @param other - A material define instance to compare to
  7806. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7807. */
  7808. isEqual(other: MaterialDefines): boolean;
  7809. /**
  7810. * Clones this instance's defines to another instance
  7811. * @param other - material defines to clone values to
  7812. */
  7813. cloneTo(other: MaterialDefines): void;
  7814. /**
  7815. * Resets the material define values
  7816. */
  7817. reset(): void;
  7818. /**
  7819. * Converts the material define values to a string
  7820. * @returns - String of material define information
  7821. */
  7822. toString(): string;
  7823. }
  7824. }
  7825. declare module "babylonjs/Materials/colorCurves" {
  7826. import { Effect } from "babylonjs/Materials/effect";
  7827. /**
  7828. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7829. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7830. * 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;
  7831. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7832. */
  7833. export class ColorCurves {
  7834. private _dirty;
  7835. private _tempColor;
  7836. private _globalCurve;
  7837. private _highlightsCurve;
  7838. private _midtonesCurve;
  7839. private _shadowsCurve;
  7840. private _positiveCurve;
  7841. private _negativeCurve;
  7842. private _globalHue;
  7843. private _globalDensity;
  7844. private _globalSaturation;
  7845. private _globalExposure;
  7846. /**
  7847. * Gets the global 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 global 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. globalHue: number;
  7855. /**
  7856. * Gets the global 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 global 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. globalDensity: number;
  7866. /**
  7867. * Gets the global 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 global 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. globalSaturation: number;
  7875. /**
  7876. * Gets the global 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 global 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. globalExposure: number;
  7884. private _highlightsHue;
  7885. private _highlightsDensity;
  7886. private _highlightsSaturation;
  7887. private _highlightsExposure;
  7888. /**
  7889. * Gets the highlights 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 highlights 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. highlightsHue: number;
  7897. /**
  7898. * Gets the highlights 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 highlights 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. highlightsDensity: number;
  7908. /**
  7909. * Gets the highlights 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 highlights 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. highlightsSaturation: number;
  7917. /**
  7918. * Gets the highlights 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 highlights 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. highlightsExposure: number;
  7926. private _midtonesHue;
  7927. private _midtonesDensity;
  7928. private _midtonesSaturation;
  7929. private _midtonesExposure;
  7930. /**
  7931. * Gets the midtones 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 midtones 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. midtonesHue: number;
  7939. /**
  7940. * Gets the midtones 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 midtones 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. midtonesDensity: number;
  7950. /**
  7951. * Gets the midtones 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 midtones 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. midtonesSaturation: number;
  7959. /**
  7960. * Gets the midtones 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 midtones 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. midtonesExposure: number;
  7968. private _shadowsHue;
  7969. private _shadowsDensity;
  7970. private _shadowsSaturation;
  7971. private _shadowsExposure;
  7972. /**
  7973. * Gets the shadows Hue value.
  7974. * 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).
  7975. */
  7976. /**
  7977. * Sets the shadows Hue value.
  7978. * 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).
  7979. */
  7980. shadowsHue: number;
  7981. /**
  7982. * Gets the shadows Density value.
  7983. * 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.
  7984. * Values less than zero provide a filter of opposite hue.
  7985. */
  7986. /**
  7987. * Sets the shadows Density value.
  7988. * 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.
  7989. * Values less than zero provide a filter of opposite hue.
  7990. */
  7991. shadowsDensity: number;
  7992. /**
  7993. * Gets the shadows Saturation value.
  7994. * 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.
  7995. */
  7996. /**
  7997. * Sets the shadows Saturation value.
  7998. * 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.
  7999. */
  8000. shadowsSaturation: number;
  8001. /**
  8002. * Gets the shadows Exposure value.
  8003. * 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.
  8004. */
  8005. /**
  8006. * Sets the shadows Exposure value.
  8007. * 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.
  8008. */
  8009. shadowsExposure: number;
  8010. /**
  8011. * Returns the class name
  8012. * @returns The class name
  8013. */
  8014. getClassName(): string;
  8015. /**
  8016. * Binds the color curves to the shader.
  8017. * @param colorCurves The color curve to bind
  8018. * @param effect The effect to bind to
  8019. * @param positiveUniform The positive uniform shader parameter
  8020. * @param neutralUniform The neutral uniform shader parameter
  8021. * @param negativeUniform The negative uniform shader parameter
  8022. */
  8023. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  8024. /**
  8025. * Prepare the list of uniforms associated with the ColorCurves effects.
  8026. * @param uniformsList The list of uniforms used in the effect
  8027. */
  8028. static PrepareUniforms(uniformsList: string[]): void;
  8029. /**
  8030. * Returns color grading data based on a hue, density, saturation and exposure value.
  8031. * @param filterHue The hue of the color filter.
  8032. * @param filterDensity The density of the color filter.
  8033. * @param saturation The saturation.
  8034. * @param exposure The exposure.
  8035. * @param result The result data container.
  8036. */
  8037. private getColorGradingDataToRef;
  8038. /**
  8039. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  8040. * @param value The input slider value in range [-100,100].
  8041. * @returns Adjusted value.
  8042. */
  8043. private static applyColorGradingSliderNonlinear;
  8044. /**
  8045. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  8046. * @param hue The hue (H) input.
  8047. * @param saturation The saturation (S) input.
  8048. * @param brightness The brightness (B) input.
  8049. * @result An RGBA color represented as Vector4.
  8050. */
  8051. private static fromHSBToRef;
  8052. /**
  8053. * Returns a value clamped between min and max
  8054. * @param value The value to clamp
  8055. * @param min The minimum of value
  8056. * @param max The maximum of value
  8057. * @returns The clamped value.
  8058. */
  8059. private static clamp;
  8060. /**
  8061. * Clones the current color curve instance.
  8062. * @return The cloned curves
  8063. */
  8064. clone(): ColorCurves;
  8065. /**
  8066. * Serializes the current color curve instance to a json representation.
  8067. * @return a JSON representation
  8068. */
  8069. serialize(): any;
  8070. /**
  8071. * Parses the color curve from a json representation.
  8072. * @param source the JSON source to parse
  8073. * @return The parsed curves
  8074. */
  8075. static Parse(source: any): ColorCurves;
  8076. }
  8077. }
  8078. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8079. import { Observable } from "babylonjs/Misc/observable";
  8080. import { Nullable } from "babylonjs/types";
  8081. import { Color4 } from "babylonjs/Maths/math.color";
  8082. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8083. import { Effect } from "babylonjs/Materials/effect";
  8084. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8085. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8086. /**
  8087. * Interface to follow in your material defines to integrate easily the
  8088. * Image proccessing functions.
  8089. * @hidden
  8090. */
  8091. export interface IImageProcessingConfigurationDefines {
  8092. IMAGEPROCESSING: boolean;
  8093. VIGNETTE: boolean;
  8094. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8095. VIGNETTEBLENDMODEOPAQUE: boolean;
  8096. TONEMAPPING: boolean;
  8097. TONEMAPPING_ACES: boolean;
  8098. CONTRAST: boolean;
  8099. EXPOSURE: boolean;
  8100. COLORCURVES: boolean;
  8101. COLORGRADING: boolean;
  8102. COLORGRADING3D: boolean;
  8103. SAMPLER3DGREENDEPTH: boolean;
  8104. SAMPLER3DBGRMAP: boolean;
  8105. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8106. }
  8107. /**
  8108. * @hidden
  8109. */
  8110. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8111. IMAGEPROCESSING: boolean;
  8112. VIGNETTE: boolean;
  8113. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8114. VIGNETTEBLENDMODEOPAQUE: boolean;
  8115. TONEMAPPING: boolean;
  8116. TONEMAPPING_ACES: boolean;
  8117. CONTRAST: boolean;
  8118. COLORCURVES: boolean;
  8119. COLORGRADING: boolean;
  8120. COLORGRADING3D: boolean;
  8121. SAMPLER3DGREENDEPTH: boolean;
  8122. SAMPLER3DBGRMAP: boolean;
  8123. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8124. EXPOSURE: boolean;
  8125. constructor();
  8126. }
  8127. /**
  8128. * This groups together the common properties used for image processing either in direct forward pass
  8129. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8130. * or not.
  8131. */
  8132. export class ImageProcessingConfiguration {
  8133. /**
  8134. * Default tone mapping applied in BabylonJS.
  8135. */
  8136. static readonly TONEMAPPING_STANDARD: number;
  8137. /**
  8138. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8139. * to other engines rendering to increase portability.
  8140. */
  8141. static readonly TONEMAPPING_ACES: number;
  8142. /**
  8143. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8144. */
  8145. colorCurves: Nullable<ColorCurves>;
  8146. private _colorCurvesEnabled;
  8147. /**
  8148. * Gets wether the color curves effect is enabled.
  8149. */
  8150. /**
  8151. * Sets wether the color curves effect is enabled.
  8152. */
  8153. colorCurvesEnabled: boolean;
  8154. private _colorGradingTexture;
  8155. /**
  8156. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8157. */
  8158. /**
  8159. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8160. */
  8161. colorGradingTexture: Nullable<BaseTexture>;
  8162. private _colorGradingEnabled;
  8163. /**
  8164. * Gets wether the color grading effect is enabled.
  8165. */
  8166. /**
  8167. * Sets wether the color grading effect is enabled.
  8168. */
  8169. colorGradingEnabled: boolean;
  8170. private _colorGradingWithGreenDepth;
  8171. /**
  8172. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8173. */
  8174. /**
  8175. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8176. */
  8177. colorGradingWithGreenDepth: boolean;
  8178. private _colorGradingBGR;
  8179. /**
  8180. * Gets wether the color grading texture contains BGR values.
  8181. */
  8182. /**
  8183. * Sets wether the color grading texture contains BGR values.
  8184. */
  8185. colorGradingBGR: boolean;
  8186. /** @hidden */
  8187. _exposure: number;
  8188. /**
  8189. * Gets the Exposure used in the effect.
  8190. */
  8191. /**
  8192. * Sets the Exposure used in the effect.
  8193. */
  8194. exposure: number;
  8195. private _toneMappingEnabled;
  8196. /**
  8197. * Gets wether the tone mapping effect is enabled.
  8198. */
  8199. /**
  8200. * Sets wether the tone mapping effect is enabled.
  8201. */
  8202. toneMappingEnabled: boolean;
  8203. private _toneMappingType;
  8204. /**
  8205. * Gets the type of tone mapping effect.
  8206. */
  8207. /**
  8208. * Sets the type of tone mapping effect used in BabylonJS.
  8209. */
  8210. toneMappingType: number;
  8211. protected _contrast: number;
  8212. /**
  8213. * Gets the contrast used in the effect.
  8214. */
  8215. /**
  8216. * Sets the contrast used in the effect.
  8217. */
  8218. contrast: number;
  8219. /**
  8220. * Vignette stretch size.
  8221. */
  8222. vignetteStretch: number;
  8223. /**
  8224. * Vignette centre X Offset.
  8225. */
  8226. vignetteCentreX: number;
  8227. /**
  8228. * Vignette centre Y Offset.
  8229. */
  8230. vignetteCentreY: number;
  8231. /**
  8232. * Vignette weight or intensity of the vignette effect.
  8233. */
  8234. vignetteWeight: number;
  8235. /**
  8236. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8237. * if vignetteEnabled is set to true.
  8238. */
  8239. vignetteColor: Color4;
  8240. /**
  8241. * Camera field of view used by the Vignette effect.
  8242. */
  8243. vignetteCameraFov: number;
  8244. private _vignetteBlendMode;
  8245. /**
  8246. * Gets the vignette blend mode allowing different kind of effect.
  8247. */
  8248. /**
  8249. * Sets the vignette blend mode allowing different kind of effect.
  8250. */
  8251. vignetteBlendMode: number;
  8252. private _vignetteEnabled;
  8253. /**
  8254. * Gets wether the vignette effect is enabled.
  8255. */
  8256. /**
  8257. * Sets wether the vignette effect is enabled.
  8258. */
  8259. vignetteEnabled: boolean;
  8260. private _applyByPostProcess;
  8261. /**
  8262. * Gets wether the image processing is applied through a post process or not.
  8263. */
  8264. /**
  8265. * Sets wether the image processing is applied through a post process or not.
  8266. */
  8267. applyByPostProcess: boolean;
  8268. private _isEnabled;
  8269. /**
  8270. * Gets wether the image processing is enabled or not.
  8271. */
  8272. /**
  8273. * Sets wether the image processing is enabled or not.
  8274. */
  8275. isEnabled: boolean;
  8276. /**
  8277. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8278. */
  8279. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8280. /**
  8281. * Method called each time the image processing information changes requires to recompile the effect.
  8282. */
  8283. protected _updateParameters(): void;
  8284. /**
  8285. * Gets the current class name.
  8286. * @return "ImageProcessingConfiguration"
  8287. */
  8288. getClassName(): string;
  8289. /**
  8290. * Prepare the list of uniforms associated with the Image Processing effects.
  8291. * @param uniforms The list of uniforms used in the effect
  8292. * @param defines the list of defines currently in use
  8293. */
  8294. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8295. /**
  8296. * Prepare the list of samplers associated with the Image Processing effects.
  8297. * @param samplersList The list of uniforms used in the effect
  8298. * @param defines the list of defines currently in use
  8299. */
  8300. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8301. /**
  8302. * Prepare the list of defines associated to the shader.
  8303. * @param defines the list of defines to complete
  8304. * @param forPostProcess Define if we are currently in post process mode or not
  8305. */
  8306. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8307. /**
  8308. * Returns true if all the image processing information are ready.
  8309. * @returns True if ready, otherwise, false
  8310. */
  8311. isReady(): boolean;
  8312. /**
  8313. * Binds the image processing to the shader.
  8314. * @param effect The effect to bind to
  8315. * @param overrideAspectRatio Override the aspect ratio of the effect
  8316. */
  8317. bind(effect: Effect, overrideAspectRatio?: number): void;
  8318. /**
  8319. * Clones the current image processing instance.
  8320. * @return The cloned image processing
  8321. */
  8322. clone(): ImageProcessingConfiguration;
  8323. /**
  8324. * Serializes the current image processing instance to a json representation.
  8325. * @return a JSON representation
  8326. */
  8327. serialize(): any;
  8328. /**
  8329. * Parses the image processing from a json representation.
  8330. * @param source the JSON source to parse
  8331. * @return The parsed image processing
  8332. */
  8333. static Parse(source: any): ImageProcessingConfiguration;
  8334. private static _VIGNETTEMODE_MULTIPLY;
  8335. private static _VIGNETTEMODE_OPAQUE;
  8336. /**
  8337. * Used to apply the vignette as a mix with the pixel color.
  8338. */
  8339. static readonly VIGNETTEMODE_MULTIPLY: number;
  8340. /**
  8341. * Used to apply the vignette as a replacement of the pixel color.
  8342. */
  8343. static readonly VIGNETTEMODE_OPAQUE: number;
  8344. }
  8345. }
  8346. declare module "babylonjs/Shaders/postprocess.vertex" {
  8347. /** @hidden */
  8348. export var postprocessVertexShader: {
  8349. name: string;
  8350. shader: string;
  8351. };
  8352. }
  8353. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  8354. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  8355. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  8356. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  8357. module "babylonjs/Engines/thinEngine" {
  8358. interface ThinEngine {
  8359. /**
  8360. * Creates a new render target texture
  8361. * @param size defines the size of the texture
  8362. * @param options defines the options used to create the texture
  8363. * @returns a new render target texture stored in an InternalTexture
  8364. */
  8365. createRenderTargetTexture(size: number | {
  8366. width: number;
  8367. height: number;
  8368. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  8369. /**
  8370. * Creates a depth stencil texture.
  8371. * This is only available in WebGL 2 or with the depth texture extension available.
  8372. * @param size The size of face edge in the texture.
  8373. * @param options The options defining the texture.
  8374. * @returns The texture
  8375. */
  8376. createDepthStencilTexture(size: number | {
  8377. width: number;
  8378. height: number;
  8379. }, options: DepthTextureCreationOptions): InternalTexture;
  8380. /** @hidden */
  8381. _createDepthStencilTexture(size: number | {
  8382. width: number;
  8383. height: number;
  8384. }, options: DepthTextureCreationOptions): InternalTexture;
  8385. }
  8386. }
  8387. }
  8388. declare module "babylonjs/Maths/math.axis" {
  8389. import { Vector3 } from "babylonjs/Maths/math.vector";
  8390. /** Defines supported spaces */
  8391. export enum Space {
  8392. /** Local (object) space */
  8393. LOCAL = 0,
  8394. /** World space */
  8395. WORLD = 1,
  8396. /** Bone space */
  8397. BONE = 2
  8398. }
  8399. /** Defines the 3 main axes */
  8400. export class Axis {
  8401. /** X axis */
  8402. static X: Vector3;
  8403. /** Y axis */
  8404. static Y: Vector3;
  8405. /** Z axis */
  8406. static Z: Vector3;
  8407. }
  8408. }
  8409. declare module "babylonjs/Cameras/targetCamera" {
  8410. import { Nullable } from "babylonjs/types";
  8411. import { Camera } from "babylonjs/Cameras/camera";
  8412. import { Scene } from "babylonjs/scene";
  8413. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8414. /**
  8415. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8416. * This is the base of the follow, arc rotate cameras and Free camera
  8417. * @see http://doc.babylonjs.com/features/cameras
  8418. */
  8419. export class TargetCamera extends Camera {
  8420. private static _RigCamTransformMatrix;
  8421. private static _TargetTransformMatrix;
  8422. private static _TargetFocalPoint;
  8423. /**
  8424. * Define the current direction the camera is moving to
  8425. */
  8426. cameraDirection: Vector3;
  8427. /**
  8428. * Define the current rotation the camera is rotating to
  8429. */
  8430. cameraRotation: Vector2;
  8431. /**
  8432. * When set, the up vector of the camera will be updated by the rotation of the camera
  8433. */
  8434. updateUpVectorFromRotation: boolean;
  8435. private _tmpQuaternion;
  8436. /**
  8437. * Define the current rotation of the camera
  8438. */
  8439. rotation: Vector3;
  8440. /**
  8441. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8442. */
  8443. rotationQuaternion: Quaternion;
  8444. /**
  8445. * Define the current speed of the camera
  8446. */
  8447. speed: number;
  8448. /**
  8449. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8450. * around all axis.
  8451. */
  8452. noRotationConstraint: boolean;
  8453. /**
  8454. * Define the current target of the camera as an object or a position.
  8455. */
  8456. lockedTarget: any;
  8457. /** @hidden */
  8458. _currentTarget: Vector3;
  8459. /** @hidden */
  8460. _initialFocalDistance: number;
  8461. /** @hidden */
  8462. _viewMatrix: Matrix;
  8463. /** @hidden */
  8464. _camMatrix: Matrix;
  8465. /** @hidden */
  8466. _cameraTransformMatrix: Matrix;
  8467. /** @hidden */
  8468. _cameraRotationMatrix: Matrix;
  8469. /** @hidden */
  8470. _referencePoint: Vector3;
  8471. /** @hidden */
  8472. _transformedReferencePoint: Vector3;
  8473. protected _globalCurrentTarget: Vector3;
  8474. protected _globalCurrentUpVector: Vector3;
  8475. /** @hidden */
  8476. _reset: () => void;
  8477. private _defaultUp;
  8478. /**
  8479. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  8480. * This is the base of the follow, arc rotate cameras and Free camera
  8481. * @see http://doc.babylonjs.com/features/cameras
  8482. * @param name Defines the name of the camera in the scene
  8483. * @param position Defines the start position of the camera in the scene
  8484. * @param scene Defines the scene the camera belongs to
  8485. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8486. */
  8487. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8488. /**
  8489. * Gets the position in front of the camera at a given distance.
  8490. * @param distance The distance from the camera we want the position to be
  8491. * @returns the position
  8492. */
  8493. getFrontPosition(distance: number): Vector3;
  8494. /** @hidden */
  8495. _getLockedTargetPosition(): Nullable<Vector3>;
  8496. private _storedPosition;
  8497. private _storedRotation;
  8498. private _storedRotationQuaternion;
  8499. /**
  8500. * Store current camera state of the camera (fov, position, rotation, etc..)
  8501. * @returns the camera
  8502. */
  8503. storeState(): Camera;
  8504. /**
  8505. * Restored camera state. You must call storeState() first
  8506. * @returns whether it was successful or not
  8507. * @hidden
  8508. */
  8509. _restoreStateValues(): boolean;
  8510. /** @hidden */
  8511. _initCache(): void;
  8512. /** @hidden */
  8513. _updateCache(ignoreParentClass?: boolean): void;
  8514. /** @hidden */
  8515. _isSynchronizedViewMatrix(): boolean;
  8516. /** @hidden */
  8517. _computeLocalCameraSpeed(): number;
  8518. /**
  8519. * Defines the target the camera should look at.
  8520. * @param target Defines the new target as a Vector or a mesh
  8521. */
  8522. setTarget(target: Vector3): void;
  8523. /**
  8524. * Return the current target position of the camera. This value is expressed in local space.
  8525. * @returns the target position
  8526. */
  8527. getTarget(): Vector3;
  8528. /** @hidden */
  8529. _decideIfNeedsToMove(): boolean;
  8530. /** @hidden */
  8531. _updatePosition(): void;
  8532. /** @hidden */
  8533. _checkInputs(): void;
  8534. protected _updateCameraRotationMatrix(): void;
  8535. /**
  8536. * 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)
  8537. * @returns the current camera
  8538. */
  8539. private _rotateUpVectorWithCameraRotationMatrix;
  8540. private _cachedRotationZ;
  8541. private _cachedQuaternionRotationZ;
  8542. /** @hidden */
  8543. _getViewMatrix(): Matrix;
  8544. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8545. /**
  8546. * @hidden
  8547. */
  8548. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8549. /**
  8550. * @hidden
  8551. */
  8552. _updateRigCameras(): void;
  8553. private _getRigCamPositionAndTarget;
  8554. /**
  8555. * Gets the current object class name.
  8556. * @return the class name
  8557. */
  8558. getClassName(): string;
  8559. }
  8560. }
  8561. declare module "babylonjs/Events/keyboardEvents" {
  8562. /**
  8563. * Gather the list of keyboard event types as constants.
  8564. */
  8565. export class KeyboardEventTypes {
  8566. /**
  8567. * The keydown event is fired when a key becomes active (pressed).
  8568. */
  8569. static readonly KEYDOWN: number;
  8570. /**
  8571. * The keyup event is fired when a key has been released.
  8572. */
  8573. static readonly KEYUP: number;
  8574. }
  8575. /**
  8576. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8577. */
  8578. export class KeyboardInfo {
  8579. /**
  8580. * Defines the type of event (KeyboardEventTypes)
  8581. */
  8582. type: number;
  8583. /**
  8584. * Defines the related dom event
  8585. */
  8586. event: KeyboardEvent;
  8587. /**
  8588. * Instantiates a new keyboard info.
  8589. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8590. * @param type Defines the type of event (KeyboardEventTypes)
  8591. * @param event Defines the related dom event
  8592. */
  8593. constructor(
  8594. /**
  8595. * Defines the type of event (KeyboardEventTypes)
  8596. */
  8597. type: number,
  8598. /**
  8599. * Defines the related dom event
  8600. */
  8601. event: KeyboardEvent);
  8602. }
  8603. /**
  8604. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8605. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8606. */
  8607. export class KeyboardInfoPre extends KeyboardInfo {
  8608. /**
  8609. * Defines the type of event (KeyboardEventTypes)
  8610. */
  8611. type: number;
  8612. /**
  8613. * Defines the related dom event
  8614. */
  8615. event: KeyboardEvent;
  8616. /**
  8617. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8618. */
  8619. skipOnPointerObservable: boolean;
  8620. /**
  8621. * Instantiates a new keyboard pre info.
  8622. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8623. * @param type Defines the type of event (KeyboardEventTypes)
  8624. * @param event Defines the related dom event
  8625. */
  8626. constructor(
  8627. /**
  8628. * Defines the type of event (KeyboardEventTypes)
  8629. */
  8630. type: number,
  8631. /**
  8632. * Defines the related dom event
  8633. */
  8634. event: KeyboardEvent);
  8635. }
  8636. }
  8637. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8638. import { Nullable } from "babylonjs/types";
  8639. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8640. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8641. /**
  8642. * Manage the keyboard inputs to control the movement of a free camera.
  8643. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8644. */
  8645. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8646. /**
  8647. * Defines the camera the input is attached to.
  8648. */
  8649. camera: FreeCamera;
  8650. /**
  8651. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8652. */
  8653. keysUp: number[];
  8654. /**
  8655. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8656. */
  8657. keysDown: number[];
  8658. /**
  8659. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8660. */
  8661. keysLeft: number[];
  8662. /**
  8663. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8664. */
  8665. keysRight: number[];
  8666. private _keys;
  8667. private _onCanvasBlurObserver;
  8668. private _onKeyboardObserver;
  8669. private _engine;
  8670. private _scene;
  8671. /**
  8672. * Attach the input controls to a specific dom element to get the input from.
  8673. * @param element Defines the element the controls should be listened from
  8674. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8675. */
  8676. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8677. /**
  8678. * Detach the current controls from the specified dom element.
  8679. * @param element Defines the element to stop listening the inputs from
  8680. */
  8681. detachControl(element: Nullable<HTMLElement>): void;
  8682. /**
  8683. * Update the current camera state depending on the inputs that have been used this frame.
  8684. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8685. */
  8686. checkInputs(): void;
  8687. /**
  8688. * Gets the class name of the current intput.
  8689. * @returns the class name
  8690. */
  8691. getClassName(): string;
  8692. /** @hidden */
  8693. _onLostFocus(): void;
  8694. /**
  8695. * Get the friendly name associated with the input class.
  8696. * @returns the input friendly name
  8697. */
  8698. getSimpleName(): string;
  8699. }
  8700. }
  8701. declare module "babylonjs/Lights/shadowLight" {
  8702. import { Camera } from "babylonjs/Cameras/camera";
  8703. import { Scene } from "babylonjs/scene";
  8704. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8705. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8706. import { Light } from "babylonjs/Lights/light";
  8707. /**
  8708. * Interface describing all the common properties and methods a shadow light needs to implement.
  8709. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8710. * as well as binding the different shadow properties to the effects.
  8711. */
  8712. export interface IShadowLight extends Light {
  8713. /**
  8714. * The light id in the scene (used in scene.findLighById for instance)
  8715. */
  8716. id: string;
  8717. /**
  8718. * The position the shdow will be casted from.
  8719. */
  8720. position: Vector3;
  8721. /**
  8722. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8723. */
  8724. direction: Vector3;
  8725. /**
  8726. * The transformed position. Position of the light in world space taking parenting in account.
  8727. */
  8728. transformedPosition: Vector3;
  8729. /**
  8730. * The transformed direction. Direction of the light in world space taking parenting in account.
  8731. */
  8732. transformedDirection: Vector3;
  8733. /**
  8734. * The friendly name of the light in the scene.
  8735. */
  8736. name: string;
  8737. /**
  8738. * Defines the shadow projection clipping minimum z value.
  8739. */
  8740. shadowMinZ: number;
  8741. /**
  8742. * Defines the shadow projection clipping maximum z value.
  8743. */
  8744. shadowMaxZ: number;
  8745. /**
  8746. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8747. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8748. */
  8749. computeTransformedInformation(): boolean;
  8750. /**
  8751. * Gets the scene the light belongs to.
  8752. * @returns The scene
  8753. */
  8754. getScene(): Scene;
  8755. /**
  8756. * Callback defining a custom Projection Matrix Builder.
  8757. * This can be used to override the default projection matrix computation.
  8758. */
  8759. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8760. /**
  8761. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8762. * @param matrix The materix to updated with the projection information
  8763. * @param viewMatrix The transform matrix of the light
  8764. * @param renderList The list of mesh to render in the map
  8765. * @returns The current light
  8766. */
  8767. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8768. /**
  8769. * Gets the current depth scale used in ESM.
  8770. * @returns The scale
  8771. */
  8772. getDepthScale(): number;
  8773. /**
  8774. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8775. * @returns true if a cube texture needs to be use
  8776. */
  8777. needCube(): boolean;
  8778. /**
  8779. * Detects if the projection matrix requires to be recomputed this frame.
  8780. * @returns true if it requires to be recomputed otherwise, false.
  8781. */
  8782. needProjectionMatrixCompute(): boolean;
  8783. /**
  8784. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8785. */
  8786. forceProjectionMatrixCompute(): void;
  8787. /**
  8788. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8789. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8790. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8791. */
  8792. getShadowDirection(faceIndex?: number): Vector3;
  8793. /**
  8794. * Gets the minZ used for shadow according to both the scene and the light.
  8795. * @param activeCamera The camera we are returning the min for
  8796. * @returns the depth min z
  8797. */
  8798. getDepthMinZ(activeCamera: Camera): number;
  8799. /**
  8800. * Gets the maxZ used for shadow according to both the scene and the light.
  8801. * @param activeCamera The camera we are returning the max for
  8802. * @returns the depth max z
  8803. */
  8804. getDepthMaxZ(activeCamera: Camera): number;
  8805. }
  8806. /**
  8807. * Base implementation IShadowLight
  8808. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8809. */
  8810. export abstract class ShadowLight extends Light implements IShadowLight {
  8811. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8812. protected _position: Vector3;
  8813. protected _setPosition(value: Vector3): void;
  8814. /**
  8815. * Sets the position the shadow will be casted from. Also use as the light position for both
  8816. * point and spot lights.
  8817. */
  8818. /**
  8819. * Sets the position the shadow will be casted from. Also use as the light position for both
  8820. * point and spot lights.
  8821. */
  8822. position: Vector3;
  8823. protected _direction: Vector3;
  8824. protected _setDirection(value: Vector3): void;
  8825. /**
  8826. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8827. * Also use as the light direction on spot and directional lights.
  8828. */
  8829. /**
  8830. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8831. * Also use as the light direction on spot and directional lights.
  8832. */
  8833. direction: Vector3;
  8834. private _shadowMinZ;
  8835. /**
  8836. * Gets the shadow projection clipping minimum z value.
  8837. */
  8838. /**
  8839. * Sets the shadow projection clipping minimum z value.
  8840. */
  8841. shadowMinZ: number;
  8842. private _shadowMaxZ;
  8843. /**
  8844. * Sets the shadow projection clipping maximum z value.
  8845. */
  8846. /**
  8847. * Gets the shadow projection clipping maximum z value.
  8848. */
  8849. shadowMaxZ: number;
  8850. /**
  8851. * Callback defining a custom Projection Matrix Builder.
  8852. * This can be used to override the default projection matrix computation.
  8853. */
  8854. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8855. /**
  8856. * The transformed position. Position of the light in world space taking parenting in account.
  8857. */
  8858. transformedPosition: Vector3;
  8859. /**
  8860. * The transformed direction. Direction of the light in world space taking parenting in account.
  8861. */
  8862. transformedDirection: Vector3;
  8863. private _needProjectionMatrixCompute;
  8864. /**
  8865. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8866. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8867. */
  8868. computeTransformedInformation(): boolean;
  8869. /**
  8870. * Return the depth scale used for the shadow map.
  8871. * @returns the depth scale.
  8872. */
  8873. getDepthScale(): number;
  8874. /**
  8875. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8876. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8877. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8878. */
  8879. getShadowDirection(faceIndex?: number): Vector3;
  8880. /**
  8881. * Returns the ShadowLight absolute position in the World.
  8882. * @returns the position vector in world space
  8883. */
  8884. getAbsolutePosition(): Vector3;
  8885. /**
  8886. * Sets the ShadowLight direction toward the passed target.
  8887. * @param target The point to target in local space
  8888. * @returns the updated ShadowLight direction
  8889. */
  8890. setDirectionToTarget(target: Vector3): Vector3;
  8891. /**
  8892. * Returns the light rotation in euler definition.
  8893. * @returns the x y z rotation in local space.
  8894. */
  8895. getRotation(): Vector3;
  8896. /**
  8897. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8898. * @returns true if a cube texture needs to be use
  8899. */
  8900. needCube(): boolean;
  8901. /**
  8902. * Detects if the projection matrix requires to be recomputed this frame.
  8903. * @returns true if it requires to be recomputed otherwise, false.
  8904. */
  8905. needProjectionMatrixCompute(): boolean;
  8906. /**
  8907. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8908. */
  8909. forceProjectionMatrixCompute(): void;
  8910. /** @hidden */
  8911. _initCache(): void;
  8912. /** @hidden */
  8913. _isSynchronized(): boolean;
  8914. /**
  8915. * Computes the world matrix of the node
  8916. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8917. * @returns the world matrix
  8918. */
  8919. computeWorldMatrix(force?: boolean): Matrix;
  8920. /**
  8921. * Gets the minZ used for shadow according to both the scene and the light.
  8922. * @param activeCamera The camera we are returning the min for
  8923. * @returns the depth min z
  8924. */
  8925. getDepthMinZ(activeCamera: Camera): number;
  8926. /**
  8927. * Gets the maxZ used for shadow according to both the scene and the light.
  8928. * @param activeCamera The camera we are returning the max for
  8929. * @returns the depth max z
  8930. */
  8931. getDepthMaxZ(activeCamera: Camera): number;
  8932. /**
  8933. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8934. * @param matrix The materix to updated with the projection information
  8935. * @param viewMatrix The transform matrix of the light
  8936. * @param renderList The list of mesh to render in the map
  8937. * @returns The current light
  8938. */
  8939. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8940. }
  8941. }
  8942. declare module "babylonjs/Materials/effectFallbacks" {
  8943. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  8944. import { Effect } from "babylonjs/Materials/effect";
  8945. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8946. /**
  8947. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  8948. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  8949. */
  8950. export class EffectFallbacks implements IEffectFallbacks {
  8951. private _defines;
  8952. private _currentRank;
  8953. private _maxRank;
  8954. private _mesh;
  8955. /**
  8956. * Removes the fallback from the bound mesh.
  8957. */
  8958. unBindMesh(): void;
  8959. /**
  8960. * Adds a fallback on the specified property.
  8961. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  8962. * @param define The name of the define in the shader
  8963. */
  8964. addFallback(rank: number, define: string): void;
  8965. /**
  8966. * Sets the mesh to use CPU skinning when needing to fallback.
  8967. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  8968. * @param mesh The mesh to use the fallbacks.
  8969. */
  8970. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  8971. /**
  8972. * Checks to see if more fallbacks are still availible.
  8973. */
  8974. readonly hasMoreFallbacks: boolean;
  8975. /**
  8976. * Removes the defines that should be removed when falling back.
  8977. * @param currentDefines defines the current define statements for the shader.
  8978. * @param effect defines the current effect we try to compile
  8979. * @returns The resulting defines with defines of the current rank removed.
  8980. */
  8981. reduce(currentDefines: string, effect: Effect): string;
  8982. }
  8983. }
  8984. declare module "babylonjs/Materials/materialHelper" {
  8985. import { Nullable } from "babylonjs/types";
  8986. import { Scene } from "babylonjs/scene";
  8987. import { Engine } from "babylonjs/Engines/engine";
  8988. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8989. import { Light } from "babylonjs/Lights/light";
  8990. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8991. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  8992. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8993. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8994. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  8995. /**
  8996. * "Static Class" containing the most commonly used helper while dealing with material for
  8997. * rendering purpose.
  8998. *
  8999. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  9000. *
  9001. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  9002. */
  9003. export class MaterialHelper {
  9004. /**
  9005. * Bind the current view position to an effect.
  9006. * @param effect The effect to be bound
  9007. * @param scene The scene the eyes position is used from
  9008. */
  9009. static BindEyePosition(effect: Effect, scene: Scene): void;
  9010. /**
  9011. * Helps preparing the defines values about the UVs in used in the effect.
  9012. * UVs are shared as much as we can accross channels in the shaders.
  9013. * @param texture The texture we are preparing the UVs for
  9014. * @param defines The defines to update
  9015. * @param key The channel key "diffuse", "specular"... used in the shader
  9016. */
  9017. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  9018. /**
  9019. * Binds a texture matrix value to its corrsponding uniform
  9020. * @param texture The texture to bind the matrix for
  9021. * @param uniformBuffer The uniform buffer receivin the data
  9022. * @param key The channel key "diffuse", "specular"... used in the shader
  9023. */
  9024. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  9025. /**
  9026. * Gets the current status of the fog (should it be enabled?)
  9027. * @param mesh defines the mesh to evaluate for fog support
  9028. * @param scene defines the hosting scene
  9029. * @returns true if fog must be enabled
  9030. */
  9031. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  9032. /**
  9033. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  9034. * @param mesh defines the current mesh
  9035. * @param scene defines the current scene
  9036. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  9037. * @param pointsCloud defines if point cloud rendering has to be turned on
  9038. * @param fogEnabled defines if fog has to be turned on
  9039. * @param alphaTest defines if alpha testing has to be turned on
  9040. * @param defines defines the current list of defines
  9041. */
  9042. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  9043. /**
  9044. * Helper used to prepare the list of defines associated with frame values for shader compilation
  9045. * @param scene defines the current scene
  9046. * @param engine defines the current engine
  9047. * @param defines specifies the list of active defines
  9048. * @param useInstances defines if instances have to be turned on
  9049. * @param useClipPlane defines if clip plane have to be turned on
  9050. */
  9051. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  9052. /**
  9053. * Prepares the defines for bones
  9054. * @param mesh The mesh containing the geometry data we will draw
  9055. * @param defines The defines to update
  9056. */
  9057. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  9058. /**
  9059. * Prepares the defines for morph targets
  9060. * @param mesh The mesh containing the geometry data we will draw
  9061. * @param defines The defines to update
  9062. */
  9063. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  9064. /**
  9065. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  9066. * @param mesh The mesh containing the geometry data we will draw
  9067. * @param defines The defines to update
  9068. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  9069. * @param useBones Precise whether bones should be used or not (override mesh info)
  9070. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  9071. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  9072. * @returns false if defines are considered not dirty and have not been checked
  9073. */
  9074. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  9075. /**
  9076. * Prepares the defines related to multiview
  9077. * @param scene The scene we are intending to draw
  9078. * @param defines The defines to update
  9079. */
  9080. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  9081. /**
  9082. * Prepares the defines related to the light information passed in parameter
  9083. * @param scene The scene we are intending to draw
  9084. * @param mesh The mesh the effect is compiling for
  9085. * @param light The light the effect is compiling for
  9086. * @param lightIndex The index of the light
  9087. * @param defines The defines to update
  9088. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9089. * @param state Defines the current state regarding what is needed (normals, etc...)
  9090. */
  9091. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  9092. needNormals: boolean;
  9093. needRebuild: boolean;
  9094. shadowEnabled: boolean;
  9095. specularEnabled: boolean;
  9096. lightmapMode: boolean;
  9097. }): void;
  9098. /**
  9099. * Prepares the defines related to the light information passed in parameter
  9100. * @param scene The scene we are intending to draw
  9101. * @param mesh The mesh the effect is compiling for
  9102. * @param defines The defines to update
  9103. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9104. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  9105. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  9106. * @returns true if normals will be required for the rest of the effect
  9107. */
  9108. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  9109. /**
  9110. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  9111. * @param lightIndex defines the light index
  9112. * @param uniformsList The uniform list
  9113. * @param samplersList The sampler list
  9114. * @param projectedLightTexture defines if projected texture must be used
  9115. * @param uniformBuffersList defines an optional list of uniform buffers
  9116. */
  9117. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  9118. /**
  9119. * Prepares the uniforms and samplers list to be used in the effect
  9120. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  9121. * @param samplersList The sampler list
  9122. * @param defines The defines helping in the list generation
  9123. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  9124. */
  9125. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  9126. /**
  9127. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9128. * @param defines The defines to update while falling back
  9129. * @param fallbacks The authorized effect fallbacks
  9130. * @param maxSimultaneousLights The maximum number of lights allowed
  9131. * @param rank the current rank of the Effect
  9132. * @returns The newly affected rank
  9133. */
  9134. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9135. private static _TmpMorphInfluencers;
  9136. /**
  9137. * Prepares the list of attributes required for morph targets according to the effect defines.
  9138. * @param attribs The current list of supported attribs
  9139. * @param mesh The mesh to prepare the morph targets attributes for
  9140. * @param influencers The number of influencers
  9141. */
  9142. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9143. /**
  9144. * Prepares the list of attributes required for morph targets according to the effect defines.
  9145. * @param attribs The current list of supported attribs
  9146. * @param mesh The mesh to prepare the morph targets attributes for
  9147. * @param defines The current Defines of the effect
  9148. */
  9149. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9150. /**
  9151. * Prepares the list of attributes required for bones according to the effect defines.
  9152. * @param attribs The current list of supported attribs
  9153. * @param mesh The mesh to prepare the bones attributes for
  9154. * @param defines The current Defines of the effect
  9155. * @param fallbacks The current efffect fallback strategy
  9156. */
  9157. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9158. /**
  9159. * Check and prepare the list of attributes required for instances according to the effect defines.
  9160. * @param attribs The current list of supported attribs
  9161. * @param defines The current MaterialDefines of the effect
  9162. */
  9163. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9164. /**
  9165. * Add the list of attributes required for instances to the attribs array.
  9166. * @param attribs The current list of supported attribs
  9167. */
  9168. static PushAttributesForInstances(attribs: string[]): void;
  9169. /**
  9170. * Binds the light information to the effect.
  9171. * @param light The light containing the generator
  9172. * @param effect The effect we are binding the data to
  9173. * @param lightIndex The light index in the effect used to render
  9174. */
  9175. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9176. /**
  9177. * Binds the lights information from the scene to the effect for the given mesh.
  9178. * @param light Light to bind
  9179. * @param lightIndex Light index
  9180. * @param scene The scene where the light belongs to
  9181. * @param effect The effect we are binding the data to
  9182. * @param useSpecular Defines if specular is supported
  9183. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9184. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9185. */
  9186. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9187. /**
  9188. * Binds the lights information from the scene to the effect for the given mesh.
  9189. * @param scene The scene the lights belongs to
  9190. * @param mesh The mesh we are binding the information to render
  9191. * @param effect The effect we are binding the data to
  9192. * @param defines The generated defines for the effect
  9193. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9194. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9195. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9196. */
  9197. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9198. private static _tempFogColor;
  9199. /**
  9200. * Binds the fog information from the scene to the effect for the given mesh.
  9201. * @param scene The scene the lights belongs to
  9202. * @param mesh The mesh we are binding the information to render
  9203. * @param effect The effect we are binding the data to
  9204. * @param linearSpace Defines if the fog effect is applied in linear space
  9205. */
  9206. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9207. /**
  9208. * Binds the bones information from the mesh to the effect.
  9209. * @param mesh The mesh we are binding the information to render
  9210. * @param effect The effect we are binding the data to
  9211. */
  9212. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9213. /**
  9214. * Binds the morph targets information from the mesh to the effect.
  9215. * @param abstractMesh The mesh we are binding the information to render
  9216. * @param effect The effect we are binding the data to
  9217. */
  9218. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9219. /**
  9220. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9221. * @param defines The generated defines used in the effect
  9222. * @param effect The effect we are binding the data to
  9223. * @param scene The scene we are willing to render with logarithmic scale for
  9224. */
  9225. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9226. /**
  9227. * Binds the clip plane information from the scene to the effect.
  9228. * @param scene The scene the clip plane information are extracted from
  9229. * @param effect The effect we are binding the data to
  9230. */
  9231. static BindClipPlane(effect: Effect, scene: Scene): void;
  9232. }
  9233. }
  9234. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9235. /** @hidden */
  9236. export var packingFunctions: {
  9237. name: string;
  9238. shader: string;
  9239. };
  9240. }
  9241. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9242. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9243. /** @hidden */
  9244. export var shadowMapPixelShader: {
  9245. name: string;
  9246. shader: string;
  9247. };
  9248. }
  9249. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9250. /** @hidden */
  9251. export var bonesDeclaration: {
  9252. name: string;
  9253. shader: string;
  9254. };
  9255. }
  9256. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9257. /** @hidden */
  9258. export var morphTargetsVertexGlobalDeclaration: {
  9259. name: string;
  9260. shader: string;
  9261. };
  9262. }
  9263. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9264. /** @hidden */
  9265. export var morphTargetsVertexDeclaration: {
  9266. name: string;
  9267. shader: string;
  9268. };
  9269. }
  9270. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9271. /** @hidden */
  9272. export var instancesDeclaration: {
  9273. name: string;
  9274. shader: string;
  9275. };
  9276. }
  9277. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9278. /** @hidden */
  9279. export var helperFunctions: {
  9280. name: string;
  9281. shader: string;
  9282. };
  9283. }
  9284. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9285. /** @hidden */
  9286. export var morphTargetsVertex: {
  9287. name: string;
  9288. shader: string;
  9289. };
  9290. }
  9291. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9292. /** @hidden */
  9293. export var instancesVertex: {
  9294. name: string;
  9295. shader: string;
  9296. };
  9297. }
  9298. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9299. /** @hidden */
  9300. export var bonesVertex: {
  9301. name: string;
  9302. shader: string;
  9303. };
  9304. }
  9305. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9306. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9307. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9308. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9309. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9310. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9311. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9312. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9313. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9314. /** @hidden */
  9315. export var shadowMapVertexShader: {
  9316. name: string;
  9317. shader: string;
  9318. };
  9319. }
  9320. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9321. /** @hidden */
  9322. export var depthBoxBlurPixelShader: {
  9323. name: string;
  9324. shader: string;
  9325. };
  9326. }
  9327. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9328. import { Nullable } from "babylonjs/types";
  9329. import { Scene } from "babylonjs/scene";
  9330. import { Matrix } from "babylonjs/Maths/math.vector";
  9331. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9332. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9333. import { Mesh } from "babylonjs/Meshes/mesh";
  9334. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9335. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9336. import { Effect } from "babylonjs/Materials/effect";
  9337. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9338. import "babylonjs/Shaders/shadowMap.fragment";
  9339. import "babylonjs/Shaders/shadowMap.vertex";
  9340. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9341. import { Observable } from "babylonjs/Misc/observable";
  9342. /**
  9343. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9344. */
  9345. export interface ICustomShaderOptions {
  9346. /**
  9347. * Gets or sets the custom shader name to use
  9348. */
  9349. shaderName: string;
  9350. /**
  9351. * The list of attribute names used in the shader
  9352. */
  9353. attributes?: string[];
  9354. /**
  9355. * The list of unifrom names used in the shader
  9356. */
  9357. uniforms?: string[];
  9358. /**
  9359. * The list of sampler names used in the shader
  9360. */
  9361. samplers?: string[];
  9362. /**
  9363. * The list of defines used in the shader
  9364. */
  9365. defines?: string[];
  9366. }
  9367. /**
  9368. * Interface to implement to create a shadow generator compatible with BJS.
  9369. */
  9370. export interface IShadowGenerator {
  9371. /**
  9372. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9373. * @returns The render target texture if present otherwise, null
  9374. */
  9375. getShadowMap(): Nullable<RenderTargetTexture>;
  9376. /**
  9377. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9378. * @returns The render target texture if the shadow map is present otherwise, null
  9379. */
  9380. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9381. /**
  9382. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9383. * @param subMesh The submesh we want to render in the shadow map
  9384. * @param useInstances Defines wether will draw in the map using instances
  9385. * @returns true if ready otherwise, false
  9386. */
  9387. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9388. /**
  9389. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9390. * @param defines Defines of the material we want to update
  9391. * @param lightIndex Index of the light in the enabled light list of the material
  9392. */
  9393. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9394. /**
  9395. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9396. * defined in the generator but impacting the effect).
  9397. * It implies the unifroms available on the materials are the standard BJS ones.
  9398. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9399. * @param effect The effect we are binfing the information for
  9400. */
  9401. bindShadowLight(lightIndex: string, effect: Effect): void;
  9402. /**
  9403. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9404. * (eq to shadow prjection matrix * light transform matrix)
  9405. * @returns The transform matrix used to create the shadow map
  9406. */
  9407. getTransformMatrix(): Matrix;
  9408. /**
  9409. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9410. * Cube and 2D textures for instance.
  9411. */
  9412. recreateShadowMap(): void;
  9413. /**
  9414. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9415. * @param onCompiled Callback triggered at the and of the effects compilation
  9416. * @param options Sets of optional options forcing the compilation with different modes
  9417. */
  9418. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9419. useInstances: boolean;
  9420. }>): void;
  9421. /**
  9422. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9423. * @param options Sets of optional options forcing the compilation with different modes
  9424. * @returns A promise that resolves when the compilation completes
  9425. */
  9426. forceCompilationAsync(options?: Partial<{
  9427. useInstances: boolean;
  9428. }>): Promise<void>;
  9429. /**
  9430. * Serializes the shadow generator setup to a json object.
  9431. * @returns The serialized JSON object
  9432. */
  9433. serialize(): any;
  9434. /**
  9435. * Disposes the Shadow map and related Textures and effects.
  9436. */
  9437. dispose(): void;
  9438. }
  9439. /**
  9440. * Default implementation IShadowGenerator.
  9441. * This is the main object responsible of generating shadows in the framework.
  9442. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9443. */
  9444. export class ShadowGenerator implements IShadowGenerator {
  9445. /**
  9446. * Shadow generator mode None: no filtering applied.
  9447. */
  9448. static readonly FILTER_NONE: number;
  9449. /**
  9450. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9451. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9452. */
  9453. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9454. /**
  9455. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9456. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9457. */
  9458. static readonly FILTER_POISSONSAMPLING: number;
  9459. /**
  9460. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9461. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9462. */
  9463. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9464. /**
  9465. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9466. * edge artifacts on steep falloff.
  9467. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9468. */
  9469. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9470. /**
  9471. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9472. * edge artifacts on steep falloff.
  9473. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9474. */
  9475. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9476. /**
  9477. * Shadow generator mode PCF: Percentage Closer Filtering
  9478. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9479. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9480. */
  9481. static readonly FILTER_PCF: number;
  9482. /**
  9483. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9484. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9485. * Contact Hardening
  9486. */
  9487. static readonly FILTER_PCSS: number;
  9488. /**
  9489. * Reserved for PCF and PCSS
  9490. * Highest Quality.
  9491. *
  9492. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9493. *
  9494. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9495. */
  9496. static readonly QUALITY_HIGH: number;
  9497. /**
  9498. * Reserved for PCF and PCSS
  9499. * Good tradeoff for quality/perf cross devices
  9500. *
  9501. * Execute PCF on a 3*3 kernel.
  9502. *
  9503. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9504. */
  9505. static readonly QUALITY_MEDIUM: number;
  9506. /**
  9507. * Reserved for PCF and PCSS
  9508. * The lowest quality but the fastest.
  9509. *
  9510. * Execute PCF on a 1*1 kernel.
  9511. *
  9512. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9513. */
  9514. static readonly QUALITY_LOW: number;
  9515. /** Gets or sets the custom shader name to use */
  9516. customShaderOptions: ICustomShaderOptions;
  9517. /**
  9518. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9519. */
  9520. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9521. /**
  9522. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9523. */
  9524. onAfterShadowMapRenderObservable: Observable<Effect>;
  9525. /**
  9526. * Observable triggered before a mesh is rendered in the shadow map.
  9527. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9528. */
  9529. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9530. /**
  9531. * Observable triggered after a mesh is rendered in the shadow map.
  9532. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9533. */
  9534. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9535. private _bias;
  9536. /**
  9537. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9538. */
  9539. /**
  9540. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9541. */
  9542. bias: number;
  9543. private _normalBias;
  9544. /**
  9545. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9546. */
  9547. /**
  9548. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9549. */
  9550. normalBias: number;
  9551. private _blurBoxOffset;
  9552. /**
  9553. * Gets the blur box offset: offset applied during the blur pass.
  9554. * Only useful if useKernelBlur = false
  9555. */
  9556. /**
  9557. * Sets the blur box offset: offset applied during the blur pass.
  9558. * Only useful if useKernelBlur = false
  9559. */
  9560. blurBoxOffset: number;
  9561. private _blurScale;
  9562. /**
  9563. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9564. * 2 means half of the size.
  9565. */
  9566. /**
  9567. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9568. * 2 means half of the size.
  9569. */
  9570. blurScale: number;
  9571. private _blurKernel;
  9572. /**
  9573. * Gets the blur kernel: kernel size of the blur pass.
  9574. * Only useful if useKernelBlur = true
  9575. */
  9576. /**
  9577. * Sets the blur kernel: kernel size of the blur pass.
  9578. * Only useful if useKernelBlur = true
  9579. */
  9580. blurKernel: number;
  9581. private _useKernelBlur;
  9582. /**
  9583. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9584. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9585. */
  9586. /**
  9587. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9588. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9589. */
  9590. useKernelBlur: boolean;
  9591. private _depthScale;
  9592. /**
  9593. * Gets the depth scale used in ESM mode.
  9594. */
  9595. /**
  9596. * Sets the depth scale used in ESM mode.
  9597. * This can override the scale stored on the light.
  9598. */
  9599. depthScale: number;
  9600. private _filter;
  9601. /**
  9602. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9603. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9604. */
  9605. /**
  9606. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9607. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9608. */
  9609. filter: number;
  9610. /**
  9611. * Gets if the current filter is set to Poisson Sampling.
  9612. */
  9613. /**
  9614. * Sets the current filter to Poisson Sampling.
  9615. */
  9616. usePoissonSampling: boolean;
  9617. /**
  9618. * Gets if the current filter is set to ESM.
  9619. */
  9620. /**
  9621. * Sets the current filter is to ESM.
  9622. */
  9623. useExponentialShadowMap: boolean;
  9624. /**
  9625. * Gets if the current filter is set to filtered ESM.
  9626. */
  9627. /**
  9628. * Gets if the current filter is set to filtered ESM.
  9629. */
  9630. useBlurExponentialShadowMap: boolean;
  9631. /**
  9632. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9633. * exponential to prevent steep falloff artifacts).
  9634. */
  9635. /**
  9636. * Sets the current filter to "close ESM" (using the inverse of the
  9637. * exponential to prevent steep falloff artifacts).
  9638. */
  9639. useCloseExponentialShadowMap: boolean;
  9640. /**
  9641. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9642. * exponential to prevent steep falloff artifacts).
  9643. */
  9644. /**
  9645. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9646. * exponential to prevent steep falloff artifacts).
  9647. */
  9648. useBlurCloseExponentialShadowMap: boolean;
  9649. /**
  9650. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9651. */
  9652. /**
  9653. * Sets the current filter to "PCF" (percentage closer filtering).
  9654. */
  9655. usePercentageCloserFiltering: boolean;
  9656. private _filteringQuality;
  9657. /**
  9658. * Gets the PCF or PCSS Quality.
  9659. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9660. */
  9661. /**
  9662. * Sets the PCF or PCSS Quality.
  9663. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9664. */
  9665. filteringQuality: number;
  9666. /**
  9667. * Gets if the current filter is set to "PCSS" (contact hardening).
  9668. */
  9669. /**
  9670. * Sets the current filter to "PCSS" (contact hardening).
  9671. */
  9672. useContactHardeningShadow: boolean;
  9673. private _contactHardeningLightSizeUVRatio;
  9674. /**
  9675. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9676. * Using a ratio helps keeping shape stability independently of the map size.
  9677. *
  9678. * It does not account for the light projection as it was having too much
  9679. * instability during the light setup or during light position changes.
  9680. *
  9681. * Only valid if useContactHardeningShadow is true.
  9682. */
  9683. /**
  9684. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9685. * Using a ratio helps keeping shape stability independently of the map size.
  9686. *
  9687. * It does not account for the light projection as it was having too much
  9688. * instability during the light setup or during light position changes.
  9689. *
  9690. * Only valid if useContactHardeningShadow is true.
  9691. */
  9692. contactHardeningLightSizeUVRatio: number;
  9693. private _darkness;
  9694. /** Gets or sets the actual darkness of a shadow */
  9695. darkness: number;
  9696. /**
  9697. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9698. * 0 means strongest and 1 would means no shadow.
  9699. * @returns the darkness.
  9700. */
  9701. getDarkness(): number;
  9702. /**
  9703. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9704. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9705. * @returns the shadow generator allowing fluent coding.
  9706. */
  9707. setDarkness(darkness: number): ShadowGenerator;
  9708. private _transparencyShadow;
  9709. /** Gets or sets the ability to have transparent shadow */
  9710. transparencyShadow: boolean;
  9711. /**
  9712. * Sets the ability to have transparent shadow (boolean).
  9713. * @param transparent True if transparent else False
  9714. * @returns the shadow generator allowing fluent coding
  9715. */
  9716. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9717. private _shadowMap;
  9718. private _shadowMap2;
  9719. /**
  9720. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9721. * @returns The render target texture if present otherwise, null
  9722. */
  9723. getShadowMap(): Nullable<RenderTargetTexture>;
  9724. /**
  9725. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9726. * @returns The render target texture if the shadow map is present otherwise, null
  9727. */
  9728. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9729. /**
  9730. * Gets the class name of that object
  9731. * @returns "ShadowGenerator"
  9732. */
  9733. getClassName(): string;
  9734. /**
  9735. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9736. * @param mesh Mesh to add
  9737. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9738. * @returns the Shadow Generator itself
  9739. */
  9740. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9741. /**
  9742. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9743. * @param mesh Mesh to remove
  9744. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9745. * @returns the Shadow Generator itself
  9746. */
  9747. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9748. /**
  9749. * Controls the extent to which the shadows fade out at the edge of the frustum
  9750. * Used only by directionals and spots
  9751. */
  9752. frustumEdgeFalloff: number;
  9753. private _light;
  9754. /**
  9755. * Returns the associated light object.
  9756. * @returns the light generating the shadow
  9757. */
  9758. getLight(): IShadowLight;
  9759. /**
  9760. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9761. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9762. * It might on the other hand introduce peter panning.
  9763. */
  9764. forceBackFacesOnly: boolean;
  9765. private _scene;
  9766. private _lightDirection;
  9767. private _effect;
  9768. private _viewMatrix;
  9769. private _projectionMatrix;
  9770. private _transformMatrix;
  9771. private _cachedPosition;
  9772. private _cachedDirection;
  9773. private _cachedDefines;
  9774. private _currentRenderID;
  9775. private _boxBlurPostprocess;
  9776. private _kernelBlurXPostprocess;
  9777. private _kernelBlurYPostprocess;
  9778. private _blurPostProcesses;
  9779. private _mapSize;
  9780. private _currentFaceIndex;
  9781. private _currentFaceIndexCache;
  9782. private _textureType;
  9783. private _defaultTextureMatrix;
  9784. private _storedUniqueId;
  9785. /** @hidden */
  9786. static _SceneComponentInitialization: (scene: Scene) => void;
  9787. /**
  9788. * Creates a ShadowGenerator object.
  9789. * A ShadowGenerator is the required tool to use the shadows.
  9790. * Each light casting shadows needs to use its own ShadowGenerator.
  9791. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9792. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9793. * @param light The light object generating the shadows.
  9794. * @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.
  9795. */
  9796. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9797. private _initializeGenerator;
  9798. private _initializeShadowMap;
  9799. private _initializeBlurRTTAndPostProcesses;
  9800. private _renderForShadowMap;
  9801. private _renderSubMeshForShadowMap;
  9802. private _applyFilterValues;
  9803. /**
  9804. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9805. * @param onCompiled Callback triggered at the and of the effects compilation
  9806. * @param options Sets of optional options forcing the compilation with different modes
  9807. */
  9808. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9809. useInstances: boolean;
  9810. }>): void;
  9811. /**
  9812. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9813. * @param options Sets of optional options forcing the compilation with different modes
  9814. * @returns A promise that resolves when the compilation completes
  9815. */
  9816. forceCompilationAsync(options?: Partial<{
  9817. useInstances: boolean;
  9818. }>): Promise<void>;
  9819. /**
  9820. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9821. * @param subMesh The submesh we want to render in the shadow map
  9822. * @param useInstances Defines wether will draw in the map using instances
  9823. * @returns true if ready otherwise, false
  9824. */
  9825. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9826. /**
  9827. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9828. * @param defines Defines of the material we want to update
  9829. * @param lightIndex Index of the light in the enabled light list of the material
  9830. */
  9831. prepareDefines(defines: any, lightIndex: number): void;
  9832. /**
  9833. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9834. * defined in the generator but impacting the effect).
  9835. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9836. * @param effect The effect we are binfing the information for
  9837. */
  9838. bindShadowLight(lightIndex: string, effect: Effect): void;
  9839. /**
  9840. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9841. * (eq to shadow prjection matrix * light transform matrix)
  9842. * @returns The transform matrix used to create the shadow map
  9843. */
  9844. getTransformMatrix(): Matrix;
  9845. /**
  9846. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9847. * Cube and 2D textures for instance.
  9848. */
  9849. recreateShadowMap(): void;
  9850. private _disposeBlurPostProcesses;
  9851. private _disposeRTTandPostProcesses;
  9852. /**
  9853. * Disposes the ShadowGenerator.
  9854. * Returns nothing.
  9855. */
  9856. dispose(): void;
  9857. /**
  9858. * Serializes the shadow generator setup to a json object.
  9859. * @returns The serialized JSON object
  9860. */
  9861. serialize(): any;
  9862. /**
  9863. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9864. * @param parsedShadowGenerator The JSON object to parse
  9865. * @param scene The scene to create the shadow map for
  9866. * @returns The parsed shadow generator
  9867. */
  9868. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9869. }
  9870. }
  9871. declare module "babylonjs/Lights/light" {
  9872. import { Nullable } from "babylonjs/types";
  9873. import { Scene } from "babylonjs/scene";
  9874. import { Vector3 } from "babylonjs/Maths/math.vector";
  9875. import { Color3 } from "babylonjs/Maths/math.color";
  9876. import { Node } from "babylonjs/node";
  9877. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9878. import { Effect } from "babylonjs/Materials/effect";
  9879. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9880. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9881. /**
  9882. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9883. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9884. * 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.
  9885. */
  9886. export abstract class Light extends Node {
  9887. /**
  9888. * Falloff Default: light is falling off following the material specification:
  9889. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9890. */
  9891. static readonly FALLOFF_DEFAULT: number;
  9892. /**
  9893. * Falloff Physical: light is falling off following the inverse squared distance law.
  9894. */
  9895. static readonly FALLOFF_PHYSICAL: number;
  9896. /**
  9897. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9898. * to enhance interoperability with other engines.
  9899. */
  9900. static readonly FALLOFF_GLTF: number;
  9901. /**
  9902. * Falloff Standard: light is falling off like in the standard material
  9903. * to enhance interoperability with other materials.
  9904. */
  9905. static readonly FALLOFF_STANDARD: number;
  9906. /**
  9907. * If every light affecting the material is in this lightmapMode,
  9908. * material.lightmapTexture adds or multiplies
  9909. * (depends on material.useLightmapAsShadowmap)
  9910. * after every other light calculations.
  9911. */
  9912. static readonly LIGHTMAP_DEFAULT: number;
  9913. /**
  9914. * material.lightmapTexture as only diffuse lighting from this light
  9915. * adds only specular lighting from this light
  9916. * adds dynamic shadows
  9917. */
  9918. static readonly LIGHTMAP_SPECULAR: number;
  9919. /**
  9920. * material.lightmapTexture as only lighting
  9921. * no light calculation from this light
  9922. * only adds dynamic shadows from this light
  9923. */
  9924. static readonly LIGHTMAP_SHADOWSONLY: number;
  9925. /**
  9926. * Each light type uses the default quantity according to its type:
  9927. * point/spot lights use luminous intensity
  9928. * directional lights use illuminance
  9929. */
  9930. static readonly INTENSITYMODE_AUTOMATIC: number;
  9931. /**
  9932. * lumen (lm)
  9933. */
  9934. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9935. /**
  9936. * candela (lm/sr)
  9937. */
  9938. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9939. /**
  9940. * lux (lm/m^2)
  9941. */
  9942. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9943. /**
  9944. * nit (cd/m^2)
  9945. */
  9946. static readonly INTENSITYMODE_LUMINANCE: number;
  9947. /**
  9948. * Light type const id of the point light.
  9949. */
  9950. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9951. /**
  9952. * Light type const id of the directional light.
  9953. */
  9954. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9955. /**
  9956. * Light type const id of the spot light.
  9957. */
  9958. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9959. /**
  9960. * Light type const id of the hemispheric light.
  9961. */
  9962. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9963. /**
  9964. * Diffuse gives the basic color to an object.
  9965. */
  9966. diffuse: Color3;
  9967. /**
  9968. * Specular produces a highlight color on an object.
  9969. * Note: This is note affecting PBR materials.
  9970. */
  9971. specular: Color3;
  9972. /**
  9973. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9974. * falling off base on range or angle.
  9975. * This can be set to any values in Light.FALLOFF_x.
  9976. *
  9977. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9978. * other types of materials.
  9979. */
  9980. falloffType: number;
  9981. /**
  9982. * Strength of the light.
  9983. * Note: By default it is define in the framework own unit.
  9984. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9985. */
  9986. intensity: number;
  9987. private _range;
  9988. protected _inverseSquaredRange: number;
  9989. /**
  9990. * Defines how far from the source the light is impacting in scene units.
  9991. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9992. */
  9993. /**
  9994. * Defines how far from the source the light is impacting in scene units.
  9995. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9996. */
  9997. range: number;
  9998. /**
  9999. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  10000. * of light.
  10001. */
  10002. private _photometricScale;
  10003. private _intensityMode;
  10004. /**
  10005. * Gets the photometric scale used to interpret the intensity.
  10006. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10007. */
  10008. /**
  10009. * Sets the photometric scale used to interpret the intensity.
  10010. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10011. */
  10012. intensityMode: number;
  10013. private _radius;
  10014. /**
  10015. * Gets the light radius used by PBR Materials to simulate soft area lights.
  10016. */
  10017. /**
  10018. * sets the light radius used by PBR Materials to simulate soft area lights.
  10019. */
  10020. radius: number;
  10021. private _renderPriority;
  10022. /**
  10023. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  10024. * exceeding the number allowed of the materials.
  10025. */
  10026. renderPriority: number;
  10027. private _shadowEnabled;
  10028. /**
  10029. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10030. * the current shadow generator.
  10031. */
  10032. /**
  10033. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10034. * the current shadow generator.
  10035. */
  10036. shadowEnabled: boolean;
  10037. private _includedOnlyMeshes;
  10038. /**
  10039. * Gets the only meshes impacted by this light.
  10040. */
  10041. /**
  10042. * Sets the only meshes impacted by this light.
  10043. */
  10044. includedOnlyMeshes: AbstractMesh[];
  10045. private _excludedMeshes;
  10046. /**
  10047. * Gets the meshes not impacted by this light.
  10048. */
  10049. /**
  10050. * Sets the meshes not impacted by this light.
  10051. */
  10052. excludedMeshes: AbstractMesh[];
  10053. private _excludeWithLayerMask;
  10054. /**
  10055. * Gets the layer id use to find what meshes are not impacted by the light.
  10056. * Inactive if 0
  10057. */
  10058. /**
  10059. * Sets the layer id use to find what meshes are not impacted by the light.
  10060. * Inactive if 0
  10061. */
  10062. excludeWithLayerMask: number;
  10063. private _includeOnlyWithLayerMask;
  10064. /**
  10065. * Gets the layer id use to find what meshes are impacted by the light.
  10066. * Inactive if 0
  10067. */
  10068. /**
  10069. * Sets the layer id use to find what meshes are impacted by the light.
  10070. * Inactive if 0
  10071. */
  10072. includeOnlyWithLayerMask: number;
  10073. private _lightmapMode;
  10074. /**
  10075. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10076. */
  10077. /**
  10078. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10079. */
  10080. lightmapMode: number;
  10081. /**
  10082. * Shadow generator associted to the light.
  10083. * @hidden Internal use only.
  10084. */
  10085. _shadowGenerator: Nullable<IShadowGenerator>;
  10086. /**
  10087. * @hidden Internal use only.
  10088. */
  10089. _excludedMeshesIds: string[];
  10090. /**
  10091. * @hidden Internal use only.
  10092. */
  10093. _includedOnlyMeshesIds: string[];
  10094. /**
  10095. * The current light unifom buffer.
  10096. * @hidden Internal use only.
  10097. */
  10098. _uniformBuffer: UniformBuffer;
  10099. /** @hidden */
  10100. _renderId: number;
  10101. /**
  10102. * Creates a Light object in the scene.
  10103. * Documentation : https://doc.babylonjs.com/babylon101/lights
  10104. * @param name The firendly name of the light
  10105. * @param scene The scene the light belongs too
  10106. */
  10107. constructor(name: string, scene: Scene);
  10108. protected abstract _buildUniformLayout(): void;
  10109. /**
  10110. * Sets the passed Effect "effect" with the Light information.
  10111. * @param effect The effect to update
  10112. * @param lightIndex The index of the light in the effect to update
  10113. * @returns The light
  10114. */
  10115. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  10116. /**
  10117. * Sets the passed Effect "effect" with the Light information.
  10118. * @param effect The effect to update
  10119. * @param lightDataUniformName The uniform used to store light data (position or direction)
  10120. * @returns The light
  10121. */
  10122. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  10123. /**
  10124. * Returns the string "Light".
  10125. * @returns the class name
  10126. */
  10127. getClassName(): string;
  10128. /** @hidden */
  10129. readonly _isLight: boolean;
  10130. /**
  10131. * Converts the light information to a readable string for debug purpose.
  10132. * @param fullDetails Supports for multiple levels of logging within scene loading
  10133. * @returns the human readable light info
  10134. */
  10135. toString(fullDetails?: boolean): string;
  10136. /** @hidden */
  10137. protected _syncParentEnabledState(): void;
  10138. /**
  10139. * Set the enabled state of this node.
  10140. * @param value - the new enabled state
  10141. */
  10142. setEnabled(value: boolean): void;
  10143. /**
  10144. * Returns the Light associated shadow generator if any.
  10145. * @return the associated shadow generator.
  10146. */
  10147. getShadowGenerator(): Nullable<IShadowGenerator>;
  10148. /**
  10149. * Returns a Vector3, the absolute light position in the World.
  10150. * @returns the world space position of the light
  10151. */
  10152. getAbsolutePosition(): Vector3;
  10153. /**
  10154. * Specifies if the light will affect the passed mesh.
  10155. * @param mesh The mesh to test against the light
  10156. * @return true the mesh is affected otherwise, false.
  10157. */
  10158. canAffectMesh(mesh: AbstractMesh): boolean;
  10159. /**
  10160. * Sort function to order lights for rendering.
  10161. * @param a First Light object to compare to second.
  10162. * @param b Second Light object to compare first.
  10163. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10164. */
  10165. static CompareLightsPriority(a: Light, b: Light): number;
  10166. /**
  10167. * Releases resources associated with this node.
  10168. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10169. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10170. */
  10171. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10172. /**
  10173. * Returns the light type ID (integer).
  10174. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10175. */
  10176. getTypeID(): number;
  10177. /**
  10178. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10179. * @returns the scaled intensity in intensity mode unit
  10180. */
  10181. getScaledIntensity(): number;
  10182. /**
  10183. * Returns a new Light object, named "name", from the current one.
  10184. * @param name The name of the cloned light
  10185. * @returns the new created light
  10186. */
  10187. clone(name: string): Nullable<Light>;
  10188. /**
  10189. * Serializes the current light into a Serialization object.
  10190. * @returns the serialized object.
  10191. */
  10192. serialize(): any;
  10193. /**
  10194. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10195. * This new light is named "name" and added to the passed scene.
  10196. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10197. * @param name The friendly name of the light
  10198. * @param scene The scene the new light will belong to
  10199. * @returns the constructor function
  10200. */
  10201. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10202. /**
  10203. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10204. * @param parsedLight The JSON representation of the light
  10205. * @param scene The scene to create the parsed light in
  10206. * @returns the created light after parsing
  10207. */
  10208. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10209. private _hookArrayForExcluded;
  10210. private _hookArrayForIncludedOnly;
  10211. private _resyncMeshes;
  10212. /**
  10213. * Forces the meshes to update their light related information in their rendering used effects
  10214. * @hidden Internal Use Only
  10215. */
  10216. _markMeshesAsLightDirty(): void;
  10217. /**
  10218. * Recomputes the cached photometric scale if needed.
  10219. */
  10220. private _computePhotometricScale;
  10221. /**
  10222. * Returns the Photometric Scale according to the light type and intensity mode.
  10223. */
  10224. private _getPhotometricScale;
  10225. /**
  10226. * Reorder the light in the scene according to their defined priority.
  10227. * @hidden Internal Use Only
  10228. */
  10229. _reorderLightsInScene(): void;
  10230. /**
  10231. * Prepares the list of defines specific to the light type.
  10232. * @param defines the list of defines
  10233. * @param lightIndex defines the index of the light for the effect
  10234. */
  10235. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10236. }
  10237. }
  10238. declare module "babylonjs/Actions/action" {
  10239. import { Observable } from "babylonjs/Misc/observable";
  10240. import { Condition } from "babylonjs/Actions/condition";
  10241. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10242. import { ActionManager } from "babylonjs/Actions/actionManager";
  10243. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10244. /**
  10245. * Interface used to define Action
  10246. */
  10247. export interface IAction {
  10248. /**
  10249. * Trigger for the action
  10250. */
  10251. trigger: number;
  10252. /** Options of the trigger */
  10253. triggerOptions: any;
  10254. /**
  10255. * Gets the trigger parameters
  10256. * @returns the trigger parameters
  10257. */
  10258. getTriggerParameter(): any;
  10259. /**
  10260. * Internal only - executes current action event
  10261. * @hidden
  10262. */
  10263. _executeCurrent(evt?: ActionEvent): void;
  10264. /**
  10265. * Serialize placeholder for child classes
  10266. * @param parent of child
  10267. * @returns the serialized object
  10268. */
  10269. serialize(parent: any): any;
  10270. /**
  10271. * Internal only
  10272. * @hidden
  10273. */
  10274. _prepare(): void;
  10275. /**
  10276. * Internal only - manager for action
  10277. * @hidden
  10278. */
  10279. _actionManager: AbstractActionManager;
  10280. /**
  10281. * Adds action to chain of actions, may be a DoNothingAction
  10282. * @param action defines the next action to execute
  10283. * @returns The action passed in
  10284. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10285. */
  10286. then(action: IAction): IAction;
  10287. }
  10288. /**
  10289. * The action to be carried out following a trigger
  10290. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10291. */
  10292. export class Action implements IAction {
  10293. /** the trigger, with or without parameters, for the action */
  10294. triggerOptions: any;
  10295. /**
  10296. * Trigger for the action
  10297. */
  10298. trigger: number;
  10299. /**
  10300. * Internal only - manager for action
  10301. * @hidden
  10302. */
  10303. _actionManager: ActionManager;
  10304. private _nextActiveAction;
  10305. private _child;
  10306. private _condition?;
  10307. private _triggerParameter;
  10308. /**
  10309. * An event triggered prior to action being executed.
  10310. */
  10311. onBeforeExecuteObservable: Observable<Action>;
  10312. /**
  10313. * Creates a new Action
  10314. * @param triggerOptions the trigger, with or without parameters, for the action
  10315. * @param condition an optional determinant of action
  10316. */
  10317. constructor(
  10318. /** the trigger, with or without parameters, for the action */
  10319. triggerOptions: any, condition?: Condition);
  10320. /**
  10321. * Internal only
  10322. * @hidden
  10323. */
  10324. _prepare(): void;
  10325. /**
  10326. * Gets the trigger parameters
  10327. * @returns the trigger parameters
  10328. */
  10329. getTriggerParameter(): any;
  10330. /**
  10331. * Internal only - executes current action event
  10332. * @hidden
  10333. */
  10334. _executeCurrent(evt?: ActionEvent): void;
  10335. /**
  10336. * Execute placeholder for child classes
  10337. * @param evt optional action event
  10338. */
  10339. execute(evt?: ActionEvent): void;
  10340. /**
  10341. * Skips to next active action
  10342. */
  10343. skipToNextActiveAction(): void;
  10344. /**
  10345. * Adds action to chain of actions, may be a DoNothingAction
  10346. * @param action defines the next action to execute
  10347. * @returns The action passed in
  10348. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10349. */
  10350. then(action: Action): Action;
  10351. /**
  10352. * Internal only
  10353. * @hidden
  10354. */
  10355. _getProperty(propertyPath: string): string;
  10356. /**
  10357. * Internal only
  10358. * @hidden
  10359. */
  10360. _getEffectiveTarget(target: any, propertyPath: string): any;
  10361. /**
  10362. * Serialize placeholder for child classes
  10363. * @param parent of child
  10364. * @returns the serialized object
  10365. */
  10366. serialize(parent: any): any;
  10367. /**
  10368. * Internal only called by serialize
  10369. * @hidden
  10370. */
  10371. protected _serialize(serializedAction: any, parent?: any): any;
  10372. /**
  10373. * Internal only
  10374. * @hidden
  10375. */
  10376. static _SerializeValueAsString: (value: any) => string;
  10377. /**
  10378. * Internal only
  10379. * @hidden
  10380. */
  10381. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10382. name: string;
  10383. targetType: string;
  10384. value: string;
  10385. };
  10386. }
  10387. }
  10388. declare module "babylonjs/Actions/condition" {
  10389. import { ActionManager } from "babylonjs/Actions/actionManager";
  10390. /**
  10391. * A Condition applied to an Action
  10392. */
  10393. export class Condition {
  10394. /**
  10395. * Internal only - manager for action
  10396. * @hidden
  10397. */
  10398. _actionManager: ActionManager;
  10399. /**
  10400. * Internal only
  10401. * @hidden
  10402. */
  10403. _evaluationId: number;
  10404. /**
  10405. * Internal only
  10406. * @hidden
  10407. */
  10408. _currentResult: boolean;
  10409. /**
  10410. * Creates a new Condition
  10411. * @param actionManager the manager of the action the condition is applied to
  10412. */
  10413. constructor(actionManager: ActionManager);
  10414. /**
  10415. * Check if the current condition is valid
  10416. * @returns a boolean
  10417. */
  10418. isValid(): boolean;
  10419. /**
  10420. * Internal only
  10421. * @hidden
  10422. */
  10423. _getProperty(propertyPath: string): string;
  10424. /**
  10425. * Internal only
  10426. * @hidden
  10427. */
  10428. _getEffectiveTarget(target: any, propertyPath: string): any;
  10429. /**
  10430. * Serialize placeholder for child classes
  10431. * @returns the serialized object
  10432. */
  10433. serialize(): any;
  10434. /**
  10435. * Internal only
  10436. * @hidden
  10437. */
  10438. protected _serialize(serializedCondition: any): any;
  10439. }
  10440. /**
  10441. * Defines specific conditional operators as extensions of Condition
  10442. */
  10443. export class ValueCondition extends Condition {
  10444. /** path to specify the property of the target the conditional operator uses */
  10445. propertyPath: string;
  10446. /** the value compared by the conditional operator against the current value of the property */
  10447. value: any;
  10448. /** the conditional operator, default ValueCondition.IsEqual */
  10449. operator: number;
  10450. /**
  10451. * Internal only
  10452. * @hidden
  10453. */
  10454. private static _IsEqual;
  10455. /**
  10456. * Internal only
  10457. * @hidden
  10458. */
  10459. private static _IsDifferent;
  10460. /**
  10461. * Internal only
  10462. * @hidden
  10463. */
  10464. private static _IsGreater;
  10465. /**
  10466. * Internal only
  10467. * @hidden
  10468. */
  10469. private static _IsLesser;
  10470. /**
  10471. * returns the number for IsEqual
  10472. */
  10473. static readonly IsEqual: number;
  10474. /**
  10475. * Returns the number for IsDifferent
  10476. */
  10477. static readonly IsDifferent: number;
  10478. /**
  10479. * Returns the number for IsGreater
  10480. */
  10481. static readonly IsGreater: number;
  10482. /**
  10483. * Returns the number for IsLesser
  10484. */
  10485. static readonly IsLesser: number;
  10486. /**
  10487. * Internal only The action manager for the condition
  10488. * @hidden
  10489. */
  10490. _actionManager: ActionManager;
  10491. /**
  10492. * Internal only
  10493. * @hidden
  10494. */
  10495. private _target;
  10496. /**
  10497. * Internal only
  10498. * @hidden
  10499. */
  10500. private _effectiveTarget;
  10501. /**
  10502. * Internal only
  10503. * @hidden
  10504. */
  10505. private _property;
  10506. /**
  10507. * Creates a new ValueCondition
  10508. * @param actionManager manager for the action the condition applies to
  10509. * @param target for the action
  10510. * @param propertyPath path to specify the property of the target the conditional operator uses
  10511. * @param value the value compared by the conditional operator against the current value of the property
  10512. * @param operator the conditional operator, default ValueCondition.IsEqual
  10513. */
  10514. constructor(actionManager: ActionManager, target: any,
  10515. /** path to specify the property of the target the conditional operator uses */
  10516. propertyPath: string,
  10517. /** the value compared by the conditional operator against the current value of the property */
  10518. value: any,
  10519. /** the conditional operator, default ValueCondition.IsEqual */
  10520. operator?: number);
  10521. /**
  10522. * Compares the given value with the property value for the specified conditional operator
  10523. * @returns the result of the comparison
  10524. */
  10525. isValid(): boolean;
  10526. /**
  10527. * Serialize the ValueCondition into a JSON compatible object
  10528. * @returns serialization object
  10529. */
  10530. serialize(): any;
  10531. /**
  10532. * Gets the name of the conditional operator for the ValueCondition
  10533. * @param operator the conditional operator
  10534. * @returns the name
  10535. */
  10536. static GetOperatorName(operator: number): string;
  10537. }
  10538. /**
  10539. * Defines a predicate condition as an extension of Condition
  10540. */
  10541. export class PredicateCondition extends Condition {
  10542. /** defines the predicate function used to validate the condition */
  10543. predicate: () => boolean;
  10544. /**
  10545. * Internal only - manager for action
  10546. * @hidden
  10547. */
  10548. _actionManager: ActionManager;
  10549. /**
  10550. * Creates a new PredicateCondition
  10551. * @param actionManager manager for the action the condition applies to
  10552. * @param predicate defines the predicate function used to validate the condition
  10553. */
  10554. constructor(actionManager: ActionManager,
  10555. /** defines the predicate function used to validate the condition */
  10556. predicate: () => boolean);
  10557. /**
  10558. * @returns the validity of the predicate condition
  10559. */
  10560. isValid(): boolean;
  10561. }
  10562. /**
  10563. * Defines a state condition as an extension of Condition
  10564. */
  10565. export class StateCondition extends Condition {
  10566. /** Value to compare with target state */
  10567. value: string;
  10568. /**
  10569. * Internal only - manager for action
  10570. * @hidden
  10571. */
  10572. _actionManager: ActionManager;
  10573. /**
  10574. * Internal only
  10575. * @hidden
  10576. */
  10577. private _target;
  10578. /**
  10579. * Creates a new StateCondition
  10580. * @param actionManager manager for the action the condition applies to
  10581. * @param target of the condition
  10582. * @param value to compare with target state
  10583. */
  10584. constructor(actionManager: ActionManager, target: any,
  10585. /** Value to compare with target state */
  10586. value: string);
  10587. /**
  10588. * Gets a boolean indicating if the current condition is met
  10589. * @returns the validity of the state
  10590. */
  10591. isValid(): boolean;
  10592. /**
  10593. * Serialize the StateCondition into a JSON compatible object
  10594. * @returns serialization object
  10595. */
  10596. serialize(): any;
  10597. }
  10598. }
  10599. declare module "babylonjs/Actions/directActions" {
  10600. import { Action } from "babylonjs/Actions/action";
  10601. import { Condition } from "babylonjs/Actions/condition";
  10602. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10603. /**
  10604. * This defines an action responsible to toggle a boolean once triggered.
  10605. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10606. */
  10607. export class SwitchBooleanAction extends Action {
  10608. /**
  10609. * The path to the boolean property in the target object
  10610. */
  10611. propertyPath: string;
  10612. private _target;
  10613. private _effectiveTarget;
  10614. private _property;
  10615. /**
  10616. * Instantiate the action
  10617. * @param triggerOptions defines the trigger options
  10618. * @param target defines the object containing the boolean
  10619. * @param propertyPath defines the path to the boolean property in the target object
  10620. * @param condition defines the trigger related conditions
  10621. */
  10622. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10623. /** @hidden */
  10624. _prepare(): void;
  10625. /**
  10626. * Execute the action toggle the boolean value.
  10627. */
  10628. execute(): void;
  10629. /**
  10630. * Serializes the actions and its related information.
  10631. * @param parent defines the object to serialize in
  10632. * @returns the serialized object
  10633. */
  10634. serialize(parent: any): any;
  10635. }
  10636. /**
  10637. * This defines an action responsible to set a the state field of the target
  10638. * to a desired value once triggered.
  10639. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10640. */
  10641. export class SetStateAction extends Action {
  10642. /**
  10643. * The value to store in the state field.
  10644. */
  10645. value: string;
  10646. private _target;
  10647. /**
  10648. * Instantiate the action
  10649. * @param triggerOptions defines the trigger options
  10650. * @param target defines the object containing the state property
  10651. * @param value defines the value to store in the state field
  10652. * @param condition defines the trigger related conditions
  10653. */
  10654. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10655. /**
  10656. * Execute the action and store the value on the target state property.
  10657. */
  10658. execute(): void;
  10659. /**
  10660. * Serializes the actions and its related information.
  10661. * @param parent defines the object to serialize in
  10662. * @returns the serialized object
  10663. */
  10664. serialize(parent: any): any;
  10665. }
  10666. /**
  10667. * This defines an action responsible to set a property of the target
  10668. * to a desired value once triggered.
  10669. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10670. */
  10671. export class SetValueAction extends Action {
  10672. /**
  10673. * The path of the property to set in the target.
  10674. */
  10675. propertyPath: string;
  10676. /**
  10677. * The value to set in the property
  10678. */
  10679. value: any;
  10680. private _target;
  10681. private _effectiveTarget;
  10682. private _property;
  10683. /**
  10684. * Instantiate the action
  10685. * @param triggerOptions defines the trigger options
  10686. * @param target defines the object containing the property
  10687. * @param propertyPath defines the path of the property to set in the target
  10688. * @param value defines the value to set in the property
  10689. * @param condition defines the trigger related conditions
  10690. */
  10691. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10692. /** @hidden */
  10693. _prepare(): void;
  10694. /**
  10695. * Execute the action and set the targetted property to the desired value.
  10696. */
  10697. execute(): void;
  10698. /**
  10699. * Serializes the actions and its related information.
  10700. * @param parent defines the object to serialize in
  10701. * @returns the serialized object
  10702. */
  10703. serialize(parent: any): any;
  10704. }
  10705. /**
  10706. * This defines an action responsible to increment the target value
  10707. * to a desired value once triggered.
  10708. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10709. */
  10710. export class IncrementValueAction extends Action {
  10711. /**
  10712. * The path of the property to increment in the target.
  10713. */
  10714. propertyPath: string;
  10715. /**
  10716. * The value we should increment the property by.
  10717. */
  10718. value: any;
  10719. private _target;
  10720. private _effectiveTarget;
  10721. private _property;
  10722. /**
  10723. * Instantiate the action
  10724. * @param triggerOptions defines the trigger options
  10725. * @param target defines the object containing the property
  10726. * @param propertyPath defines the path of the property to increment in the target
  10727. * @param value defines the value value we should increment the property by
  10728. * @param condition defines the trigger related conditions
  10729. */
  10730. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10731. /** @hidden */
  10732. _prepare(): void;
  10733. /**
  10734. * Execute the action and increment the target of the value amount.
  10735. */
  10736. execute(): void;
  10737. /**
  10738. * Serializes the actions and its related information.
  10739. * @param parent defines the object to serialize in
  10740. * @returns the serialized object
  10741. */
  10742. serialize(parent: any): any;
  10743. }
  10744. /**
  10745. * This defines an action responsible to start an animation once triggered.
  10746. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10747. */
  10748. export class PlayAnimationAction extends Action {
  10749. /**
  10750. * Where the animation should start (animation frame)
  10751. */
  10752. from: number;
  10753. /**
  10754. * Where the animation should stop (animation frame)
  10755. */
  10756. to: number;
  10757. /**
  10758. * Define if the animation should loop or stop after the first play.
  10759. */
  10760. loop?: boolean;
  10761. private _target;
  10762. /**
  10763. * Instantiate the action
  10764. * @param triggerOptions defines the trigger options
  10765. * @param target defines the target animation or animation name
  10766. * @param from defines from where the animation should start (animation frame)
  10767. * @param end defines where the animation should stop (animation frame)
  10768. * @param loop defines if the animation should loop or stop after the first play
  10769. * @param condition defines the trigger related conditions
  10770. */
  10771. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10772. /** @hidden */
  10773. _prepare(): void;
  10774. /**
  10775. * Execute the action and play the animation.
  10776. */
  10777. execute(): void;
  10778. /**
  10779. * Serializes the actions and its related information.
  10780. * @param parent defines the object to serialize in
  10781. * @returns the serialized object
  10782. */
  10783. serialize(parent: any): any;
  10784. }
  10785. /**
  10786. * This defines an action responsible to stop an animation once triggered.
  10787. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10788. */
  10789. export class StopAnimationAction extends Action {
  10790. private _target;
  10791. /**
  10792. * Instantiate the action
  10793. * @param triggerOptions defines the trigger options
  10794. * @param target defines the target animation or animation name
  10795. * @param condition defines the trigger related conditions
  10796. */
  10797. constructor(triggerOptions: any, target: any, condition?: Condition);
  10798. /** @hidden */
  10799. _prepare(): void;
  10800. /**
  10801. * Execute the action and stop the animation.
  10802. */
  10803. execute(): void;
  10804. /**
  10805. * Serializes the actions and its related information.
  10806. * @param parent defines the object to serialize in
  10807. * @returns the serialized object
  10808. */
  10809. serialize(parent: any): any;
  10810. }
  10811. /**
  10812. * This defines an action responsible that does nothing once triggered.
  10813. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10814. */
  10815. export class DoNothingAction extends Action {
  10816. /**
  10817. * Instantiate the action
  10818. * @param triggerOptions defines the trigger options
  10819. * @param condition defines the trigger related conditions
  10820. */
  10821. constructor(triggerOptions?: any, condition?: Condition);
  10822. /**
  10823. * Execute the action and do nothing.
  10824. */
  10825. execute(): void;
  10826. /**
  10827. * Serializes the actions and its related information.
  10828. * @param parent defines the object to serialize in
  10829. * @returns the serialized object
  10830. */
  10831. serialize(parent: any): any;
  10832. }
  10833. /**
  10834. * This defines an action responsible to trigger several actions once triggered.
  10835. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10836. */
  10837. export class CombineAction extends Action {
  10838. /**
  10839. * The list of aggregated animations to run.
  10840. */
  10841. children: Action[];
  10842. /**
  10843. * Instantiate the action
  10844. * @param triggerOptions defines the trigger options
  10845. * @param children defines the list of aggregated animations to run
  10846. * @param condition defines the trigger related conditions
  10847. */
  10848. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10849. /** @hidden */
  10850. _prepare(): void;
  10851. /**
  10852. * Execute the action and executes all the aggregated actions.
  10853. */
  10854. execute(evt: ActionEvent): void;
  10855. /**
  10856. * Serializes the actions and its related information.
  10857. * @param parent defines the object to serialize in
  10858. * @returns the serialized object
  10859. */
  10860. serialize(parent: any): any;
  10861. }
  10862. /**
  10863. * This defines an action responsible to run code (external event) once triggered.
  10864. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10865. */
  10866. export class ExecuteCodeAction extends Action {
  10867. /**
  10868. * The callback function to run.
  10869. */
  10870. func: (evt: ActionEvent) => void;
  10871. /**
  10872. * Instantiate the action
  10873. * @param triggerOptions defines the trigger options
  10874. * @param func defines the callback function to run
  10875. * @param condition defines the trigger related conditions
  10876. */
  10877. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10878. /**
  10879. * Execute the action and run the attached code.
  10880. */
  10881. execute(evt: ActionEvent): void;
  10882. }
  10883. /**
  10884. * This defines an action responsible to set the parent property of the target once triggered.
  10885. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10886. */
  10887. export class SetParentAction extends Action {
  10888. private _parent;
  10889. private _target;
  10890. /**
  10891. * Instantiate the action
  10892. * @param triggerOptions defines the trigger options
  10893. * @param target defines the target containing the parent property
  10894. * @param parent defines from where the animation should start (animation frame)
  10895. * @param condition defines the trigger related conditions
  10896. */
  10897. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10898. /** @hidden */
  10899. _prepare(): void;
  10900. /**
  10901. * Execute the action and set the parent property.
  10902. */
  10903. execute(): void;
  10904. /**
  10905. * Serializes the actions and its related information.
  10906. * @param parent defines the object to serialize in
  10907. * @returns the serialized object
  10908. */
  10909. serialize(parent: any): any;
  10910. }
  10911. }
  10912. declare module "babylonjs/Actions/actionManager" {
  10913. import { Nullable } from "babylonjs/types";
  10914. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10915. import { Scene } from "babylonjs/scene";
  10916. import { IAction } from "babylonjs/Actions/action";
  10917. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10918. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10919. /**
  10920. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10921. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10922. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10923. */
  10924. export class ActionManager extends AbstractActionManager {
  10925. /**
  10926. * Nothing
  10927. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10928. */
  10929. static readonly NothingTrigger: number;
  10930. /**
  10931. * On pick
  10932. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10933. */
  10934. static readonly OnPickTrigger: number;
  10935. /**
  10936. * On left pick
  10937. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10938. */
  10939. static readonly OnLeftPickTrigger: number;
  10940. /**
  10941. * On right pick
  10942. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10943. */
  10944. static readonly OnRightPickTrigger: number;
  10945. /**
  10946. * On center pick
  10947. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10948. */
  10949. static readonly OnCenterPickTrigger: number;
  10950. /**
  10951. * On pick down
  10952. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10953. */
  10954. static readonly OnPickDownTrigger: number;
  10955. /**
  10956. * On double pick
  10957. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10958. */
  10959. static readonly OnDoublePickTrigger: number;
  10960. /**
  10961. * On pick up
  10962. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10963. */
  10964. static readonly OnPickUpTrigger: number;
  10965. /**
  10966. * On pick out.
  10967. * This trigger will only be raised if you also declared a OnPickDown
  10968. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10969. */
  10970. static readonly OnPickOutTrigger: number;
  10971. /**
  10972. * On long press
  10973. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10974. */
  10975. static readonly OnLongPressTrigger: number;
  10976. /**
  10977. * On pointer over
  10978. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10979. */
  10980. static readonly OnPointerOverTrigger: number;
  10981. /**
  10982. * On pointer out
  10983. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10984. */
  10985. static readonly OnPointerOutTrigger: number;
  10986. /**
  10987. * On every frame
  10988. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10989. */
  10990. static readonly OnEveryFrameTrigger: number;
  10991. /**
  10992. * On intersection enter
  10993. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10994. */
  10995. static readonly OnIntersectionEnterTrigger: number;
  10996. /**
  10997. * On intersection exit
  10998. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10999. */
  11000. static readonly OnIntersectionExitTrigger: number;
  11001. /**
  11002. * On key down
  11003. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11004. */
  11005. static readonly OnKeyDownTrigger: number;
  11006. /**
  11007. * On key up
  11008. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11009. */
  11010. static readonly OnKeyUpTrigger: number;
  11011. private _scene;
  11012. /**
  11013. * Creates a new action manager
  11014. * @param scene defines the hosting scene
  11015. */
  11016. constructor(scene: Scene);
  11017. /**
  11018. * Releases all associated resources
  11019. */
  11020. dispose(): void;
  11021. /**
  11022. * Gets hosting scene
  11023. * @returns the hosting scene
  11024. */
  11025. getScene(): Scene;
  11026. /**
  11027. * Does this action manager handles actions of any of the given triggers
  11028. * @param triggers defines the triggers to be tested
  11029. * @return a boolean indicating whether one (or more) of the triggers is handled
  11030. */
  11031. hasSpecificTriggers(triggers: number[]): boolean;
  11032. /**
  11033. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  11034. * speed.
  11035. * @param triggerA defines the trigger to be tested
  11036. * @param triggerB defines the trigger to be tested
  11037. * @return a boolean indicating whether one (or more) of the triggers is handled
  11038. */
  11039. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  11040. /**
  11041. * Does this action manager handles actions of a given trigger
  11042. * @param trigger defines the trigger to be tested
  11043. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  11044. * @return whether the trigger is handled
  11045. */
  11046. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  11047. /**
  11048. * Does this action manager has pointer triggers
  11049. */
  11050. readonly hasPointerTriggers: boolean;
  11051. /**
  11052. * Does this action manager has pick triggers
  11053. */
  11054. readonly hasPickTriggers: boolean;
  11055. /**
  11056. * Registers an action to this action manager
  11057. * @param action defines the action to be registered
  11058. * @return the action amended (prepared) after registration
  11059. */
  11060. registerAction(action: IAction): Nullable<IAction>;
  11061. /**
  11062. * Unregisters an action to this action manager
  11063. * @param action defines the action to be unregistered
  11064. * @return a boolean indicating whether the action has been unregistered
  11065. */
  11066. unregisterAction(action: IAction): Boolean;
  11067. /**
  11068. * Process a specific trigger
  11069. * @param trigger defines the trigger to process
  11070. * @param evt defines the event details to be processed
  11071. */
  11072. processTrigger(trigger: number, evt?: IActionEvent): void;
  11073. /** @hidden */
  11074. _getEffectiveTarget(target: any, propertyPath: string): any;
  11075. /** @hidden */
  11076. _getProperty(propertyPath: string): string;
  11077. /**
  11078. * Serialize this manager to a JSON object
  11079. * @param name defines the property name to store this manager
  11080. * @returns a JSON representation of this manager
  11081. */
  11082. serialize(name: string): any;
  11083. /**
  11084. * Creates a new ActionManager from a JSON data
  11085. * @param parsedActions defines the JSON data to read from
  11086. * @param object defines the hosting mesh
  11087. * @param scene defines the hosting scene
  11088. */
  11089. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  11090. /**
  11091. * Get a trigger name by index
  11092. * @param trigger defines the trigger index
  11093. * @returns a trigger name
  11094. */
  11095. static GetTriggerName(trigger: number): string;
  11096. }
  11097. }
  11098. declare module "babylonjs/Culling/ray" {
  11099. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  11100. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  11101. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11102. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11103. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  11104. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  11105. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  11106. import { Plane } from "babylonjs/Maths/math.plane";
  11107. /**
  11108. * Class representing a ray with position and direction
  11109. */
  11110. export class Ray {
  11111. /** origin point */
  11112. origin: Vector3;
  11113. /** direction */
  11114. direction: Vector3;
  11115. /** length of the ray */
  11116. length: number;
  11117. private static readonly TmpVector3;
  11118. private _tmpRay;
  11119. /**
  11120. * Creates a new ray
  11121. * @param origin origin point
  11122. * @param direction direction
  11123. * @param length length of the ray
  11124. */
  11125. constructor(
  11126. /** origin point */
  11127. origin: Vector3,
  11128. /** direction */
  11129. direction: Vector3,
  11130. /** length of the ray */
  11131. length?: number);
  11132. /**
  11133. * Checks if the ray intersects a box
  11134. * @param minimum bound of the box
  11135. * @param maximum bound of the box
  11136. * @param intersectionTreshold extra extend to be added to the box in all direction
  11137. * @returns if the box was hit
  11138. */
  11139. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11140. /**
  11141. * Checks if the ray intersects a box
  11142. * @param box the bounding box to check
  11143. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11144. * @returns if the box was hit
  11145. */
  11146. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11147. /**
  11148. * If the ray hits a sphere
  11149. * @param sphere the bounding sphere to check
  11150. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11151. * @returns true if it hits the sphere
  11152. */
  11153. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11154. /**
  11155. * If the ray hits a triange
  11156. * @param vertex0 triangle vertex
  11157. * @param vertex1 triangle vertex
  11158. * @param vertex2 triangle vertex
  11159. * @returns intersection information if hit
  11160. */
  11161. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11162. /**
  11163. * Checks if ray intersects a plane
  11164. * @param plane the plane to check
  11165. * @returns the distance away it was hit
  11166. */
  11167. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11168. /**
  11169. * Calculate the intercept of a ray on a given axis
  11170. * @param axis to check 'x' | 'y' | 'z'
  11171. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11172. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11173. */
  11174. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11175. /**
  11176. * Checks if ray intersects a mesh
  11177. * @param mesh the mesh to check
  11178. * @param fastCheck if only the bounding box should checked
  11179. * @returns picking info of the intersecton
  11180. */
  11181. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11182. /**
  11183. * Checks if ray intersects a mesh
  11184. * @param meshes the meshes to check
  11185. * @param fastCheck if only the bounding box should checked
  11186. * @param results array to store result in
  11187. * @returns Array of picking infos
  11188. */
  11189. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11190. private _comparePickingInfo;
  11191. private static smallnum;
  11192. private static rayl;
  11193. /**
  11194. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11195. * @param sega the first point of the segment to test the intersection against
  11196. * @param segb the second point of the segment to test the intersection against
  11197. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11198. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11199. */
  11200. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11201. /**
  11202. * Update the ray from viewport position
  11203. * @param x position
  11204. * @param y y position
  11205. * @param viewportWidth viewport width
  11206. * @param viewportHeight viewport height
  11207. * @param world world matrix
  11208. * @param view view matrix
  11209. * @param projection projection matrix
  11210. * @returns this ray updated
  11211. */
  11212. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11213. /**
  11214. * Creates a ray with origin and direction of 0,0,0
  11215. * @returns the new ray
  11216. */
  11217. static Zero(): Ray;
  11218. /**
  11219. * Creates a new ray from screen space and viewport
  11220. * @param x position
  11221. * @param y y position
  11222. * @param viewportWidth viewport width
  11223. * @param viewportHeight viewport height
  11224. * @param world world matrix
  11225. * @param view view matrix
  11226. * @param projection projection matrix
  11227. * @returns new ray
  11228. */
  11229. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11230. /**
  11231. * 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
  11232. * transformed to the given world matrix.
  11233. * @param origin The origin point
  11234. * @param end The end point
  11235. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11236. * @returns the new ray
  11237. */
  11238. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11239. /**
  11240. * Transforms a ray by a matrix
  11241. * @param ray ray to transform
  11242. * @param matrix matrix to apply
  11243. * @returns the resulting new ray
  11244. */
  11245. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11246. /**
  11247. * Transforms a ray by a matrix
  11248. * @param ray ray to transform
  11249. * @param matrix matrix to apply
  11250. * @param result ray to store result in
  11251. */
  11252. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11253. /**
  11254. * Unproject a ray from screen space to object space
  11255. * @param sourceX defines the screen space x coordinate to use
  11256. * @param sourceY defines the screen space y coordinate to use
  11257. * @param viewportWidth defines the current width of the viewport
  11258. * @param viewportHeight defines the current height of the viewport
  11259. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11260. * @param view defines the view matrix to use
  11261. * @param projection defines the projection matrix to use
  11262. */
  11263. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11264. }
  11265. /**
  11266. * Type used to define predicate used to select faces when a mesh intersection is detected
  11267. */
  11268. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11269. module "babylonjs/scene" {
  11270. interface Scene {
  11271. /** @hidden */
  11272. _tempPickingRay: Nullable<Ray>;
  11273. /** @hidden */
  11274. _cachedRayForTransform: Ray;
  11275. /** @hidden */
  11276. _pickWithRayInverseMatrix: Matrix;
  11277. /** @hidden */
  11278. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11279. /** @hidden */
  11280. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11281. }
  11282. }
  11283. }
  11284. declare module "babylonjs/sceneComponent" {
  11285. import { Scene } from "babylonjs/scene";
  11286. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11287. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11288. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11289. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11290. import { Nullable } from "babylonjs/types";
  11291. import { Camera } from "babylonjs/Cameras/camera";
  11292. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11293. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11294. import { AbstractScene } from "babylonjs/abstractScene";
  11295. import { Mesh } from "babylonjs/Meshes/mesh";
  11296. /**
  11297. * Groups all the scene component constants in one place to ease maintenance.
  11298. * @hidden
  11299. */
  11300. export class SceneComponentConstants {
  11301. static readonly NAME_EFFECTLAYER: string;
  11302. static readonly NAME_LAYER: string;
  11303. static readonly NAME_LENSFLARESYSTEM: string;
  11304. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11305. static readonly NAME_PARTICLESYSTEM: string;
  11306. static readonly NAME_GAMEPAD: string;
  11307. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11308. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11309. static readonly NAME_DEPTHRENDERER: string;
  11310. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11311. static readonly NAME_SPRITE: string;
  11312. static readonly NAME_OUTLINERENDERER: string;
  11313. static readonly NAME_PROCEDURALTEXTURE: string;
  11314. static readonly NAME_SHADOWGENERATOR: string;
  11315. static readonly NAME_OCTREE: string;
  11316. static readonly NAME_PHYSICSENGINE: string;
  11317. static readonly NAME_AUDIO: string;
  11318. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11319. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11320. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11321. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11322. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11323. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11324. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11325. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11326. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11327. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11328. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11329. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11330. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11331. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11332. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11333. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11334. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11335. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11336. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11337. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11338. static readonly STEP_AFTERRENDER_AUDIO: number;
  11339. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11340. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11341. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11342. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11343. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11344. static readonly STEP_POINTERMOVE_SPRITE: number;
  11345. static readonly STEP_POINTERDOWN_SPRITE: number;
  11346. static readonly STEP_POINTERUP_SPRITE: number;
  11347. }
  11348. /**
  11349. * This represents a scene component.
  11350. *
  11351. * This is used to decouple the dependency the scene is having on the different workloads like
  11352. * layers, post processes...
  11353. */
  11354. export interface ISceneComponent {
  11355. /**
  11356. * The name of the component. Each component must have a unique name.
  11357. */
  11358. name: string;
  11359. /**
  11360. * The scene the component belongs to.
  11361. */
  11362. scene: Scene;
  11363. /**
  11364. * Register the component to one instance of a scene.
  11365. */
  11366. register(): void;
  11367. /**
  11368. * Rebuilds the elements related to this component in case of
  11369. * context lost for instance.
  11370. */
  11371. rebuild(): void;
  11372. /**
  11373. * Disposes the component and the associated ressources.
  11374. */
  11375. dispose(): void;
  11376. }
  11377. /**
  11378. * This represents a SERIALIZABLE scene component.
  11379. *
  11380. * This extends Scene Component to add Serialization methods on top.
  11381. */
  11382. export interface ISceneSerializableComponent extends ISceneComponent {
  11383. /**
  11384. * Adds all the elements from the container to the scene
  11385. * @param container the container holding the elements
  11386. */
  11387. addFromContainer(container: AbstractScene): void;
  11388. /**
  11389. * Removes all the elements in the container from the scene
  11390. * @param container contains the elements to remove
  11391. * @param dispose if the removed element should be disposed (default: false)
  11392. */
  11393. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11394. /**
  11395. * Serializes the component data to the specified json object
  11396. * @param serializationObject The object to serialize to
  11397. */
  11398. serialize(serializationObject: any): void;
  11399. }
  11400. /**
  11401. * Strong typing of a Mesh related stage step action
  11402. */
  11403. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11404. /**
  11405. * Strong typing of a Evaluate Sub Mesh related stage step action
  11406. */
  11407. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11408. /**
  11409. * Strong typing of a Active Mesh related stage step action
  11410. */
  11411. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11412. /**
  11413. * Strong typing of a Camera related stage step action
  11414. */
  11415. export type CameraStageAction = (camera: Camera) => void;
  11416. /**
  11417. * Strong typing of a Camera Frame buffer related stage step action
  11418. */
  11419. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11420. /**
  11421. * Strong typing of a Render Target related stage step action
  11422. */
  11423. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11424. /**
  11425. * Strong typing of a RenderingGroup related stage step action
  11426. */
  11427. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11428. /**
  11429. * Strong typing of a Mesh Render related stage step action
  11430. */
  11431. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11432. /**
  11433. * Strong typing of a simple stage step action
  11434. */
  11435. export type SimpleStageAction = () => void;
  11436. /**
  11437. * Strong typing of a render target action.
  11438. */
  11439. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11440. /**
  11441. * Strong typing of a pointer move action.
  11442. */
  11443. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11444. /**
  11445. * Strong typing of a pointer up/down action.
  11446. */
  11447. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11448. /**
  11449. * Representation of a stage in the scene (Basically a list of ordered steps)
  11450. * @hidden
  11451. */
  11452. export class Stage<T extends Function> extends Array<{
  11453. index: number;
  11454. component: ISceneComponent;
  11455. action: T;
  11456. }> {
  11457. /**
  11458. * Hide ctor from the rest of the world.
  11459. * @param items The items to add.
  11460. */
  11461. private constructor();
  11462. /**
  11463. * Creates a new Stage.
  11464. * @returns A new instance of a Stage
  11465. */
  11466. static Create<T extends Function>(): Stage<T>;
  11467. /**
  11468. * Registers a step in an ordered way in the targeted stage.
  11469. * @param index Defines the position to register the step in
  11470. * @param component Defines the component attached to the step
  11471. * @param action Defines the action to launch during the step
  11472. */
  11473. registerStep(index: number, component: ISceneComponent, action: T): void;
  11474. /**
  11475. * Clears all the steps from the stage.
  11476. */
  11477. clear(): void;
  11478. }
  11479. }
  11480. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11481. import { Nullable } from "babylonjs/types";
  11482. import { Observable } from "babylonjs/Misc/observable";
  11483. import { Scene } from "babylonjs/scene";
  11484. import { Sprite } from "babylonjs/Sprites/sprite";
  11485. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11486. import { Ray } from "babylonjs/Culling/ray";
  11487. import { Camera } from "babylonjs/Cameras/camera";
  11488. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11489. import { ISceneComponent } from "babylonjs/sceneComponent";
  11490. module "babylonjs/scene" {
  11491. interface Scene {
  11492. /** @hidden */
  11493. _pointerOverSprite: Nullable<Sprite>;
  11494. /** @hidden */
  11495. _pickedDownSprite: Nullable<Sprite>;
  11496. /** @hidden */
  11497. _tempSpritePickingRay: Nullable<Ray>;
  11498. /**
  11499. * All of the sprite managers added to this scene
  11500. * @see http://doc.babylonjs.com/babylon101/sprites
  11501. */
  11502. spriteManagers: Array<ISpriteManager>;
  11503. /**
  11504. * An event triggered when sprites rendering is about to start
  11505. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11506. */
  11507. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11508. /**
  11509. * An event triggered when sprites rendering is done
  11510. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11511. */
  11512. onAfterSpritesRenderingObservable: Observable<Scene>;
  11513. /** @hidden */
  11514. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11515. /** Launch a ray to try to pick a sprite in the scene
  11516. * @param x position on screen
  11517. * @param y position on screen
  11518. * @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
  11519. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11520. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11521. * @returns a PickingInfo
  11522. */
  11523. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11524. /** Use the given ray to pick a sprite in the scene
  11525. * @param ray The ray (in world space) to use to pick meshes
  11526. * @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
  11527. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11528. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11529. * @returns a PickingInfo
  11530. */
  11531. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11532. /** @hidden */
  11533. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11534. /** Launch a ray to try to pick sprites in the scene
  11535. * @param x position on screen
  11536. * @param y position on screen
  11537. * @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
  11538. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11539. * @returns a PickingInfo array
  11540. */
  11541. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11542. /** Use the given ray to pick sprites in the scene
  11543. * @param ray The ray (in world space) to use to pick meshes
  11544. * @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
  11545. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11546. * @returns a PickingInfo array
  11547. */
  11548. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11549. /**
  11550. * Force the sprite under the pointer
  11551. * @param sprite defines the sprite to use
  11552. */
  11553. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11554. /**
  11555. * Gets the sprite under the pointer
  11556. * @returns a Sprite or null if no sprite is under the pointer
  11557. */
  11558. getPointerOverSprite(): Nullable<Sprite>;
  11559. }
  11560. }
  11561. /**
  11562. * Defines the sprite scene component responsible to manage sprites
  11563. * in a given scene.
  11564. */
  11565. export class SpriteSceneComponent implements ISceneComponent {
  11566. /**
  11567. * The component name helpfull to identify the component in the list of scene components.
  11568. */
  11569. readonly name: string;
  11570. /**
  11571. * The scene the component belongs to.
  11572. */
  11573. scene: Scene;
  11574. /** @hidden */
  11575. private _spritePredicate;
  11576. /**
  11577. * Creates a new instance of the component for the given scene
  11578. * @param scene Defines the scene to register the component in
  11579. */
  11580. constructor(scene: Scene);
  11581. /**
  11582. * Registers the component in a given scene
  11583. */
  11584. register(): void;
  11585. /**
  11586. * Rebuilds the elements related to this component in case of
  11587. * context lost for instance.
  11588. */
  11589. rebuild(): void;
  11590. /**
  11591. * Disposes the component and the associated ressources.
  11592. */
  11593. dispose(): void;
  11594. private _pickSpriteButKeepRay;
  11595. private _pointerMove;
  11596. private _pointerDown;
  11597. private _pointerUp;
  11598. }
  11599. }
  11600. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11601. /** @hidden */
  11602. export var fogFragmentDeclaration: {
  11603. name: string;
  11604. shader: string;
  11605. };
  11606. }
  11607. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11608. /** @hidden */
  11609. export var fogFragment: {
  11610. name: string;
  11611. shader: string;
  11612. };
  11613. }
  11614. declare module "babylonjs/Shaders/sprites.fragment" {
  11615. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11616. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11617. /** @hidden */
  11618. export var spritesPixelShader: {
  11619. name: string;
  11620. shader: string;
  11621. };
  11622. }
  11623. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11624. /** @hidden */
  11625. export var fogVertexDeclaration: {
  11626. name: string;
  11627. shader: string;
  11628. };
  11629. }
  11630. declare module "babylonjs/Shaders/sprites.vertex" {
  11631. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11632. /** @hidden */
  11633. export var spritesVertexShader: {
  11634. name: string;
  11635. shader: string;
  11636. };
  11637. }
  11638. declare module "babylonjs/Sprites/spriteManager" {
  11639. import { IDisposable, Scene } from "babylonjs/scene";
  11640. import { Nullable } from "babylonjs/types";
  11641. import { Observable } from "babylonjs/Misc/observable";
  11642. import { Sprite } from "babylonjs/Sprites/sprite";
  11643. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11644. import { Camera } from "babylonjs/Cameras/camera";
  11645. import { Texture } from "babylonjs/Materials/Textures/texture";
  11646. import "babylonjs/Shaders/sprites.fragment";
  11647. import "babylonjs/Shaders/sprites.vertex";
  11648. import { Ray } from "babylonjs/Culling/ray";
  11649. /**
  11650. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11651. */
  11652. export interface ISpriteManager extends IDisposable {
  11653. /**
  11654. * Restricts the camera to viewing objects with the same layerMask.
  11655. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11656. */
  11657. layerMask: number;
  11658. /**
  11659. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11660. */
  11661. isPickable: boolean;
  11662. /**
  11663. * Specifies the rendering group id for this mesh (0 by default)
  11664. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11665. */
  11666. renderingGroupId: number;
  11667. /**
  11668. * Defines the list of sprites managed by the manager.
  11669. */
  11670. sprites: Array<Sprite>;
  11671. /**
  11672. * Tests the intersection of a sprite with a specific ray.
  11673. * @param ray The ray we are sending to test the collision
  11674. * @param camera The camera space we are sending rays in
  11675. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11676. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11677. * @returns picking info or null.
  11678. */
  11679. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11680. /**
  11681. * Intersects the sprites with a ray
  11682. * @param ray defines the ray to intersect with
  11683. * @param camera defines the current active camera
  11684. * @param predicate defines a predicate used to select candidate sprites
  11685. * @returns null if no hit or a PickingInfo array
  11686. */
  11687. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11688. /**
  11689. * Renders the list of sprites on screen.
  11690. */
  11691. render(): void;
  11692. }
  11693. /**
  11694. * Class used to manage multiple sprites on the same spritesheet
  11695. * @see http://doc.babylonjs.com/babylon101/sprites
  11696. */
  11697. export class SpriteManager implements ISpriteManager {
  11698. /** defines the manager's name */
  11699. name: string;
  11700. /** Gets the list of sprites */
  11701. sprites: Sprite[];
  11702. /** Gets or sets the rendering group id (0 by default) */
  11703. renderingGroupId: number;
  11704. /** Gets or sets camera layer mask */
  11705. layerMask: number;
  11706. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11707. fogEnabled: boolean;
  11708. /** Gets or sets a boolean indicating if the sprites are pickable */
  11709. isPickable: boolean;
  11710. /** Defines the default width of a cell in the spritesheet */
  11711. cellWidth: number;
  11712. /** Defines the default height of a cell in the spritesheet */
  11713. cellHeight: number;
  11714. /** Associative array from JSON sprite data file */
  11715. private _cellData;
  11716. /** Array of sprite names from JSON sprite data file */
  11717. private _spriteMap;
  11718. /** True when packed cell data from JSON file is ready*/
  11719. private _packedAndReady;
  11720. /**
  11721. * An event triggered when the manager is disposed.
  11722. */
  11723. onDisposeObservable: Observable<SpriteManager>;
  11724. private _onDisposeObserver;
  11725. /**
  11726. * Callback called when the manager is disposed
  11727. */
  11728. onDispose: () => void;
  11729. private _capacity;
  11730. private _fromPacked;
  11731. private _spriteTexture;
  11732. private _epsilon;
  11733. private _scene;
  11734. private _vertexData;
  11735. private _buffer;
  11736. private _vertexBuffers;
  11737. private _indexBuffer;
  11738. private _effectBase;
  11739. private _effectFog;
  11740. /**
  11741. * Gets or sets the spritesheet texture
  11742. */
  11743. texture: Texture;
  11744. /**
  11745. * Creates a new sprite manager
  11746. * @param name defines the manager's name
  11747. * @param imgUrl defines the sprite sheet url
  11748. * @param capacity defines the maximum allowed number of sprites
  11749. * @param cellSize defines the size of a sprite cell
  11750. * @param scene defines the hosting scene
  11751. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11752. * @param samplingMode defines the smapling mode to use with spritesheet
  11753. * @param fromPacked set to false; do not alter
  11754. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11755. */
  11756. constructor(
  11757. /** defines the manager's name */
  11758. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11759. private _makePacked;
  11760. private _appendSpriteVertex;
  11761. /**
  11762. * Intersects the sprites with a ray
  11763. * @param ray defines the ray to intersect with
  11764. * @param camera defines the current active camera
  11765. * @param predicate defines a predicate used to select candidate sprites
  11766. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11767. * @returns null if no hit or a PickingInfo
  11768. */
  11769. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11770. /**
  11771. * Intersects the sprites with a ray
  11772. * @param ray defines the ray to intersect with
  11773. * @param camera defines the current active camera
  11774. * @param predicate defines a predicate used to select candidate sprites
  11775. * @returns null if no hit or a PickingInfo array
  11776. */
  11777. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11778. /**
  11779. * Render all child sprites
  11780. */
  11781. render(): void;
  11782. /**
  11783. * Release associated resources
  11784. */
  11785. dispose(): void;
  11786. }
  11787. }
  11788. declare module "babylonjs/Sprites/sprite" {
  11789. import { Vector3 } from "babylonjs/Maths/math.vector";
  11790. import { Nullable } from "babylonjs/types";
  11791. import { ActionManager } from "babylonjs/Actions/actionManager";
  11792. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11793. import { Color4 } from "babylonjs/Maths/math.color";
  11794. /**
  11795. * Class used to represent a sprite
  11796. * @see http://doc.babylonjs.com/babylon101/sprites
  11797. */
  11798. export class Sprite {
  11799. /** defines the name */
  11800. name: string;
  11801. /** Gets or sets the current world position */
  11802. position: Vector3;
  11803. /** Gets or sets the main color */
  11804. color: Color4;
  11805. /** Gets or sets the width */
  11806. width: number;
  11807. /** Gets or sets the height */
  11808. height: number;
  11809. /** Gets or sets rotation angle */
  11810. angle: number;
  11811. /** Gets or sets the cell index in the sprite sheet */
  11812. cellIndex: number;
  11813. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11814. cellRef: string;
  11815. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11816. invertU: number;
  11817. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11818. invertV: number;
  11819. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11820. disposeWhenFinishedAnimating: boolean;
  11821. /** Gets the list of attached animations */
  11822. animations: Animation[];
  11823. /** Gets or sets a boolean indicating if the sprite can be picked */
  11824. isPickable: boolean;
  11825. /**
  11826. * Gets or sets the associated action manager
  11827. */
  11828. actionManager: Nullable<ActionManager>;
  11829. private _animationStarted;
  11830. private _loopAnimation;
  11831. private _fromIndex;
  11832. private _toIndex;
  11833. private _delay;
  11834. private _direction;
  11835. private _manager;
  11836. private _time;
  11837. private _onAnimationEnd;
  11838. /**
  11839. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11840. */
  11841. isVisible: boolean;
  11842. /**
  11843. * Gets or sets the sprite size
  11844. */
  11845. size: number;
  11846. /**
  11847. * Creates a new Sprite
  11848. * @param name defines the name
  11849. * @param manager defines the manager
  11850. */
  11851. constructor(
  11852. /** defines the name */
  11853. name: string, manager: ISpriteManager);
  11854. /**
  11855. * Starts an animation
  11856. * @param from defines the initial key
  11857. * @param to defines the end key
  11858. * @param loop defines if the animation must loop
  11859. * @param delay defines the start delay (in ms)
  11860. * @param onAnimationEnd defines a callback to call when animation ends
  11861. */
  11862. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11863. /** Stops current animation (if any) */
  11864. stopAnimation(): void;
  11865. /** @hidden */
  11866. _animate(deltaTime: number): void;
  11867. /** Release associated resources */
  11868. dispose(): void;
  11869. }
  11870. }
  11871. declare module "babylonjs/Collisions/pickingInfo" {
  11872. import { Nullable } from "babylonjs/types";
  11873. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11874. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11875. import { Sprite } from "babylonjs/Sprites/sprite";
  11876. import { Ray } from "babylonjs/Culling/ray";
  11877. /**
  11878. * Information about the result of picking within a scene
  11879. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11880. */
  11881. export class PickingInfo {
  11882. /** @hidden */
  11883. _pickingUnavailable: boolean;
  11884. /**
  11885. * If the pick collided with an object
  11886. */
  11887. hit: boolean;
  11888. /**
  11889. * Distance away where the pick collided
  11890. */
  11891. distance: number;
  11892. /**
  11893. * The location of pick collision
  11894. */
  11895. pickedPoint: Nullable<Vector3>;
  11896. /**
  11897. * The mesh corresponding the the pick collision
  11898. */
  11899. pickedMesh: Nullable<AbstractMesh>;
  11900. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11901. bu: number;
  11902. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11903. bv: number;
  11904. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11905. faceId: number;
  11906. /** Id of the the submesh that was picked */
  11907. subMeshId: number;
  11908. /** If a sprite was picked, this will be the sprite the pick collided with */
  11909. pickedSprite: Nullable<Sprite>;
  11910. /**
  11911. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11912. */
  11913. originMesh: Nullable<AbstractMesh>;
  11914. /**
  11915. * The ray that was used to perform the picking.
  11916. */
  11917. ray: Nullable<Ray>;
  11918. /**
  11919. * Gets the normal correspodning to the face the pick collided with
  11920. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11921. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11922. * @returns The normal correspodning to the face the pick collided with
  11923. */
  11924. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11925. /**
  11926. * Gets the texture coordinates of where the pick occured
  11927. * @returns the vector containing the coordnates of the texture
  11928. */
  11929. getTextureCoordinates(): Nullable<Vector2>;
  11930. }
  11931. }
  11932. declare module "babylonjs/Events/pointerEvents" {
  11933. import { Nullable } from "babylonjs/types";
  11934. import { Vector2 } from "babylonjs/Maths/math.vector";
  11935. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11936. import { Ray } from "babylonjs/Culling/ray";
  11937. /**
  11938. * Gather the list of pointer event types as constants.
  11939. */
  11940. export class PointerEventTypes {
  11941. /**
  11942. * 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.
  11943. */
  11944. static readonly POINTERDOWN: number;
  11945. /**
  11946. * The pointerup event is fired when a pointer is no longer active.
  11947. */
  11948. static readonly POINTERUP: number;
  11949. /**
  11950. * The pointermove event is fired when a pointer changes coordinates.
  11951. */
  11952. static readonly POINTERMOVE: number;
  11953. /**
  11954. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11955. */
  11956. static readonly POINTERWHEEL: number;
  11957. /**
  11958. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11959. */
  11960. static readonly POINTERPICK: number;
  11961. /**
  11962. * The pointertap event is fired when a the object has been touched and released without drag.
  11963. */
  11964. static readonly POINTERTAP: number;
  11965. /**
  11966. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11967. */
  11968. static readonly POINTERDOUBLETAP: number;
  11969. }
  11970. /**
  11971. * Base class of pointer info types.
  11972. */
  11973. export class PointerInfoBase {
  11974. /**
  11975. * Defines the type of event (PointerEventTypes)
  11976. */
  11977. type: number;
  11978. /**
  11979. * Defines the related dom event
  11980. */
  11981. event: PointerEvent | MouseWheelEvent;
  11982. /**
  11983. * Instantiates the base class of pointers info.
  11984. * @param type Defines the type of event (PointerEventTypes)
  11985. * @param event Defines the related dom event
  11986. */
  11987. constructor(
  11988. /**
  11989. * Defines the type of event (PointerEventTypes)
  11990. */
  11991. type: number,
  11992. /**
  11993. * Defines the related dom event
  11994. */
  11995. event: PointerEvent | MouseWheelEvent);
  11996. }
  11997. /**
  11998. * This class is used to store pointer related info for the onPrePointerObservable event.
  11999. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  12000. */
  12001. export class PointerInfoPre extends PointerInfoBase {
  12002. /**
  12003. * Ray from a pointer if availible (eg. 6dof controller)
  12004. */
  12005. ray: Nullable<Ray>;
  12006. /**
  12007. * Defines the local position of the pointer on the canvas.
  12008. */
  12009. localPosition: Vector2;
  12010. /**
  12011. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  12012. */
  12013. skipOnPointerObservable: boolean;
  12014. /**
  12015. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  12016. * @param type Defines the type of event (PointerEventTypes)
  12017. * @param event Defines the related dom event
  12018. * @param localX Defines the local x coordinates of the pointer when the event occured
  12019. * @param localY Defines the local y coordinates of the pointer when the event occured
  12020. */
  12021. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  12022. }
  12023. /**
  12024. * This type contains all the data related to a pointer event in Babylon.js.
  12025. * 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.
  12026. */
  12027. export class PointerInfo extends PointerInfoBase {
  12028. /**
  12029. * Defines the picking info associated to the info (if any)\
  12030. */
  12031. pickInfo: Nullable<PickingInfo>;
  12032. /**
  12033. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  12034. * @param type Defines the type of event (PointerEventTypes)
  12035. * @param event Defines the related dom event
  12036. * @param pickInfo Defines the picking info associated to the info (if any)\
  12037. */
  12038. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  12039. /**
  12040. * Defines the picking info associated to the info (if any)\
  12041. */
  12042. pickInfo: Nullable<PickingInfo>);
  12043. }
  12044. /**
  12045. * Data relating to a touch event on the screen.
  12046. */
  12047. export interface PointerTouch {
  12048. /**
  12049. * X coordinate of touch.
  12050. */
  12051. x: number;
  12052. /**
  12053. * Y coordinate of touch.
  12054. */
  12055. y: number;
  12056. /**
  12057. * Id of touch. Unique for each finger.
  12058. */
  12059. pointerId: number;
  12060. /**
  12061. * Event type passed from DOM.
  12062. */
  12063. type: any;
  12064. }
  12065. }
  12066. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  12067. import { Observable } from "babylonjs/Misc/observable";
  12068. import { Nullable } from "babylonjs/types";
  12069. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12070. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12071. /**
  12072. * Manage the mouse inputs to control the movement of a free camera.
  12073. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12074. */
  12075. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  12076. /**
  12077. * Define if touch is enabled in the mouse input
  12078. */
  12079. touchEnabled: boolean;
  12080. /**
  12081. * Defines the camera the input is attached to.
  12082. */
  12083. camera: FreeCamera;
  12084. /**
  12085. * Defines the buttons associated with the input to handle camera move.
  12086. */
  12087. buttons: number[];
  12088. /**
  12089. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  12090. */
  12091. angularSensibility: number;
  12092. private _pointerInput;
  12093. private _onMouseMove;
  12094. private _observer;
  12095. private previousPosition;
  12096. /**
  12097. * Observable for when a pointer move event occurs containing the move offset
  12098. */
  12099. onPointerMovedObservable: Observable<{
  12100. offsetX: number;
  12101. offsetY: number;
  12102. }>;
  12103. /**
  12104. * @hidden
  12105. * If the camera should be rotated automatically based on pointer movement
  12106. */
  12107. _allowCameraRotation: boolean;
  12108. /**
  12109. * Manage the mouse inputs to control the movement of a free camera.
  12110. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12111. * @param touchEnabled Defines if touch is enabled or not
  12112. */
  12113. constructor(
  12114. /**
  12115. * Define if touch is enabled in the mouse input
  12116. */
  12117. touchEnabled?: boolean);
  12118. /**
  12119. * Attach the input controls to a specific dom element to get the input from.
  12120. * @param element Defines the element the controls should be listened from
  12121. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12122. */
  12123. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12124. /**
  12125. * Called on JS contextmenu event.
  12126. * Override this method to provide functionality.
  12127. */
  12128. protected onContextMenu(evt: PointerEvent): void;
  12129. /**
  12130. * Detach the current controls from the specified dom element.
  12131. * @param element Defines the element to stop listening the inputs from
  12132. */
  12133. detachControl(element: Nullable<HTMLElement>): void;
  12134. /**
  12135. * Gets the class name of the current intput.
  12136. * @returns the class name
  12137. */
  12138. getClassName(): string;
  12139. /**
  12140. * Get the friendly name associated with the input class.
  12141. * @returns the input friendly name
  12142. */
  12143. getSimpleName(): string;
  12144. }
  12145. }
  12146. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  12147. import { Nullable } from "babylonjs/types";
  12148. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12149. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12150. /**
  12151. * Manage the touch inputs to control the movement of a free camera.
  12152. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12153. */
  12154. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  12155. /**
  12156. * Defines the camera the input is attached to.
  12157. */
  12158. camera: FreeCamera;
  12159. /**
  12160. * Defines the touch sensibility for rotation.
  12161. * The higher the faster.
  12162. */
  12163. touchAngularSensibility: number;
  12164. /**
  12165. * Defines the touch sensibility for move.
  12166. * The higher the faster.
  12167. */
  12168. touchMoveSensibility: number;
  12169. private _offsetX;
  12170. private _offsetY;
  12171. private _pointerPressed;
  12172. private _pointerInput;
  12173. private _observer;
  12174. private _onLostFocus;
  12175. /**
  12176. * Attach the input controls to a specific dom element to get the input from.
  12177. * @param element Defines the element the controls should be listened from
  12178. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12179. */
  12180. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12181. /**
  12182. * Detach the current controls from the specified dom element.
  12183. * @param element Defines the element to stop listening the inputs from
  12184. */
  12185. detachControl(element: Nullable<HTMLElement>): void;
  12186. /**
  12187. * Update the current camera state depending on the inputs that have been used this frame.
  12188. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12189. */
  12190. checkInputs(): void;
  12191. /**
  12192. * Gets the class name of the current intput.
  12193. * @returns the class name
  12194. */
  12195. getClassName(): string;
  12196. /**
  12197. * Get the friendly name associated with the input class.
  12198. * @returns the input friendly name
  12199. */
  12200. getSimpleName(): string;
  12201. }
  12202. }
  12203. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12204. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12205. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12206. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12207. import { Nullable } from "babylonjs/types";
  12208. /**
  12209. * Default Inputs manager for the FreeCamera.
  12210. * It groups all the default supported inputs for ease of use.
  12211. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12212. */
  12213. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12214. /**
  12215. * @hidden
  12216. */
  12217. _mouseInput: Nullable<FreeCameraMouseInput>;
  12218. /**
  12219. * Instantiates a new FreeCameraInputsManager.
  12220. * @param camera Defines the camera the inputs belong to
  12221. */
  12222. constructor(camera: FreeCamera);
  12223. /**
  12224. * Add keyboard input support to the input manager.
  12225. * @returns the current input manager
  12226. */
  12227. addKeyboard(): FreeCameraInputsManager;
  12228. /**
  12229. * Add mouse input support to the input manager.
  12230. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12231. * @returns the current input manager
  12232. */
  12233. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12234. /**
  12235. * Removes the mouse input support from the manager
  12236. * @returns the current input manager
  12237. */
  12238. removeMouse(): FreeCameraInputsManager;
  12239. /**
  12240. * Add touch input support to the input manager.
  12241. * @returns the current input manager
  12242. */
  12243. addTouch(): FreeCameraInputsManager;
  12244. /**
  12245. * Remove all attached input methods from a camera
  12246. */
  12247. clear(): void;
  12248. }
  12249. }
  12250. declare module "babylonjs/Cameras/freeCamera" {
  12251. import { Vector3 } from "babylonjs/Maths/math.vector";
  12252. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12253. import { Scene } from "babylonjs/scene";
  12254. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12255. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12256. /**
  12257. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12258. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12259. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12260. */
  12261. export class FreeCamera extends TargetCamera {
  12262. /**
  12263. * Define the collision ellipsoid of the camera.
  12264. * This is helpful to simulate a camera body like the player body around the camera
  12265. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12266. */
  12267. ellipsoid: Vector3;
  12268. /**
  12269. * Define an offset for the position of the ellipsoid around the camera.
  12270. * This can be helpful to determine the center of the body near the gravity center of the body
  12271. * instead of its head.
  12272. */
  12273. ellipsoidOffset: Vector3;
  12274. /**
  12275. * Enable or disable collisions of the camera with the rest of the scene objects.
  12276. */
  12277. checkCollisions: boolean;
  12278. /**
  12279. * Enable or disable gravity on the camera.
  12280. */
  12281. applyGravity: boolean;
  12282. /**
  12283. * Define the input manager associated to the camera.
  12284. */
  12285. inputs: FreeCameraInputsManager;
  12286. /**
  12287. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12288. * Higher values reduce sensitivity.
  12289. */
  12290. /**
  12291. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12292. * Higher values reduce sensitivity.
  12293. */
  12294. angularSensibility: number;
  12295. /**
  12296. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12297. */
  12298. keysUp: number[];
  12299. /**
  12300. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12301. */
  12302. keysDown: number[];
  12303. /**
  12304. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12305. */
  12306. keysLeft: number[];
  12307. /**
  12308. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12309. */
  12310. keysRight: number[];
  12311. /**
  12312. * Event raised when the camera collide with a mesh in the scene.
  12313. */
  12314. onCollide: (collidedMesh: AbstractMesh) => void;
  12315. private _collider;
  12316. private _needMoveForGravity;
  12317. private _oldPosition;
  12318. private _diffPosition;
  12319. private _newPosition;
  12320. /** @hidden */
  12321. _localDirection: Vector3;
  12322. /** @hidden */
  12323. _transformedDirection: Vector3;
  12324. /**
  12325. * Instantiates a Free Camera.
  12326. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12327. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12328. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12329. * @param name Define the name of the camera in the scene
  12330. * @param position Define the start position of the camera in the scene
  12331. * @param scene Define the scene the camera belongs to
  12332. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12333. */
  12334. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12335. /**
  12336. * Attached controls to the current camera.
  12337. * @param element Defines the element the controls should be listened from
  12338. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12339. */
  12340. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12341. /**
  12342. * Detach the current controls from the camera.
  12343. * The camera will stop reacting to inputs.
  12344. * @param element Defines the element to stop listening the inputs from
  12345. */
  12346. detachControl(element: HTMLElement): void;
  12347. private _collisionMask;
  12348. /**
  12349. * Define a collision mask to limit the list of object the camera can collide with
  12350. */
  12351. collisionMask: number;
  12352. /** @hidden */
  12353. _collideWithWorld(displacement: Vector3): void;
  12354. private _onCollisionPositionChange;
  12355. /** @hidden */
  12356. _checkInputs(): void;
  12357. /** @hidden */
  12358. _decideIfNeedsToMove(): boolean;
  12359. /** @hidden */
  12360. _updatePosition(): void;
  12361. /**
  12362. * Destroy the camera and release the current resources hold by it.
  12363. */
  12364. dispose(): void;
  12365. /**
  12366. * Gets the current object class name.
  12367. * @return the class name
  12368. */
  12369. getClassName(): string;
  12370. }
  12371. }
  12372. declare module "babylonjs/Gamepads/gamepad" {
  12373. import { Observable } from "babylonjs/Misc/observable";
  12374. /**
  12375. * Represents a gamepad control stick position
  12376. */
  12377. export class StickValues {
  12378. /**
  12379. * The x component of the control stick
  12380. */
  12381. x: number;
  12382. /**
  12383. * The y component of the control stick
  12384. */
  12385. y: number;
  12386. /**
  12387. * Initializes the gamepad x and y control stick values
  12388. * @param x The x component of the gamepad control stick value
  12389. * @param y The y component of the gamepad control stick value
  12390. */
  12391. constructor(
  12392. /**
  12393. * The x component of the control stick
  12394. */
  12395. x: number,
  12396. /**
  12397. * The y component of the control stick
  12398. */
  12399. y: number);
  12400. }
  12401. /**
  12402. * An interface which manages callbacks for gamepad button changes
  12403. */
  12404. export interface GamepadButtonChanges {
  12405. /**
  12406. * Called when a gamepad has been changed
  12407. */
  12408. changed: boolean;
  12409. /**
  12410. * Called when a gamepad press event has been triggered
  12411. */
  12412. pressChanged: boolean;
  12413. /**
  12414. * Called when a touch event has been triggered
  12415. */
  12416. touchChanged: boolean;
  12417. /**
  12418. * Called when a value has changed
  12419. */
  12420. valueChanged: boolean;
  12421. }
  12422. /**
  12423. * Represents a gamepad
  12424. */
  12425. export class Gamepad {
  12426. /**
  12427. * The id of the gamepad
  12428. */
  12429. id: string;
  12430. /**
  12431. * The index of the gamepad
  12432. */
  12433. index: number;
  12434. /**
  12435. * The browser gamepad
  12436. */
  12437. browserGamepad: any;
  12438. /**
  12439. * Specifies what type of gamepad this represents
  12440. */
  12441. type: number;
  12442. private _leftStick;
  12443. private _rightStick;
  12444. /** @hidden */
  12445. _isConnected: boolean;
  12446. private _leftStickAxisX;
  12447. private _leftStickAxisY;
  12448. private _rightStickAxisX;
  12449. private _rightStickAxisY;
  12450. /**
  12451. * Triggered when the left control stick has been changed
  12452. */
  12453. private _onleftstickchanged;
  12454. /**
  12455. * Triggered when the right control stick has been changed
  12456. */
  12457. private _onrightstickchanged;
  12458. /**
  12459. * Represents a gamepad controller
  12460. */
  12461. static GAMEPAD: number;
  12462. /**
  12463. * Represents a generic controller
  12464. */
  12465. static GENERIC: number;
  12466. /**
  12467. * Represents an XBox controller
  12468. */
  12469. static XBOX: number;
  12470. /**
  12471. * Represents a pose-enabled controller
  12472. */
  12473. static POSE_ENABLED: number;
  12474. /**
  12475. * Represents an Dual Shock controller
  12476. */
  12477. static DUALSHOCK: number;
  12478. /**
  12479. * Specifies whether the left control stick should be Y-inverted
  12480. */
  12481. protected _invertLeftStickY: boolean;
  12482. /**
  12483. * Specifies if the gamepad has been connected
  12484. */
  12485. readonly isConnected: boolean;
  12486. /**
  12487. * Initializes the gamepad
  12488. * @param id The id of the gamepad
  12489. * @param index The index of the gamepad
  12490. * @param browserGamepad The browser gamepad
  12491. * @param leftStickX The x component of the left joystick
  12492. * @param leftStickY The y component of the left joystick
  12493. * @param rightStickX The x component of the right joystick
  12494. * @param rightStickY The y component of the right joystick
  12495. */
  12496. constructor(
  12497. /**
  12498. * The id of the gamepad
  12499. */
  12500. id: string,
  12501. /**
  12502. * The index of the gamepad
  12503. */
  12504. index: number,
  12505. /**
  12506. * The browser gamepad
  12507. */
  12508. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12509. /**
  12510. * Callback triggered when the left joystick has changed
  12511. * @param callback
  12512. */
  12513. onleftstickchanged(callback: (values: StickValues) => void): void;
  12514. /**
  12515. * Callback triggered when the right joystick has changed
  12516. * @param callback
  12517. */
  12518. onrightstickchanged(callback: (values: StickValues) => void): void;
  12519. /**
  12520. * Gets the left joystick
  12521. */
  12522. /**
  12523. * Sets the left joystick values
  12524. */
  12525. leftStick: StickValues;
  12526. /**
  12527. * Gets the right joystick
  12528. */
  12529. /**
  12530. * Sets the right joystick value
  12531. */
  12532. rightStick: StickValues;
  12533. /**
  12534. * Updates the gamepad joystick positions
  12535. */
  12536. update(): void;
  12537. /**
  12538. * Disposes the gamepad
  12539. */
  12540. dispose(): void;
  12541. }
  12542. /**
  12543. * Represents a generic gamepad
  12544. */
  12545. export class GenericPad extends Gamepad {
  12546. private _buttons;
  12547. private _onbuttondown;
  12548. private _onbuttonup;
  12549. /**
  12550. * Observable triggered when a button has been pressed
  12551. */
  12552. onButtonDownObservable: Observable<number>;
  12553. /**
  12554. * Observable triggered when a button has been released
  12555. */
  12556. onButtonUpObservable: Observable<number>;
  12557. /**
  12558. * Callback triggered when a button has been pressed
  12559. * @param callback Called when a button has been pressed
  12560. */
  12561. onbuttondown(callback: (buttonPressed: number) => void): void;
  12562. /**
  12563. * Callback triggered when a button has been released
  12564. * @param callback Called when a button has been released
  12565. */
  12566. onbuttonup(callback: (buttonReleased: number) => void): void;
  12567. /**
  12568. * Initializes the generic gamepad
  12569. * @param id The id of the generic gamepad
  12570. * @param index The index of the generic gamepad
  12571. * @param browserGamepad The browser gamepad
  12572. */
  12573. constructor(id: string, index: number, browserGamepad: any);
  12574. private _setButtonValue;
  12575. /**
  12576. * Updates the generic gamepad
  12577. */
  12578. update(): void;
  12579. /**
  12580. * Disposes the generic gamepad
  12581. */
  12582. dispose(): void;
  12583. }
  12584. }
  12585. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12586. import { Nullable } from "babylonjs/types";
  12587. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12588. import { Scene } from "babylonjs/scene";
  12589. module "babylonjs/Engines/engine" {
  12590. interface Engine {
  12591. /**
  12592. * Creates a raw texture
  12593. * @param data defines the data to store in the texture
  12594. * @param width defines the width of the texture
  12595. * @param height defines the height of the texture
  12596. * @param format defines the format of the data
  12597. * @param generateMipMaps defines if the engine should generate the mip levels
  12598. * @param invertY defines if data must be stored with Y axis inverted
  12599. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12600. * @param compression defines the compression used (null by default)
  12601. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12602. * @returns the raw texture inside an InternalTexture
  12603. */
  12604. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12605. /**
  12606. * Update a raw texture
  12607. * @param texture defines the texture to update
  12608. * @param data defines the data to store in the texture
  12609. * @param format defines the format of the data
  12610. * @param invertY defines if data must be stored with Y axis inverted
  12611. */
  12612. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12613. /**
  12614. * Update a raw texture
  12615. * @param texture defines the texture to update
  12616. * @param data defines the data to store in the texture
  12617. * @param format defines the format of the data
  12618. * @param invertY defines if data must be stored with Y axis inverted
  12619. * @param compression defines the compression used (null by default)
  12620. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12621. */
  12622. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12623. /**
  12624. * Creates a new raw cube texture
  12625. * @param data defines the array of data to use to create each face
  12626. * @param size defines the size of the textures
  12627. * @param format defines the format of the data
  12628. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12629. * @param generateMipMaps defines if the engine should generate the mip levels
  12630. * @param invertY defines if data must be stored with Y axis inverted
  12631. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12632. * @param compression defines the compression used (null by default)
  12633. * @returns the cube texture as an InternalTexture
  12634. */
  12635. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12636. /**
  12637. * Update a raw cube texture
  12638. * @param texture defines the texture to udpdate
  12639. * @param data defines the data to store
  12640. * @param format defines the data format
  12641. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12642. * @param invertY defines if data must be stored with Y axis inverted
  12643. */
  12644. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12645. /**
  12646. * Update a raw cube texture
  12647. * @param texture defines the texture to udpdate
  12648. * @param data defines the data to store
  12649. * @param format defines the data format
  12650. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12651. * @param invertY defines if data must be stored with Y axis inverted
  12652. * @param compression defines the compression used (null by default)
  12653. */
  12654. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12655. /**
  12656. * Update a raw cube texture
  12657. * @param texture defines the texture to udpdate
  12658. * @param data defines the data to store
  12659. * @param format defines the data format
  12660. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12661. * @param invertY defines if data must be stored with Y axis inverted
  12662. * @param compression defines the compression used (null by default)
  12663. * @param level defines which level of the texture to update
  12664. */
  12665. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12666. /**
  12667. * Creates a new raw cube texture from a specified url
  12668. * @param url defines the url where the data is located
  12669. * @param scene defines the current scene
  12670. * @param size defines the size of the textures
  12671. * @param format defines the format of the data
  12672. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12673. * @param noMipmap defines if the engine should avoid generating the mip levels
  12674. * @param callback defines a callback used to extract texture data from loaded data
  12675. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12676. * @param onLoad defines a callback called when texture is loaded
  12677. * @param onError defines a callback called if there is an error
  12678. * @returns the cube texture as an InternalTexture
  12679. */
  12680. 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;
  12681. /**
  12682. * Creates a new raw cube texture from a specified url
  12683. * @param url defines the url where the data is located
  12684. * @param scene defines the current scene
  12685. * @param size defines the size of the textures
  12686. * @param format defines the format of the data
  12687. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12688. * @param noMipmap defines if the engine should avoid generating the mip levels
  12689. * @param callback defines a callback used to extract texture data from loaded data
  12690. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12691. * @param onLoad defines a callback called when texture is loaded
  12692. * @param onError defines a callback called if there is an error
  12693. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12694. * @param invertY defines if data must be stored with Y axis inverted
  12695. * @returns the cube texture as an InternalTexture
  12696. */
  12697. 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;
  12698. /**
  12699. * Creates a new raw 3D texture
  12700. * @param data defines the data used to create the texture
  12701. * @param width defines the width of the texture
  12702. * @param height defines the height of the texture
  12703. * @param depth defines the depth of the texture
  12704. * @param format defines the format of the texture
  12705. * @param generateMipMaps defines if the engine must generate mip levels
  12706. * @param invertY defines if data must be stored with Y axis inverted
  12707. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12708. * @param compression defines the compressed used (can be null)
  12709. * @param textureType defines the compressed used (can be null)
  12710. * @returns a new raw 3D texture (stored in an InternalTexture)
  12711. */
  12712. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12713. /**
  12714. * Update a raw 3D texture
  12715. * @param texture defines the texture to update
  12716. * @param data defines the data to store
  12717. * @param format defines the data format
  12718. * @param invertY defines if data must be stored with Y axis inverted
  12719. */
  12720. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12721. /**
  12722. * Update a raw 3D texture
  12723. * @param texture defines the texture to update
  12724. * @param data defines the data to store
  12725. * @param format defines the data format
  12726. * @param invertY defines if data must be stored with Y axis inverted
  12727. * @param compression defines the used compression (can be null)
  12728. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12729. */
  12730. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12731. }
  12732. }
  12733. }
  12734. declare module "babylonjs/Materials/Textures/rawTexture" {
  12735. import { Scene } from "babylonjs/scene";
  12736. import { Texture } from "babylonjs/Materials/Textures/texture";
  12737. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12738. /**
  12739. * Raw texture can help creating a texture directly from an array of data.
  12740. * This can be super useful if you either get the data from an uncompressed source or
  12741. * if you wish to create your texture pixel by pixel.
  12742. */
  12743. export class RawTexture extends Texture {
  12744. /**
  12745. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12746. */
  12747. format: number;
  12748. private _engine;
  12749. /**
  12750. * Instantiates a new RawTexture.
  12751. * Raw texture can help creating a texture directly from an array of data.
  12752. * This can be super useful if you either get the data from an uncompressed source or
  12753. * if you wish to create your texture pixel by pixel.
  12754. * @param data define the array of data to use to create the texture
  12755. * @param width define the width of the texture
  12756. * @param height define the height of the texture
  12757. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12758. * @param scene define the scene the texture belongs to
  12759. * @param generateMipMaps define whether mip maps should be generated or not
  12760. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12761. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12762. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12763. */
  12764. constructor(data: ArrayBufferView, width: number, height: number,
  12765. /**
  12766. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12767. */
  12768. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12769. /**
  12770. * Updates the texture underlying data.
  12771. * @param data Define the new data of the texture
  12772. */
  12773. update(data: ArrayBufferView): void;
  12774. /**
  12775. * Creates a luminance texture from some data.
  12776. * @param data Define the texture data
  12777. * @param width Define the width of the texture
  12778. * @param height Define the height of the texture
  12779. * @param scene Define the scene the texture belongs to
  12780. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12781. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12782. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12783. * @returns the luminance texture
  12784. */
  12785. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12786. /**
  12787. * Creates a luminance alpha texture from some data.
  12788. * @param data Define the texture data
  12789. * @param width Define the width of the texture
  12790. * @param height Define the height of the texture
  12791. * @param scene Define the scene the texture belongs to
  12792. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12793. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12794. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12795. * @returns the luminance alpha texture
  12796. */
  12797. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12798. /**
  12799. * Creates an alpha texture from some data.
  12800. * @param data Define the texture data
  12801. * @param width Define the width of the texture
  12802. * @param height Define the height of the texture
  12803. * @param scene Define the scene the texture belongs to
  12804. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12805. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12806. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12807. * @returns the alpha texture
  12808. */
  12809. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12810. /**
  12811. * Creates a RGB texture from some data.
  12812. * @param data Define the texture data
  12813. * @param width Define the width of the texture
  12814. * @param height Define the height of the texture
  12815. * @param scene Define the scene the texture belongs to
  12816. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12817. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12818. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12819. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12820. * @returns the RGB alpha texture
  12821. */
  12822. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12823. /**
  12824. * Creates a RGBA texture from some data.
  12825. * @param data Define the texture data
  12826. * @param width Define the width of the texture
  12827. * @param height Define the height of the texture
  12828. * @param scene Define the scene the texture belongs to
  12829. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12830. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12831. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12832. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12833. * @returns the RGBA texture
  12834. */
  12835. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12836. /**
  12837. * Creates a R texture from some data.
  12838. * @param data Define the texture data
  12839. * @param width Define the width of the texture
  12840. * @param height Define the height of the texture
  12841. * @param scene Define the scene the texture belongs to
  12842. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12843. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12844. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12845. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12846. * @returns the R texture
  12847. */
  12848. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12849. }
  12850. }
  12851. declare module "babylonjs/Maths/math.size" {
  12852. /**
  12853. * Interface for the size containing width and height
  12854. */
  12855. export interface ISize {
  12856. /**
  12857. * Width
  12858. */
  12859. width: number;
  12860. /**
  12861. * Heighht
  12862. */
  12863. height: number;
  12864. }
  12865. /**
  12866. * Size containing widht and height
  12867. */
  12868. export class Size implements ISize {
  12869. /**
  12870. * Width
  12871. */
  12872. width: number;
  12873. /**
  12874. * Height
  12875. */
  12876. height: number;
  12877. /**
  12878. * Creates a Size object from the given width and height (floats).
  12879. * @param width width of the new size
  12880. * @param height height of the new size
  12881. */
  12882. constructor(width: number, height: number);
  12883. /**
  12884. * Returns a string with the Size width and height
  12885. * @returns a string with the Size width and height
  12886. */
  12887. toString(): string;
  12888. /**
  12889. * "Size"
  12890. * @returns the string "Size"
  12891. */
  12892. getClassName(): string;
  12893. /**
  12894. * Returns the Size hash code.
  12895. * @returns a hash code for a unique width and height
  12896. */
  12897. getHashCode(): number;
  12898. /**
  12899. * Updates the current size from the given one.
  12900. * @param src the given size
  12901. */
  12902. copyFrom(src: Size): void;
  12903. /**
  12904. * Updates in place the current Size from the given floats.
  12905. * @param width width of the new size
  12906. * @param height height of the new size
  12907. * @returns the updated Size.
  12908. */
  12909. copyFromFloats(width: number, height: number): Size;
  12910. /**
  12911. * Updates in place the current Size from the given floats.
  12912. * @param width width to set
  12913. * @param height height to set
  12914. * @returns the updated Size.
  12915. */
  12916. set(width: number, height: number): Size;
  12917. /**
  12918. * Multiplies the width and height by numbers
  12919. * @param w factor to multiple the width by
  12920. * @param h factor to multiple the height by
  12921. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12922. */
  12923. multiplyByFloats(w: number, h: number): Size;
  12924. /**
  12925. * Clones the size
  12926. * @returns a new Size copied from the given one.
  12927. */
  12928. clone(): Size;
  12929. /**
  12930. * True if the current Size and the given one width and height are strictly equal.
  12931. * @param other the other size to compare against
  12932. * @returns True if the current Size and the given one width and height are strictly equal.
  12933. */
  12934. equals(other: Size): boolean;
  12935. /**
  12936. * The surface of the Size : width * height (float).
  12937. */
  12938. readonly surface: number;
  12939. /**
  12940. * Create a new size of zero
  12941. * @returns a new Size set to (0.0, 0.0)
  12942. */
  12943. static Zero(): Size;
  12944. /**
  12945. * Sums the width and height of two sizes
  12946. * @param otherSize size to add to this size
  12947. * @returns a new Size set as the addition result of the current Size and the given one.
  12948. */
  12949. add(otherSize: Size): Size;
  12950. /**
  12951. * Subtracts the width and height of two
  12952. * @param otherSize size to subtract to this size
  12953. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12954. */
  12955. subtract(otherSize: Size): Size;
  12956. /**
  12957. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12958. * @param start starting size to lerp between
  12959. * @param end end size to lerp between
  12960. * @param amount amount to lerp between the start and end values
  12961. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12962. */
  12963. static Lerp(start: Size, end: Size, amount: number): Size;
  12964. }
  12965. }
  12966. declare module "babylonjs/Animations/runtimeAnimation" {
  12967. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12968. import { Animatable } from "babylonjs/Animations/animatable";
  12969. import { Scene } from "babylonjs/scene";
  12970. /**
  12971. * Defines a runtime animation
  12972. */
  12973. export class RuntimeAnimation {
  12974. private _events;
  12975. /**
  12976. * The current frame of the runtime animation
  12977. */
  12978. private _currentFrame;
  12979. /**
  12980. * The animation used by the runtime animation
  12981. */
  12982. private _animation;
  12983. /**
  12984. * The target of the runtime animation
  12985. */
  12986. private _target;
  12987. /**
  12988. * The initiating animatable
  12989. */
  12990. private _host;
  12991. /**
  12992. * The original value of the runtime animation
  12993. */
  12994. private _originalValue;
  12995. /**
  12996. * The original blend value of the runtime animation
  12997. */
  12998. private _originalBlendValue;
  12999. /**
  13000. * The offsets cache of the runtime animation
  13001. */
  13002. private _offsetsCache;
  13003. /**
  13004. * The high limits cache of the runtime animation
  13005. */
  13006. private _highLimitsCache;
  13007. /**
  13008. * Specifies if the runtime animation has been stopped
  13009. */
  13010. private _stopped;
  13011. /**
  13012. * The blending factor of the runtime animation
  13013. */
  13014. private _blendingFactor;
  13015. /**
  13016. * The BabylonJS scene
  13017. */
  13018. private _scene;
  13019. /**
  13020. * The current value of the runtime animation
  13021. */
  13022. private _currentValue;
  13023. /** @hidden */
  13024. _animationState: _IAnimationState;
  13025. /**
  13026. * The active target of the runtime animation
  13027. */
  13028. private _activeTargets;
  13029. private _currentActiveTarget;
  13030. private _directTarget;
  13031. /**
  13032. * The target path of the runtime animation
  13033. */
  13034. private _targetPath;
  13035. /**
  13036. * The weight of the runtime animation
  13037. */
  13038. private _weight;
  13039. /**
  13040. * The ratio offset of the runtime animation
  13041. */
  13042. private _ratioOffset;
  13043. /**
  13044. * The previous delay of the runtime animation
  13045. */
  13046. private _previousDelay;
  13047. /**
  13048. * The previous ratio of the runtime animation
  13049. */
  13050. private _previousRatio;
  13051. private _enableBlending;
  13052. private _keys;
  13053. private _minFrame;
  13054. private _maxFrame;
  13055. private _minValue;
  13056. private _maxValue;
  13057. private _targetIsArray;
  13058. /**
  13059. * Gets the current frame of the runtime animation
  13060. */
  13061. readonly currentFrame: number;
  13062. /**
  13063. * Gets the weight of the runtime animation
  13064. */
  13065. readonly weight: number;
  13066. /**
  13067. * Gets the current value of the runtime animation
  13068. */
  13069. readonly currentValue: any;
  13070. /**
  13071. * Gets the target path of the runtime animation
  13072. */
  13073. readonly targetPath: string;
  13074. /**
  13075. * Gets the actual target of the runtime animation
  13076. */
  13077. readonly target: any;
  13078. /** @hidden */
  13079. _onLoop: () => void;
  13080. /**
  13081. * Create a new RuntimeAnimation object
  13082. * @param target defines the target of the animation
  13083. * @param animation defines the source animation object
  13084. * @param scene defines the hosting scene
  13085. * @param host defines the initiating Animatable
  13086. */
  13087. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  13088. private _preparePath;
  13089. /**
  13090. * Gets the animation from the runtime animation
  13091. */
  13092. readonly animation: Animation;
  13093. /**
  13094. * Resets the runtime animation to the beginning
  13095. * @param restoreOriginal defines whether to restore the target property to the original value
  13096. */
  13097. reset(restoreOriginal?: boolean): void;
  13098. /**
  13099. * Specifies if the runtime animation is stopped
  13100. * @returns Boolean specifying if the runtime animation is stopped
  13101. */
  13102. isStopped(): boolean;
  13103. /**
  13104. * Disposes of the runtime animation
  13105. */
  13106. dispose(): void;
  13107. /**
  13108. * Apply the interpolated value to the target
  13109. * @param currentValue defines the value computed by the animation
  13110. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  13111. */
  13112. setValue(currentValue: any, weight: number): void;
  13113. private _getOriginalValues;
  13114. private _setValue;
  13115. /**
  13116. * Gets the loop pmode of the runtime animation
  13117. * @returns Loop Mode
  13118. */
  13119. private _getCorrectLoopMode;
  13120. /**
  13121. * Move the current animation to a given frame
  13122. * @param frame defines the frame to move to
  13123. */
  13124. goToFrame(frame: number): void;
  13125. /**
  13126. * @hidden Internal use only
  13127. */
  13128. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  13129. /**
  13130. * Execute the current animation
  13131. * @param delay defines the delay to add to the current frame
  13132. * @param from defines the lower bound of the animation range
  13133. * @param to defines the upper bound of the animation range
  13134. * @param loop defines if the current animation must loop
  13135. * @param speedRatio defines the current speed ratio
  13136. * @param weight defines the weight of the animation (default is -1 so no weight)
  13137. * @param onLoop optional callback called when animation loops
  13138. * @returns a boolean indicating if the animation is running
  13139. */
  13140. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13141. }
  13142. }
  13143. declare module "babylonjs/Animations/animatable" {
  13144. import { Animation } from "babylonjs/Animations/animation";
  13145. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13146. import { Nullable } from "babylonjs/types";
  13147. import { Observable } from "babylonjs/Misc/observable";
  13148. import { Scene } from "babylonjs/scene";
  13149. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13150. import { Node } from "babylonjs/node";
  13151. /**
  13152. * Class used to store an actual running animation
  13153. */
  13154. export class Animatable {
  13155. /** defines the target object */
  13156. target: any;
  13157. /** defines the starting frame number (default is 0) */
  13158. fromFrame: number;
  13159. /** defines the ending frame number (default is 100) */
  13160. toFrame: number;
  13161. /** defines if the animation must loop (default is false) */
  13162. loopAnimation: boolean;
  13163. /** defines a callback to call when animation ends if it is not looping */
  13164. onAnimationEnd?: (() => void) | null | undefined;
  13165. /** defines a callback to call when animation loops */
  13166. onAnimationLoop?: (() => void) | null | undefined;
  13167. private _localDelayOffset;
  13168. private _pausedDelay;
  13169. private _runtimeAnimations;
  13170. private _paused;
  13171. private _scene;
  13172. private _speedRatio;
  13173. private _weight;
  13174. private _syncRoot;
  13175. /**
  13176. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13177. * This will only apply for non looping animation (default is true)
  13178. */
  13179. disposeOnEnd: boolean;
  13180. /**
  13181. * Gets a boolean indicating if the animation has started
  13182. */
  13183. animationStarted: boolean;
  13184. /**
  13185. * Observer raised when the animation ends
  13186. */
  13187. onAnimationEndObservable: Observable<Animatable>;
  13188. /**
  13189. * Observer raised when the animation loops
  13190. */
  13191. onAnimationLoopObservable: Observable<Animatable>;
  13192. /**
  13193. * Gets the root Animatable used to synchronize and normalize animations
  13194. */
  13195. readonly syncRoot: Nullable<Animatable>;
  13196. /**
  13197. * Gets the current frame of the first RuntimeAnimation
  13198. * Used to synchronize Animatables
  13199. */
  13200. readonly masterFrame: number;
  13201. /**
  13202. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13203. */
  13204. weight: number;
  13205. /**
  13206. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13207. */
  13208. speedRatio: number;
  13209. /**
  13210. * Creates a new Animatable
  13211. * @param scene defines the hosting scene
  13212. * @param target defines the target object
  13213. * @param fromFrame defines the starting frame number (default is 0)
  13214. * @param toFrame defines the ending frame number (default is 100)
  13215. * @param loopAnimation defines if the animation must loop (default is false)
  13216. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13217. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13218. * @param animations defines a group of animation to add to the new Animatable
  13219. * @param onAnimationLoop defines a callback to call when animation loops
  13220. */
  13221. constructor(scene: Scene,
  13222. /** defines the target object */
  13223. target: any,
  13224. /** defines the starting frame number (default is 0) */
  13225. fromFrame?: number,
  13226. /** defines the ending frame number (default is 100) */
  13227. toFrame?: number,
  13228. /** defines if the animation must loop (default is false) */
  13229. loopAnimation?: boolean, speedRatio?: number,
  13230. /** defines a callback to call when animation ends if it is not looping */
  13231. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13232. /** defines a callback to call when animation loops */
  13233. onAnimationLoop?: (() => void) | null | undefined);
  13234. /**
  13235. * Synchronize and normalize current Animatable with a source Animatable
  13236. * This is useful when using animation weights and when animations are not of the same length
  13237. * @param root defines the root Animatable to synchronize with
  13238. * @returns the current Animatable
  13239. */
  13240. syncWith(root: Animatable): Animatable;
  13241. /**
  13242. * Gets the list of runtime animations
  13243. * @returns an array of RuntimeAnimation
  13244. */
  13245. getAnimations(): RuntimeAnimation[];
  13246. /**
  13247. * Adds more animations to the current animatable
  13248. * @param target defines the target of the animations
  13249. * @param animations defines the new animations to add
  13250. */
  13251. appendAnimations(target: any, animations: Animation[]): void;
  13252. /**
  13253. * Gets the source animation for a specific property
  13254. * @param property defines the propertyu to look for
  13255. * @returns null or the source animation for the given property
  13256. */
  13257. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13258. /**
  13259. * Gets the runtime animation for a specific property
  13260. * @param property defines the propertyu to look for
  13261. * @returns null or the runtime animation for the given property
  13262. */
  13263. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13264. /**
  13265. * Resets the animatable to its original state
  13266. */
  13267. reset(): void;
  13268. /**
  13269. * Allows the animatable to blend with current running animations
  13270. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13271. * @param blendingSpeed defines the blending speed to use
  13272. */
  13273. enableBlending(blendingSpeed: number): void;
  13274. /**
  13275. * Disable animation blending
  13276. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13277. */
  13278. disableBlending(): void;
  13279. /**
  13280. * Jump directly to a given frame
  13281. * @param frame defines the frame to jump to
  13282. */
  13283. goToFrame(frame: number): void;
  13284. /**
  13285. * Pause the animation
  13286. */
  13287. pause(): void;
  13288. /**
  13289. * Restart the animation
  13290. */
  13291. restart(): void;
  13292. private _raiseOnAnimationEnd;
  13293. /**
  13294. * Stop and delete the current animation
  13295. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13296. * @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)
  13297. */
  13298. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13299. /**
  13300. * Wait asynchronously for the animation to end
  13301. * @returns a promise which will be fullfilled when the animation ends
  13302. */
  13303. waitAsync(): Promise<Animatable>;
  13304. /** @hidden */
  13305. _animate(delay: number): boolean;
  13306. }
  13307. module "babylonjs/scene" {
  13308. interface Scene {
  13309. /** @hidden */
  13310. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13311. /** @hidden */
  13312. _processLateAnimationBindingsForMatrices(holder: {
  13313. totalWeight: number;
  13314. animations: RuntimeAnimation[];
  13315. originalValue: Matrix;
  13316. }): any;
  13317. /** @hidden */
  13318. _processLateAnimationBindingsForQuaternions(holder: {
  13319. totalWeight: number;
  13320. animations: RuntimeAnimation[];
  13321. originalValue: Quaternion;
  13322. }, refQuaternion: Quaternion): Quaternion;
  13323. /** @hidden */
  13324. _processLateAnimationBindings(): void;
  13325. /**
  13326. * Will start the animation sequence of a given target
  13327. * @param target defines the target
  13328. * @param from defines from which frame should animation start
  13329. * @param to defines until which frame should animation run.
  13330. * @param weight defines the weight to apply to the animation (1.0 by default)
  13331. * @param loop defines if the animation loops
  13332. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13333. * @param onAnimationEnd defines the function to be executed when the animation ends
  13334. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13335. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13336. * @param onAnimationLoop defines the callback to call when an animation loops
  13337. * @returns the animatable object created for this animation
  13338. */
  13339. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13340. /**
  13341. * Will start the animation sequence of a given target
  13342. * @param target defines the target
  13343. * @param from defines from which frame should animation start
  13344. * @param to defines until which frame should animation run.
  13345. * @param loop defines if the animation loops
  13346. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13347. * @param onAnimationEnd defines the function to be executed when the animation ends
  13348. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13349. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13350. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13351. * @param onAnimationLoop defines the callback to call when an animation loops
  13352. * @returns the animatable object created for this animation
  13353. */
  13354. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13355. /**
  13356. * Will start the animation sequence of a given target and its hierarchy
  13357. * @param target defines the target
  13358. * @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.
  13359. * @param from defines from which frame should animation start
  13360. * @param to defines until which frame should animation run.
  13361. * @param loop defines if the animation loops
  13362. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13363. * @param onAnimationEnd defines the function to be executed when the animation ends
  13364. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13365. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13366. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13367. * @param onAnimationLoop defines the callback to call when an animation loops
  13368. * @returns the list of created animatables
  13369. */
  13370. 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[];
  13371. /**
  13372. * Begin a new animation on a given node
  13373. * @param target defines the target where the animation will take place
  13374. * @param animations defines the list of animations to start
  13375. * @param from defines the initial value
  13376. * @param to defines the final value
  13377. * @param loop defines if you want animation to loop (off by default)
  13378. * @param speedRatio defines the speed ratio to apply to all animations
  13379. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13380. * @param onAnimationLoop defines the callback to call when an animation loops
  13381. * @returns the list of created animatables
  13382. */
  13383. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13384. /**
  13385. * Begin a new animation on a given node and its hierarchy
  13386. * @param target defines the root node where the animation will take place
  13387. * @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.
  13388. * @param animations defines the list of animations to start
  13389. * @param from defines the initial value
  13390. * @param to defines the final value
  13391. * @param loop defines if you want animation to loop (off by default)
  13392. * @param speedRatio defines the speed ratio to apply to all animations
  13393. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13394. * @param onAnimationLoop defines the callback to call when an animation loops
  13395. * @returns the list of animatables created for all nodes
  13396. */
  13397. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13398. /**
  13399. * Gets the animatable associated with a specific target
  13400. * @param target defines the target of the animatable
  13401. * @returns the required animatable if found
  13402. */
  13403. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13404. /**
  13405. * Gets all animatables associated with a given target
  13406. * @param target defines the target to look animatables for
  13407. * @returns an array of Animatables
  13408. */
  13409. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13410. /**
  13411. * Stops and removes all animations that have been applied to the scene
  13412. */
  13413. stopAllAnimations(): void;
  13414. /**
  13415. * Gets the current delta time used by animation engine
  13416. */
  13417. deltaTime: number;
  13418. }
  13419. }
  13420. module "babylonjs/Bones/bone" {
  13421. interface Bone {
  13422. /**
  13423. * Copy an animation range from another bone
  13424. * @param source defines the source bone
  13425. * @param rangeName defines the range name to copy
  13426. * @param frameOffset defines the frame offset
  13427. * @param rescaleAsRequired defines if rescaling must be applied if required
  13428. * @param skelDimensionsRatio defines the scaling ratio
  13429. * @returns true if operation was successful
  13430. */
  13431. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13432. }
  13433. }
  13434. }
  13435. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13436. /**
  13437. * Class used to override all child animations of a given target
  13438. */
  13439. export class AnimationPropertiesOverride {
  13440. /**
  13441. * Gets or sets a value indicating if animation blending must be used
  13442. */
  13443. enableBlending: boolean;
  13444. /**
  13445. * Gets or sets the blending speed to use when enableBlending is true
  13446. */
  13447. blendingSpeed: number;
  13448. /**
  13449. * Gets or sets the default loop mode to use
  13450. */
  13451. loopMode: number;
  13452. }
  13453. }
  13454. declare module "babylonjs/Bones/skeleton" {
  13455. import { Bone } from "babylonjs/Bones/bone";
  13456. import { Observable } from "babylonjs/Misc/observable";
  13457. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13458. import { Scene } from "babylonjs/scene";
  13459. import { Nullable } from "babylonjs/types";
  13460. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13461. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13462. import { Animatable } from "babylonjs/Animations/animatable";
  13463. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13464. import { Animation } from "babylonjs/Animations/animation";
  13465. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13466. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13467. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13468. /**
  13469. * Class used to handle skinning animations
  13470. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13471. */
  13472. export class Skeleton implements IAnimatable {
  13473. /** defines the skeleton name */
  13474. name: string;
  13475. /** defines the skeleton Id */
  13476. id: string;
  13477. /**
  13478. * Defines the list of child bones
  13479. */
  13480. bones: Bone[];
  13481. /**
  13482. * Defines an estimate of the dimension of the skeleton at rest
  13483. */
  13484. dimensionsAtRest: Vector3;
  13485. /**
  13486. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13487. */
  13488. needInitialSkinMatrix: boolean;
  13489. /**
  13490. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13491. */
  13492. overrideMesh: Nullable<AbstractMesh>;
  13493. /**
  13494. * Gets the list of animations attached to this skeleton
  13495. */
  13496. animations: Array<Animation>;
  13497. private _scene;
  13498. private _isDirty;
  13499. private _transformMatrices;
  13500. private _transformMatrixTexture;
  13501. private _meshesWithPoseMatrix;
  13502. private _animatables;
  13503. private _identity;
  13504. private _synchronizedWithMesh;
  13505. private _ranges;
  13506. private _lastAbsoluteTransformsUpdateId;
  13507. private _canUseTextureForBones;
  13508. private _uniqueId;
  13509. /** @hidden */
  13510. _numBonesWithLinkedTransformNode: number;
  13511. /** @hidden */
  13512. _hasWaitingData: Nullable<boolean>;
  13513. /**
  13514. * Specifies if the skeleton should be serialized
  13515. */
  13516. doNotSerialize: boolean;
  13517. private _useTextureToStoreBoneMatrices;
  13518. /**
  13519. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13520. * Please note that this option is not available if the hardware does not support it
  13521. */
  13522. useTextureToStoreBoneMatrices: boolean;
  13523. private _animationPropertiesOverride;
  13524. /**
  13525. * Gets or sets the animation properties override
  13526. */
  13527. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13528. /**
  13529. * List of inspectable custom properties (used by the Inspector)
  13530. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13531. */
  13532. inspectableCustomProperties: IInspectable[];
  13533. /**
  13534. * An observable triggered before computing the skeleton's matrices
  13535. */
  13536. onBeforeComputeObservable: Observable<Skeleton>;
  13537. /**
  13538. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13539. */
  13540. readonly isUsingTextureForMatrices: boolean;
  13541. /**
  13542. * Gets the unique ID of this skeleton
  13543. */
  13544. readonly uniqueId: number;
  13545. /**
  13546. * Creates a new skeleton
  13547. * @param name defines the skeleton name
  13548. * @param id defines the skeleton Id
  13549. * @param scene defines the hosting scene
  13550. */
  13551. constructor(
  13552. /** defines the skeleton name */
  13553. name: string,
  13554. /** defines the skeleton Id */
  13555. id: string, scene: Scene);
  13556. /**
  13557. * Gets the current object class name.
  13558. * @return the class name
  13559. */
  13560. getClassName(): string;
  13561. /**
  13562. * Returns an array containing the root bones
  13563. * @returns an array containing the root bones
  13564. */
  13565. getChildren(): Array<Bone>;
  13566. /**
  13567. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13568. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13569. * @returns a Float32Array containing matrices data
  13570. */
  13571. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13572. /**
  13573. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13574. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13575. * @returns a raw texture containing the data
  13576. */
  13577. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13578. /**
  13579. * Gets the current hosting scene
  13580. * @returns a scene object
  13581. */
  13582. getScene(): Scene;
  13583. /**
  13584. * Gets a string representing the current skeleton data
  13585. * @param fullDetails defines a boolean indicating if we want a verbose version
  13586. * @returns a string representing the current skeleton data
  13587. */
  13588. toString(fullDetails?: boolean): string;
  13589. /**
  13590. * Get bone's index searching by name
  13591. * @param name defines bone's name to search for
  13592. * @return the indice of the bone. Returns -1 if not found
  13593. */
  13594. getBoneIndexByName(name: string): number;
  13595. /**
  13596. * Creater a new animation range
  13597. * @param name defines the name of the range
  13598. * @param from defines the start key
  13599. * @param to defines the end key
  13600. */
  13601. createAnimationRange(name: string, from: number, to: number): void;
  13602. /**
  13603. * Delete a specific animation range
  13604. * @param name defines the name of the range
  13605. * @param deleteFrames defines if frames must be removed as well
  13606. */
  13607. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13608. /**
  13609. * Gets a specific animation range
  13610. * @param name defines the name of the range to look for
  13611. * @returns the requested animation range or null if not found
  13612. */
  13613. getAnimationRange(name: string): Nullable<AnimationRange>;
  13614. /**
  13615. * Gets the list of all animation ranges defined on this skeleton
  13616. * @returns an array
  13617. */
  13618. getAnimationRanges(): Nullable<AnimationRange>[];
  13619. /**
  13620. * Copy animation range from a source skeleton.
  13621. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13622. * @param source defines the source skeleton
  13623. * @param name defines the name of the range to copy
  13624. * @param rescaleAsRequired defines if rescaling must be applied if required
  13625. * @returns true if operation was successful
  13626. */
  13627. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13628. /**
  13629. * Forces the skeleton to go to rest pose
  13630. */
  13631. returnToRest(): void;
  13632. private _getHighestAnimationFrame;
  13633. /**
  13634. * Begin a specific animation range
  13635. * @param name defines the name of the range to start
  13636. * @param loop defines if looping must be turned on (false by default)
  13637. * @param speedRatio defines the speed ratio to apply (1 by default)
  13638. * @param onAnimationEnd defines a callback which will be called when animation will end
  13639. * @returns a new animatable
  13640. */
  13641. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13642. /** @hidden */
  13643. _markAsDirty(): void;
  13644. /** @hidden */
  13645. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13646. /** @hidden */
  13647. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13648. private _computeTransformMatrices;
  13649. /**
  13650. * Build all resources required to render a skeleton
  13651. */
  13652. prepare(): void;
  13653. /**
  13654. * Gets the list of animatables currently running for this skeleton
  13655. * @returns an array of animatables
  13656. */
  13657. getAnimatables(): IAnimatable[];
  13658. /**
  13659. * Clone the current skeleton
  13660. * @param name defines the name of the new skeleton
  13661. * @param id defines the id of the new skeleton
  13662. * @returns the new skeleton
  13663. */
  13664. clone(name: string, id?: string): Skeleton;
  13665. /**
  13666. * Enable animation blending for this skeleton
  13667. * @param blendingSpeed defines the blending speed to apply
  13668. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13669. */
  13670. enableBlending(blendingSpeed?: number): void;
  13671. /**
  13672. * Releases all resources associated with the current skeleton
  13673. */
  13674. dispose(): void;
  13675. /**
  13676. * Serialize the skeleton in a JSON object
  13677. * @returns a JSON object
  13678. */
  13679. serialize(): any;
  13680. /**
  13681. * Creates a new skeleton from serialized data
  13682. * @param parsedSkeleton defines the serialized data
  13683. * @param scene defines the hosting scene
  13684. * @returns a new skeleton
  13685. */
  13686. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13687. /**
  13688. * Compute all node absolute transforms
  13689. * @param forceUpdate defines if computation must be done even if cache is up to date
  13690. */
  13691. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13692. /**
  13693. * Gets the root pose matrix
  13694. * @returns a matrix
  13695. */
  13696. getPoseMatrix(): Nullable<Matrix>;
  13697. /**
  13698. * Sorts bones per internal index
  13699. */
  13700. sortBones(): void;
  13701. private _sortBones;
  13702. }
  13703. }
  13704. declare module "babylonjs/Bones/bone" {
  13705. import { Skeleton } from "babylonjs/Bones/skeleton";
  13706. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13707. import { Nullable } from "babylonjs/types";
  13708. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13709. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13710. import { Node } from "babylonjs/node";
  13711. import { Space } from "babylonjs/Maths/math.axis";
  13712. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13713. /**
  13714. * Class used to store bone information
  13715. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13716. */
  13717. export class Bone extends Node {
  13718. /**
  13719. * defines the bone name
  13720. */
  13721. name: string;
  13722. private static _tmpVecs;
  13723. private static _tmpQuat;
  13724. private static _tmpMats;
  13725. /**
  13726. * Gets the list of child bones
  13727. */
  13728. children: Bone[];
  13729. /** Gets the animations associated with this bone */
  13730. animations: import("babylonjs/Animations/animation").Animation[];
  13731. /**
  13732. * Gets or sets bone length
  13733. */
  13734. length: number;
  13735. /**
  13736. * @hidden Internal only
  13737. * Set this value to map this bone to a different index in the transform matrices
  13738. * Set this value to -1 to exclude the bone from the transform matrices
  13739. */
  13740. _index: Nullable<number>;
  13741. private _skeleton;
  13742. private _localMatrix;
  13743. private _restPose;
  13744. private _baseMatrix;
  13745. private _absoluteTransform;
  13746. private _invertedAbsoluteTransform;
  13747. private _parent;
  13748. private _scalingDeterminant;
  13749. private _worldTransform;
  13750. private _localScaling;
  13751. private _localRotation;
  13752. private _localPosition;
  13753. private _needToDecompose;
  13754. private _needToCompose;
  13755. /** @hidden */
  13756. _linkedTransformNode: Nullable<TransformNode>;
  13757. /** @hidden */
  13758. _waitingTransformNodeId: Nullable<string>;
  13759. /** @hidden */
  13760. /** @hidden */
  13761. _matrix: Matrix;
  13762. /**
  13763. * Create a new bone
  13764. * @param name defines the bone name
  13765. * @param skeleton defines the parent skeleton
  13766. * @param parentBone defines the parent (can be null if the bone is the root)
  13767. * @param localMatrix defines the local matrix
  13768. * @param restPose defines the rest pose matrix
  13769. * @param baseMatrix defines the base matrix
  13770. * @param index defines index of the bone in the hiearchy
  13771. */
  13772. constructor(
  13773. /**
  13774. * defines the bone name
  13775. */
  13776. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13777. /**
  13778. * Gets the current object class name.
  13779. * @return the class name
  13780. */
  13781. getClassName(): string;
  13782. /**
  13783. * Gets the parent skeleton
  13784. * @returns a skeleton
  13785. */
  13786. getSkeleton(): Skeleton;
  13787. /**
  13788. * Gets parent bone
  13789. * @returns a bone or null if the bone is the root of the bone hierarchy
  13790. */
  13791. getParent(): Nullable<Bone>;
  13792. /**
  13793. * Returns an array containing the root bones
  13794. * @returns an array containing the root bones
  13795. */
  13796. getChildren(): Array<Bone>;
  13797. /**
  13798. * Gets the node index in matrix array generated for rendering
  13799. * @returns the node index
  13800. */
  13801. getIndex(): number;
  13802. /**
  13803. * Sets the parent bone
  13804. * @param parent defines the parent (can be null if the bone is the root)
  13805. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13806. */
  13807. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13808. /**
  13809. * Gets the local matrix
  13810. * @returns a matrix
  13811. */
  13812. getLocalMatrix(): Matrix;
  13813. /**
  13814. * Gets the base matrix (initial matrix which remains unchanged)
  13815. * @returns a matrix
  13816. */
  13817. getBaseMatrix(): Matrix;
  13818. /**
  13819. * Gets the rest pose matrix
  13820. * @returns a matrix
  13821. */
  13822. getRestPose(): Matrix;
  13823. /**
  13824. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13825. */
  13826. getWorldMatrix(): Matrix;
  13827. /**
  13828. * Sets the local matrix to rest pose matrix
  13829. */
  13830. returnToRest(): void;
  13831. /**
  13832. * Gets the inverse of the absolute transform matrix.
  13833. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13834. * @returns a matrix
  13835. */
  13836. getInvertedAbsoluteTransform(): Matrix;
  13837. /**
  13838. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13839. * @returns a matrix
  13840. */
  13841. getAbsoluteTransform(): Matrix;
  13842. /**
  13843. * Links with the given transform node.
  13844. * The local matrix of this bone is copied from the transform node every frame.
  13845. * @param transformNode defines the transform node to link to
  13846. */
  13847. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13848. /**
  13849. * Gets the node used to drive the bone's transformation
  13850. * @returns a transform node or null
  13851. */
  13852. getTransformNode(): Nullable<TransformNode>;
  13853. /** Gets or sets current position (in local space) */
  13854. position: Vector3;
  13855. /** Gets or sets current rotation (in local space) */
  13856. rotation: Vector3;
  13857. /** Gets or sets current rotation quaternion (in local space) */
  13858. rotationQuaternion: Quaternion;
  13859. /** Gets or sets current scaling (in local space) */
  13860. scaling: Vector3;
  13861. /**
  13862. * Gets the animation properties override
  13863. */
  13864. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13865. private _decompose;
  13866. private _compose;
  13867. /**
  13868. * Update the base and local matrices
  13869. * @param matrix defines the new base or local matrix
  13870. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13871. * @param updateLocalMatrix defines if the local matrix should be updated
  13872. */
  13873. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13874. /** @hidden */
  13875. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13876. /**
  13877. * Flag the bone as dirty (Forcing it to update everything)
  13878. */
  13879. markAsDirty(): void;
  13880. /** @hidden */
  13881. _markAsDirtyAndCompose(): void;
  13882. private _markAsDirtyAndDecompose;
  13883. /**
  13884. * Translate the bone in local or world space
  13885. * @param vec The amount to translate the bone
  13886. * @param space The space that the translation is in
  13887. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13888. */
  13889. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13890. /**
  13891. * Set the postion of the bone in local or world space
  13892. * @param position The position to set the bone
  13893. * @param space The space that the position is in
  13894. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13895. */
  13896. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13897. /**
  13898. * Set the absolute position of the bone (world space)
  13899. * @param position The position to set the bone
  13900. * @param mesh The mesh that this bone is attached to
  13901. */
  13902. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13903. /**
  13904. * Scale the bone on the x, y and z axes (in local space)
  13905. * @param x The amount to scale the bone on the x axis
  13906. * @param y The amount to scale the bone on the y axis
  13907. * @param z The amount to scale the bone on the z axis
  13908. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13909. */
  13910. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13911. /**
  13912. * Set the bone scaling in local space
  13913. * @param scale defines the scaling vector
  13914. */
  13915. setScale(scale: Vector3): void;
  13916. /**
  13917. * Gets the current scaling in local space
  13918. * @returns the current scaling vector
  13919. */
  13920. getScale(): Vector3;
  13921. /**
  13922. * Gets the current scaling in local space and stores it in a target vector
  13923. * @param result defines the target vector
  13924. */
  13925. getScaleToRef(result: Vector3): void;
  13926. /**
  13927. * Set the yaw, pitch, and roll of the bone in local or world space
  13928. * @param yaw The rotation of the bone on the y axis
  13929. * @param pitch The rotation of the bone on the x axis
  13930. * @param roll The rotation of the bone on the z axis
  13931. * @param space The space that the axes of rotation are in
  13932. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13933. */
  13934. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13935. /**
  13936. * Add a rotation to the bone on an axis in local or world space
  13937. * @param axis The axis to rotate the bone on
  13938. * @param amount The amount to rotate the bone
  13939. * @param space The space that the axis is in
  13940. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13941. */
  13942. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13943. /**
  13944. * Set the rotation of the bone to a particular axis angle in local or world space
  13945. * @param axis The axis to rotate the bone on
  13946. * @param angle The angle that the bone should be rotated to
  13947. * @param space The space that the axis is in
  13948. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13949. */
  13950. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13951. /**
  13952. * Set the euler rotation of the bone in local of world space
  13953. * @param rotation The euler rotation that the bone should be set to
  13954. * @param space The space that the rotation is in
  13955. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13956. */
  13957. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13958. /**
  13959. * Set the quaternion rotation of the bone in local of world space
  13960. * @param quat The quaternion rotation that the bone should be set to
  13961. * @param space The space that the rotation is in
  13962. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13963. */
  13964. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13965. /**
  13966. * Set the rotation matrix of the bone in local of world space
  13967. * @param rotMat The rotation matrix that the bone should be set to
  13968. * @param space The space that the rotation is in
  13969. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13970. */
  13971. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13972. private _rotateWithMatrix;
  13973. private _getNegativeRotationToRef;
  13974. /**
  13975. * Get the position of the bone in local or world space
  13976. * @param space The space that the returned position is in
  13977. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13978. * @returns The position of the bone
  13979. */
  13980. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13981. /**
  13982. * Copy the position of the bone to a vector3 in local or world space
  13983. * @param space The space that the returned position is in
  13984. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13985. * @param result The vector3 to copy the position to
  13986. */
  13987. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13988. /**
  13989. * Get the absolute position of the bone (world space)
  13990. * @param mesh The mesh that this bone is attached to
  13991. * @returns The absolute position of the bone
  13992. */
  13993. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13994. /**
  13995. * Copy the absolute position of the bone (world space) to the result param
  13996. * @param mesh The mesh that this bone is attached to
  13997. * @param result The vector3 to copy the absolute position to
  13998. */
  13999. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  14000. /**
  14001. * Compute the absolute transforms of this bone and its children
  14002. */
  14003. computeAbsoluteTransforms(): void;
  14004. /**
  14005. * Get the world direction from an axis that is in the local space of the bone
  14006. * @param localAxis The local direction that is used to compute the world direction
  14007. * @param mesh The mesh that this bone is attached to
  14008. * @returns The world direction
  14009. */
  14010. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14011. /**
  14012. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  14013. * @param localAxis The local direction that is used to compute the world direction
  14014. * @param mesh The mesh that this bone is attached to
  14015. * @param result The vector3 that the world direction will be copied to
  14016. */
  14017. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14018. /**
  14019. * Get the euler rotation of the bone in local or world space
  14020. * @param space The space that the rotation should be in
  14021. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14022. * @returns The euler rotation
  14023. */
  14024. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14025. /**
  14026. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  14027. * @param space The space that the rotation should be in
  14028. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14029. * @param result The vector3 that the rotation should be copied to
  14030. */
  14031. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14032. /**
  14033. * Get the quaternion rotation of the bone in either local or world space
  14034. * @param space The space that the rotation should be in
  14035. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14036. * @returns The quaternion rotation
  14037. */
  14038. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  14039. /**
  14040. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  14041. * @param space The space that the rotation should be in
  14042. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14043. * @param result The quaternion that the rotation should be copied to
  14044. */
  14045. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  14046. /**
  14047. * Get the rotation matrix of the bone in local or world space
  14048. * @param space The space that the rotation should be in
  14049. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14050. * @returns The rotation matrix
  14051. */
  14052. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  14053. /**
  14054. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  14055. * @param space The space that the rotation should be in
  14056. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14057. * @param result The quaternion that the rotation should be copied to
  14058. */
  14059. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  14060. /**
  14061. * Get the world position of a point that is in the local space of the bone
  14062. * @param position The local position
  14063. * @param mesh The mesh that this bone is attached to
  14064. * @returns The world position
  14065. */
  14066. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14067. /**
  14068. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  14069. * @param position The local position
  14070. * @param mesh The mesh that this bone is attached to
  14071. * @param result The vector3 that the world position should be copied to
  14072. */
  14073. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14074. /**
  14075. * Get the local position of a point that is in world space
  14076. * @param position The world position
  14077. * @param mesh The mesh that this bone is attached to
  14078. * @returns The local position
  14079. */
  14080. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14081. /**
  14082. * Get the local position of a point that is in world space and copy it to the result param
  14083. * @param position The world position
  14084. * @param mesh The mesh that this bone is attached to
  14085. * @param result The vector3 that the local position should be copied to
  14086. */
  14087. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14088. }
  14089. }
  14090. declare module "babylonjs/Meshes/transformNode" {
  14091. import { DeepImmutable } from "babylonjs/types";
  14092. import { Observable } from "babylonjs/Misc/observable";
  14093. import { Nullable } from "babylonjs/types";
  14094. import { Camera } from "babylonjs/Cameras/camera";
  14095. import { Scene } from "babylonjs/scene";
  14096. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14097. import { Node } from "babylonjs/node";
  14098. import { Bone } from "babylonjs/Bones/bone";
  14099. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14100. import { Space } from "babylonjs/Maths/math.axis";
  14101. /**
  14102. * 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.
  14103. * @see https://doc.babylonjs.com/how_to/transformnode
  14104. */
  14105. export class TransformNode extends Node {
  14106. /**
  14107. * Object will not rotate to face the camera
  14108. */
  14109. static BILLBOARDMODE_NONE: number;
  14110. /**
  14111. * Object will rotate to face the camera but only on the x axis
  14112. */
  14113. static BILLBOARDMODE_X: number;
  14114. /**
  14115. * Object will rotate to face the camera but only on the y axis
  14116. */
  14117. static BILLBOARDMODE_Y: number;
  14118. /**
  14119. * Object will rotate to face the camera but only on the z axis
  14120. */
  14121. static BILLBOARDMODE_Z: number;
  14122. /**
  14123. * Object will rotate to face the camera
  14124. */
  14125. static BILLBOARDMODE_ALL: number;
  14126. /**
  14127. * Object will rotate to face the camera's position instead of orientation
  14128. */
  14129. static BILLBOARDMODE_USE_POSITION: number;
  14130. private _forward;
  14131. private _forwardInverted;
  14132. private _up;
  14133. private _right;
  14134. private _rightInverted;
  14135. private _position;
  14136. private _rotation;
  14137. private _rotationQuaternion;
  14138. protected _scaling: Vector3;
  14139. protected _isDirty: boolean;
  14140. private _transformToBoneReferal;
  14141. private _isAbsoluteSynced;
  14142. private _billboardMode;
  14143. /**
  14144. * Gets or sets the billboard mode. Default is 0.
  14145. *
  14146. * | Value | Type | Description |
  14147. * | --- | --- | --- |
  14148. * | 0 | BILLBOARDMODE_NONE | |
  14149. * | 1 | BILLBOARDMODE_X | |
  14150. * | 2 | BILLBOARDMODE_Y | |
  14151. * | 4 | BILLBOARDMODE_Z | |
  14152. * | 7 | BILLBOARDMODE_ALL | |
  14153. *
  14154. */
  14155. billboardMode: number;
  14156. private _preserveParentRotationForBillboard;
  14157. /**
  14158. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14159. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14160. */
  14161. preserveParentRotationForBillboard: boolean;
  14162. /**
  14163. * 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
  14164. */
  14165. scalingDeterminant: number;
  14166. private _infiniteDistance;
  14167. /**
  14168. * Gets or sets the distance of the object to max, often used by skybox
  14169. */
  14170. infiniteDistance: boolean;
  14171. /**
  14172. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14173. * By default the system will update normals to compensate
  14174. */
  14175. ignoreNonUniformScaling: boolean;
  14176. /**
  14177. * 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
  14178. */
  14179. reIntegrateRotationIntoRotationQuaternion: boolean;
  14180. /** @hidden */
  14181. _poseMatrix: Nullable<Matrix>;
  14182. /** @hidden */
  14183. _localMatrix: Matrix;
  14184. private _usePivotMatrix;
  14185. private _absolutePosition;
  14186. private _absoluteScaling;
  14187. private _absoluteRotationQuaternion;
  14188. private _pivotMatrix;
  14189. private _pivotMatrixInverse;
  14190. protected _postMultiplyPivotMatrix: boolean;
  14191. protected _isWorldMatrixFrozen: boolean;
  14192. /** @hidden */
  14193. _indexInSceneTransformNodesArray: number;
  14194. /**
  14195. * An event triggered after the world matrix is updated
  14196. */
  14197. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14198. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14199. /**
  14200. * Gets a string identifying the name of the class
  14201. * @returns "TransformNode" string
  14202. */
  14203. getClassName(): string;
  14204. /**
  14205. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14206. */
  14207. position: Vector3;
  14208. /**
  14209. * 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)).
  14210. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14211. */
  14212. rotation: Vector3;
  14213. /**
  14214. * 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)).
  14215. */
  14216. scaling: Vector3;
  14217. /**
  14218. * 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).
  14219. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14220. */
  14221. rotationQuaternion: Nullable<Quaternion>;
  14222. /**
  14223. * The forward direction of that transform in world space.
  14224. */
  14225. readonly forward: Vector3;
  14226. /**
  14227. * The up direction of that transform in world space.
  14228. */
  14229. readonly up: Vector3;
  14230. /**
  14231. * The right direction of that transform in world space.
  14232. */
  14233. readonly right: Vector3;
  14234. /**
  14235. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14236. * @param matrix the matrix to copy the pose from
  14237. * @returns this TransformNode.
  14238. */
  14239. updatePoseMatrix(matrix: Matrix): TransformNode;
  14240. /**
  14241. * Returns the mesh Pose matrix.
  14242. * @returns the pose matrix
  14243. */
  14244. getPoseMatrix(): Matrix;
  14245. /** @hidden */
  14246. _isSynchronized(): boolean;
  14247. /** @hidden */
  14248. _initCache(): void;
  14249. /**
  14250. * Flag the transform node as dirty (Forcing it to update everything)
  14251. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14252. * @returns this transform node
  14253. */
  14254. markAsDirty(property: string): TransformNode;
  14255. /**
  14256. * Returns the current mesh absolute position.
  14257. * Returns a Vector3.
  14258. */
  14259. readonly absolutePosition: Vector3;
  14260. /**
  14261. * Returns the current mesh absolute scaling.
  14262. * Returns a Vector3.
  14263. */
  14264. readonly absoluteScaling: Vector3;
  14265. /**
  14266. * Returns the current mesh absolute rotation.
  14267. * Returns a Quaternion.
  14268. */
  14269. readonly absoluteRotationQuaternion: Quaternion;
  14270. /**
  14271. * Sets a new matrix to apply before all other transformation
  14272. * @param matrix defines the transform matrix
  14273. * @returns the current TransformNode
  14274. */
  14275. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14276. /**
  14277. * Sets a new pivot matrix to the current node
  14278. * @param matrix defines the new pivot matrix to use
  14279. * @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
  14280. * @returns the current TransformNode
  14281. */
  14282. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14283. /**
  14284. * Returns the mesh pivot matrix.
  14285. * Default : Identity.
  14286. * @returns the matrix
  14287. */
  14288. getPivotMatrix(): Matrix;
  14289. /**
  14290. * Instantiate (when possible) or clone that node with its hierarchy
  14291. * @param newParent defines the new parent to use for the instance (or clone)
  14292. * @param options defines options to configure how copy is done
  14293. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  14294. * @returns an instance (or a clone) of the current node with its hiearchy
  14295. */
  14296. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  14297. doNotInstantiate: boolean;
  14298. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  14299. /**
  14300. * Prevents the World matrix to be computed any longer
  14301. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14302. * @returns the TransformNode.
  14303. */
  14304. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14305. /**
  14306. * Allows back the World matrix computation.
  14307. * @returns the TransformNode.
  14308. */
  14309. unfreezeWorldMatrix(): this;
  14310. /**
  14311. * True if the World matrix has been frozen.
  14312. */
  14313. readonly isWorldMatrixFrozen: boolean;
  14314. /**
  14315. * Retuns the mesh absolute position in the World.
  14316. * @returns a Vector3.
  14317. */
  14318. getAbsolutePosition(): Vector3;
  14319. /**
  14320. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14321. * @param absolutePosition the absolute position to set
  14322. * @returns the TransformNode.
  14323. */
  14324. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14325. /**
  14326. * Sets the mesh position in its local space.
  14327. * @param vector3 the position to set in localspace
  14328. * @returns the TransformNode.
  14329. */
  14330. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14331. /**
  14332. * Returns the mesh position in the local space from the current World matrix values.
  14333. * @returns a new Vector3.
  14334. */
  14335. getPositionExpressedInLocalSpace(): Vector3;
  14336. /**
  14337. * Translates the mesh along the passed Vector3 in its local space.
  14338. * @param vector3 the distance to translate in localspace
  14339. * @returns the TransformNode.
  14340. */
  14341. locallyTranslate(vector3: Vector3): TransformNode;
  14342. private static _lookAtVectorCache;
  14343. /**
  14344. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14345. * @param targetPoint the position (must be in same space as current mesh) to look at
  14346. * @param yawCor optional yaw (y-axis) correction in radians
  14347. * @param pitchCor optional pitch (x-axis) correction in radians
  14348. * @param rollCor optional roll (z-axis) correction in radians
  14349. * @param space the choosen space of the target
  14350. * @returns the TransformNode.
  14351. */
  14352. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14353. /**
  14354. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14355. * This Vector3 is expressed in the World space.
  14356. * @param localAxis axis to rotate
  14357. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14358. */
  14359. getDirection(localAxis: Vector3): Vector3;
  14360. /**
  14361. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14362. * localAxis is expressed in the mesh local space.
  14363. * result is computed in the Wordl space from the mesh World matrix.
  14364. * @param localAxis axis to rotate
  14365. * @param result the resulting transformnode
  14366. * @returns this TransformNode.
  14367. */
  14368. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14369. /**
  14370. * Sets this transform node rotation to the given local axis.
  14371. * @param localAxis the axis in local space
  14372. * @param yawCor optional yaw (y-axis) correction in radians
  14373. * @param pitchCor optional pitch (x-axis) correction in radians
  14374. * @param rollCor optional roll (z-axis) correction in radians
  14375. * @returns this TransformNode
  14376. */
  14377. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14378. /**
  14379. * Sets a new pivot point to the current node
  14380. * @param point defines the new pivot point to use
  14381. * @param space defines if the point is in world or local space (local by default)
  14382. * @returns the current TransformNode
  14383. */
  14384. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14385. /**
  14386. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14387. * @returns the pivot point
  14388. */
  14389. getPivotPoint(): Vector3;
  14390. /**
  14391. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14392. * @param result the vector3 to store the result
  14393. * @returns this TransformNode.
  14394. */
  14395. getPivotPointToRef(result: Vector3): TransformNode;
  14396. /**
  14397. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14398. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14399. */
  14400. getAbsolutePivotPoint(): Vector3;
  14401. /**
  14402. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14403. * @param result vector3 to store the result
  14404. * @returns this TransformNode.
  14405. */
  14406. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14407. /**
  14408. * Defines the passed node as the parent of the current node.
  14409. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14410. * @see https://doc.babylonjs.com/how_to/parenting
  14411. * @param node the node ot set as the parent
  14412. * @returns this TransformNode.
  14413. */
  14414. setParent(node: Nullable<Node>): TransformNode;
  14415. private _nonUniformScaling;
  14416. /**
  14417. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14418. */
  14419. readonly nonUniformScaling: boolean;
  14420. /** @hidden */
  14421. _updateNonUniformScalingState(value: boolean): boolean;
  14422. /**
  14423. * Attach the current TransformNode to another TransformNode associated with a bone
  14424. * @param bone Bone affecting the TransformNode
  14425. * @param affectedTransformNode TransformNode associated with the bone
  14426. * @returns this object
  14427. */
  14428. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14429. /**
  14430. * Detach the transform node if its associated with a bone
  14431. * @returns this object
  14432. */
  14433. detachFromBone(): TransformNode;
  14434. private static _rotationAxisCache;
  14435. /**
  14436. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14437. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14438. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14439. * The passed axis is also normalized.
  14440. * @param axis the axis to rotate around
  14441. * @param amount the amount to rotate in radians
  14442. * @param space Space to rotate in (Default: local)
  14443. * @returns the TransformNode.
  14444. */
  14445. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14446. /**
  14447. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14448. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14449. * The passed axis is also normalized. .
  14450. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14451. * @param point the point to rotate around
  14452. * @param axis the axis to rotate around
  14453. * @param amount the amount to rotate in radians
  14454. * @returns the TransformNode
  14455. */
  14456. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14457. /**
  14458. * Translates the mesh along the axis vector for the passed distance in the given space.
  14459. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14460. * @param axis the axis to translate in
  14461. * @param distance the distance to translate
  14462. * @param space Space to rotate in (Default: local)
  14463. * @returns the TransformNode.
  14464. */
  14465. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14466. /**
  14467. * Adds a rotation step to the mesh current rotation.
  14468. * x, y, z are Euler angles expressed in radians.
  14469. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14470. * This means this rotation is made in the mesh local space only.
  14471. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14472. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14473. * ```javascript
  14474. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14475. * ```
  14476. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14477. * 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.
  14478. * @param x Rotation to add
  14479. * @param y Rotation to add
  14480. * @param z Rotation to add
  14481. * @returns the TransformNode.
  14482. */
  14483. addRotation(x: number, y: number, z: number): TransformNode;
  14484. /**
  14485. * @hidden
  14486. */
  14487. protected _getEffectiveParent(): Nullable<Node>;
  14488. /**
  14489. * Computes the world matrix of the node
  14490. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14491. * @returns the world matrix
  14492. */
  14493. computeWorldMatrix(force?: boolean): Matrix;
  14494. protected _afterComputeWorldMatrix(): void;
  14495. /**
  14496. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14497. * @param func callback function to add
  14498. *
  14499. * @returns the TransformNode.
  14500. */
  14501. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14502. /**
  14503. * Removes a registered callback function.
  14504. * @param func callback function to remove
  14505. * @returns the TransformNode.
  14506. */
  14507. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14508. /**
  14509. * Gets the position of the current mesh in camera space
  14510. * @param camera defines the camera to use
  14511. * @returns a position
  14512. */
  14513. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14514. /**
  14515. * Returns the distance from the mesh to the active camera
  14516. * @param camera defines the camera to use
  14517. * @returns the distance
  14518. */
  14519. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14520. /**
  14521. * Clone the current transform node
  14522. * @param name Name of the new clone
  14523. * @param newParent New parent for the clone
  14524. * @param doNotCloneChildren Do not clone children hierarchy
  14525. * @returns the new transform node
  14526. */
  14527. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14528. /**
  14529. * Serializes the objects information.
  14530. * @param currentSerializationObject defines the object to serialize in
  14531. * @returns the serialized object
  14532. */
  14533. serialize(currentSerializationObject?: any): any;
  14534. /**
  14535. * Returns a new TransformNode object parsed from the source provided.
  14536. * @param parsedTransformNode is the source.
  14537. * @param scene the scne the object belongs to
  14538. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14539. * @returns a new TransformNode object parsed from the source provided.
  14540. */
  14541. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14542. /**
  14543. * Get all child-transformNodes of this node
  14544. * @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
  14545. * @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
  14546. * @returns an array of TransformNode
  14547. */
  14548. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14549. /**
  14550. * Releases resources associated with this transform node.
  14551. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14552. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14553. */
  14554. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14555. /**
  14556. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14557. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14558. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14559. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14560. * @returns the current mesh
  14561. */
  14562. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14563. private _syncAbsoluteScalingAndRotation;
  14564. }
  14565. }
  14566. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14567. import { Observable } from "babylonjs/Misc/observable";
  14568. import { Nullable } from "babylonjs/types";
  14569. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14570. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14571. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14572. import { Ray } from "babylonjs/Culling/ray";
  14573. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14574. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14575. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14576. /**
  14577. * Defines the types of pose enabled controllers that are supported
  14578. */
  14579. export enum PoseEnabledControllerType {
  14580. /**
  14581. * HTC Vive
  14582. */
  14583. VIVE = 0,
  14584. /**
  14585. * Oculus Rift
  14586. */
  14587. OCULUS = 1,
  14588. /**
  14589. * Windows mixed reality
  14590. */
  14591. WINDOWS = 2,
  14592. /**
  14593. * Samsung gear VR
  14594. */
  14595. GEAR_VR = 3,
  14596. /**
  14597. * Google Daydream
  14598. */
  14599. DAYDREAM = 4,
  14600. /**
  14601. * Generic
  14602. */
  14603. GENERIC = 5
  14604. }
  14605. /**
  14606. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14607. */
  14608. export interface MutableGamepadButton {
  14609. /**
  14610. * Value of the button/trigger
  14611. */
  14612. value: number;
  14613. /**
  14614. * If the button/trigger is currently touched
  14615. */
  14616. touched: boolean;
  14617. /**
  14618. * If the button/trigger is currently pressed
  14619. */
  14620. pressed: boolean;
  14621. }
  14622. /**
  14623. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14624. * @hidden
  14625. */
  14626. export interface ExtendedGamepadButton extends GamepadButton {
  14627. /**
  14628. * If the button/trigger is currently pressed
  14629. */
  14630. readonly pressed: boolean;
  14631. /**
  14632. * If the button/trigger is currently touched
  14633. */
  14634. readonly touched: boolean;
  14635. /**
  14636. * Value of the button/trigger
  14637. */
  14638. readonly value: number;
  14639. }
  14640. /** @hidden */
  14641. export interface _GamePadFactory {
  14642. /**
  14643. * Returns wether or not the current gamepad can be created for this type of controller.
  14644. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14645. * @returns true if it can be created, otherwise false
  14646. */
  14647. canCreate(gamepadInfo: any): boolean;
  14648. /**
  14649. * Creates a new instance of the Gamepad.
  14650. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14651. * @returns the new gamepad instance
  14652. */
  14653. create(gamepadInfo: any): Gamepad;
  14654. }
  14655. /**
  14656. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14657. */
  14658. export class PoseEnabledControllerHelper {
  14659. /** @hidden */
  14660. static _ControllerFactories: _GamePadFactory[];
  14661. /** @hidden */
  14662. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14663. /**
  14664. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14665. * @param vrGamepad the gamepad to initialized
  14666. * @returns a vr controller of the type the gamepad identified as
  14667. */
  14668. static InitiateController(vrGamepad: any): Gamepad;
  14669. }
  14670. /**
  14671. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14672. */
  14673. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14674. /**
  14675. * If the controller is used in a webXR session
  14676. */
  14677. isXR: boolean;
  14678. private _deviceRoomPosition;
  14679. private _deviceRoomRotationQuaternion;
  14680. /**
  14681. * The device position in babylon space
  14682. */
  14683. devicePosition: Vector3;
  14684. /**
  14685. * The device rotation in babylon space
  14686. */
  14687. deviceRotationQuaternion: Quaternion;
  14688. /**
  14689. * The scale factor of the device in babylon space
  14690. */
  14691. deviceScaleFactor: number;
  14692. /**
  14693. * (Likely devicePosition should be used instead) The device position in its room space
  14694. */
  14695. position: Vector3;
  14696. /**
  14697. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14698. */
  14699. rotationQuaternion: Quaternion;
  14700. /**
  14701. * The type of controller (Eg. Windows mixed reality)
  14702. */
  14703. controllerType: PoseEnabledControllerType;
  14704. protected _calculatedPosition: Vector3;
  14705. private _calculatedRotation;
  14706. /**
  14707. * The raw pose from the device
  14708. */
  14709. rawPose: DevicePose;
  14710. private _trackPosition;
  14711. private _maxRotationDistFromHeadset;
  14712. private _draggedRoomRotation;
  14713. /**
  14714. * @hidden
  14715. */
  14716. _disableTrackPosition(fixedPosition: Vector3): void;
  14717. /**
  14718. * Internal, the mesh attached to the controller
  14719. * @hidden
  14720. */
  14721. _mesh: Nullable<AbstractMesh>;
  14722. private _poseControlledCamera;
  14723. private _leftHandSystemQuaternion;
  14724. /**
  14725. * Internal, matrix used to convert room space to babylon space
  14726. * @hidden
  14727. */
  14728. _deviceToWorld: Matrix;
  14729. /**
  14730. * Node to be used when casting a ray from the controller
  14731. * @hidden
  14732. */
  14733. _pointingPoseNode: Nullable<TransformNode>;
  14734. /**
  14735. * Name of the child mesh that can be used to cast a ray from the controller
  14736. */
  14737. static readonly POINTING_POSE: string;
  14738. /**
  14739. * Creates a new PoseEnabledController from a gamepad
  14740. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14741. */
  14742. constructor(browserGamepad: any);
  14743. private _workingMatrix;
  14744. /**
  14745. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14746. */
  14747. update(): void;
  14748. /**
  14749. * Updates only the pose device and mesh without doing any button event checking
  14750. */
  14751. protected _updatePoseAndMesh(): void;
  14752. /**
  14753. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14754. * @param poseData raw pose fromthe device
  14755. */
  14756. updateFromDevice(poseData: DevicePose): void;
  14757. /**
  14758. * @hidden
  14759. */
  14760. _meshAttachedObservable: Observable<AbstractMesh>;
  14761. /**
  14762. * Attaches a mesh to the controller
  14763. * @param mesh the mesh to be attached
  14764. */
  14765. attachToMesh(mesh: AbstractMesh): void;
  14766. /**
  14767. * Attaches the controllers mesh to a camera
  14768. * @param camera the camera the mesh should be attached to
  14769. */
  14770. attachToPoseControlledCamera(camera: TargetCamera): void;
  14771. /**
  14772. * Disposes of the controller
  14773. */
  14774. dispose(): void;
  14775. /**
  14776. * The mesh that is attached to the controller
  14777. */
  14778. readonly mesh: Nullable<AbstractMesh>;
  14779. /**
  14780. * Gets the ray of the controller in the direction the controller is pointing
  14781. * @param length the length the resulting ray should be
  14782. * @returns a ray in the direction the controller is pointing
  14783. */
  14784. getForwardRay(length?: number): Ray;
  14785. }
  14786. }
  14787. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14788. import { Observable } from "babylonjs/Misc/observable";
  14789. import { Scene } from "babylonjs/scene";
  14790. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14791. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14792. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14793. import { Nullable } from "babylonjs/types";
  14794. /**
  14795. * Defines the WebVRController object that represents controllers tracked in 3D space
  14796. */
  14797. export abstract class WebVRController extends PoseEnabledController {
  14798. /**
  14799. * Internal, the default controller model for the controller
  14800. */
  14801. protected _defaultModel: Nullable<AbstractMesh>;
  14802. /**
  14803. * Fired when the trigger state has changed
  14804. */
  14805. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14806. /**
  14807. * Fired when the main button state has changed
  14808. */
  14809. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14810. /**
  14811. * Fired when the secondary button state has changed
  14812. */
  14813. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14814. /**
  14815. * Fired when the pad state has changed
  14816. */
  14817. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14818. /**
  14819. * Fired when controllers stick values have changed
  14820. */
  14821. onPadValuesChangedObservable: Observable<StickValues>;
  14822. /**
  14823. * Array of button availible on the controller
  14824. */
  14825. protected _buttons: Array<MutableGamepadButton>;
  14826. private _onButtonStateChange;
  14827. /**
  14828. * Fired when a controller button's state has changed
  14829. * @param callback the callback containing the button that was modified
  14830. */
  14831. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14832. /**
  14833. * X and Y axis corresponding to the controllers joystick
  14834. */
  14835. pad: StickValues;
  14836. /**
  14837. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14838. */
  14839. hand: string;
  14840. /**
  14841. * The default controller model for the controller
  14842. */
  14843. readonly defaultModel: Nullable<AbstractMesh>;
  14844. /**
  14845. * Creates a new WebVRController from a gamepad
  14846. * @param vrGamepad the gamepad that the WebVRController should be created from
  14847. */
  14848. constructor(vrGamepad: any);
  14849. /**
  14850. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14851. */
  14852. update(): void;
  14853. /**
  14854. * Function to be called when a button is modified
  14855. */
  14856. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14857. /**
  14858. * Loads a mesh and attaches it to the controller
  14859. * @param scene the scene the mesh should be added to
  14860. * @param meshLoaded callback for when the mesh has been loaded
  14861. */
  14862. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14863. private _setButtonValue;
  14864. private _changes;
  14865. private _checkChanges;
  14866. /**
  14867. * Disposes of th webVRCOntroller
  14868. */
  14869. dispose(): void;
  14870. }
  14871. }
  14872. declare module "babylonjs/Lights/hemisphericLight" {
  14873. import { Nullable } from "babylonjs/types";
  14874. import { Scene } from "babylonjs/scene";
  14875. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14876. import { Color3 } from "babylonjs/Maths/math.color";
  14877. import { Effect } from "babylonjs/Materials/effect";
  14878. import { Light } from "babylonjs/Lights/light";
  14879. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14880. /**
  14881. * The HemisphericLight simulates the ambient environment light,
  14882. * so the passed direction is the light reflection direction, not the incoming direction.
  14883. */
  14884. export class HemisphericLight extends Light {
  14885. /**
  14886. * The groundColor is the light in the opposite direction to the one specified during creation.
  14887. * 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.
  14888. */
  14889. groundColor: Color3;
  14890. /**
  14891. * The light reflection direction, not the incoming direction.
  14892. */
  14893. direction: Vector3;
  14894. /**
  14895. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14896. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14897. * The HemisphericLight can't cast shadows.
  14898. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14899. * @param name The friendly name of the light
  14900. * @param direction The direction of the light reflection
  14901. * @param scene The scene the light belongs to
  14902. */
  14903. constructor(name: string, direction: Vector3, scene: Scene);
  14904. protected _buildUniformLayout(): void;
  14905. /**
  14906. * Returns the string "HemisphericLight".
  14907. * @return The class name
  14908. */
  14909. getClassName(): string;
  14910. /**
  14911. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14912. * Returns the updated direction.
  14913. * @param target The target the direction should point to
  14914. * @return The computed direction
  14915. */
  14916. setDirectionToTarget(target: Vector3): Vector3;
  14917. /**
  14918. * Returns the shadow generator associated to the light.
  14919. * @returns Always null for hemispheric lights because it does not support shadows.
  14920. */
  14921. getShadowGenerator(): Nullable<IShadowGenerator>;
  14922. /**
  14923. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14924. * @param effect The effect to update
  14925. * @param lightIndex The index of the light in the effect to update
  14926. * @returns The hemispheric light
  14927. */
  14928. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14929. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  14930. /**
  14931. * Computes the world matrix of the node
  14932. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14933. * @param useWasUpdatedFlag defines a reserved property
  14934. * @returns the world matrix
  14935. */
  14936. computeWorldMatrix(): Matrix;
  14937. /**
  14938. * Returns the integer 3.
  14939. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14940. */
  14941. getTypeID(): number;
  14942. /**
  14943. * Prepares the list of defines specific to the light type.
  14944. * @param defines the list of defines
  14945. * @param lightIndex defines the index of the light for the effect
  14946. */
  14947. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14948. }
  14949. }
  14950. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14951. /** @hidden */
  14952. export var vrMultiviewToSingleviewPixelShader: {
  14953. name: string;
  14954. shader: string;
  14955. };
  14956. }
  14957. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14958. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14959. import { Scene } from "babylonjs/scene";
  14960. /**
  14961. * Renders to multiple views with a single draw call
  14962. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14963. */
  14964. export class MultiviewRenderTarget extends RenderTargetTexture {
  14965. /**
  14966. * Creates a multiview render target
  14967. * @param scene scene used with the render target
  14968. * @param size the size of the render target (used for each view)
  14969. */
  14970. constructor(scene: Scene, size?: number | {
  14971. width: number;
  14972. height: number;
  14973. } | {
  14974. ratio: number;
  14975. });
  14976. /**
  14977. * @hidden
  14978. * @param faceIndex the face index, if its a cube texture
  14979. */
  14980. _bindFrameBuffer(faceIndex?: number): void;
  14981. /**
  14982. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14983. * @returns the view count
  14984. */
  14985. getViewCount(): number;
  14986. }
  14987. }
  14988. declare module "babylonjs/Maths/math.frustum" {
  14989. import { Matrix } from "babylonjs/Maths/math.vector";
  14990. import { DeepImmutable } from "babylonjs/types";
  14991. import { Plane } from "babylonjs/Maths/math.plane";
  14992. /**
  14993. * Represents a camera frustum
  14994. */
  14995. export class Frustum {
  14996. /**
  14997. * Gets the planes representing the frustum
  14998. * @param transform matrix to be applied to the returned planes
  14999. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  15000. */
  15001. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  15002. /**
  15003. * Gets the near frustum plane transformed by the transform matrix
  15004. * @param transform transformation matrix to be applied to the resulting frustum plane
  15005. * @param frustumPlane the resuling frustum plane
  15006. */
  15007. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15008. /**
  15009. * Gets the far frustum plane transformed by the transform matrix
  15010. * @param transform transformation matrix to be applied to the resulting frustum plane
  15011. * @param frustumPlane the resuling frustum plane
  15012. */
  15013. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15014. /**
  15015. * Gets the left frustum plane transformed by the transform matrix
  15016. * @param transform transformation matrix to be applied to the resulting frustum plane
  15017. * @param frustumPlane the resuling frustum plane
  15018. */
  15019. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15020. /**
  15021. * Gets the right frustum plane transformed by the transform matrix
  15022. * @param transform transformation matrix to be applied to the resulting frustum plane
  15023. * @param frustumPlane the resuling frustum plane
  15024. */
  15025. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15026. /**
  15027. * Gets the top frustum plane transformed by the transform matrix
  15028. * @param transform transformation matrix to be applied to the resulting frustum plane
  15029. * @param frustumPlane the resuling frustum plane
  15030. */
  15031. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15032. /**
  15033. * Gets the bottom frustum plane transformed by the transform matrix
  15034. * @param transform transformation matrix to be applied to the resulting frustum plane
  15035. * @param frustumPlane the resuling frustum plane
  15036. */
  15037. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15038. /**
  15039. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  15040. * @param transform transformation matrix to be applied to the resulting frustum planes
  15041. * @param frustumPlanes the resuling frustum planes
  15042. */
  15043. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  15044. }
  15045. }
  15046. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  15047. import { Camera } from "babylonjs/Cameras/camera";
  15048. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15049. import { Nullable } from "babylonjs/types";
  15050. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15051. import { Matrix } from "babylonjs/Maths/math.vector";
  15052. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  15053. module "babylonjs/Engines/engine" {
  15054. interface Engine {
  15055. /**
  15056. * Creates a new multiview render target
  15057. * @param width defines the width of the texture
  15058. * @param height defines the height of the texture
  15059. * @returns the created multiview texture
  15060. */
  15061. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  15062. /**
  15063. * Binds a multiview framebuffer to be drawn to
  15064. * @param multiviewTexture texture to bind
  15065. */
  15066. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  15067. }
  15068. }
  15069. module "babylonjs/Cameras/camera" {
  15070. interface Camera {
  15071. /**
  15072. * @hidden
  15073. * 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)
  15074. */
  15075. _useMultiviewToSingleView: boolean;
  15076. /**
  15077. * @hidden
  15078. * 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)
  15079. */
  15080. _multiviewTexture: Nullable<RenderTargetTexture>;
  15081. /**
  15082. * @hidden
  15083. * ensures the multiview texture of the camera exists and has the specified width/height
  15084. * @param width height to set on the multiview texture
  15085. * @param height width to set on the multiview texture
  15086. */
  15087. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  15088. }
  15089. }
  15090. module "babylonjs/scene" {
  15091. interface Scene {
  15092. /** @hidden */
  15093. _transformMatrixR: Matrix;
  15094. /** @hidden */
  15095. _multiviewSceneUbo: Nullable<UniformBuffer>;
  15096. /** @hidden */
  15097. _createMultiviewUbo(): void;
  15098. /** @hidden */
  15099. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  15100. /** @hidden */
  15101. _renderMultiviewToSingleView(camera: Camera): void;
  15102. }
  15103. }
  15104. }
  15105. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  15106. import { Camera } from "babylonjs/Cameras/camera";
  15107. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  15108. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  15109. import "babylonjs/Engines/Extensions/engine.multiview";
  15110. /**
  15111. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  15112. * This will not be used for webXR as it supports displaying texture arrays directly
  15113. */
  15114. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  15115. /**
  15116. * Initializes a VRMultiviewToSingleview
  15117. * @param name name of the post process
  15118. * @param camera camera to be applied to
  15119. * @param scaleFactor scaling factor to the size of the output texture
  15120. */
  15121. constructor(name: string, camera: Camera, scaleFactor: number);
  15122. }
  15123. }
  15124. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  15125. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  15126. import { Nullable } from "babylonjs/types";
  15127. import { Size } from "babylonjs/Maths/math.size";
  15128. import { Observable } from "babylonjs/Misc/observable";
  15129. /**
  15130. * Interface used to define additional presentation attributes
  15131. */
  15132. export interface IVRPresentationAttributes {
  15133. /**
  15134. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  15135. */
  15136. highRefreshRate: boolean;
  15137. /**
  15138. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  15139. */
  15140. foveationLevel: number;
  15141. }
  15142. module "babylonjs/Engines/engine" {
  15143. interface Engine {
  15144. /** @hidden */
  15145. _vrDisplay: any;
  15146. /** @hidden */
  15147. _vrSupported: boolean;
  15148. /** @hidden */
  15149. _oldSize: Size;
  15150. /** @hidden */
  15151. _oldHardwareScaleFactor: number;
  15152. /** @hidden */
  15153. _vrExclusivePointerMode: boolean;
  15154. /** @hidden */
  15155. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  15156. /** @hidden */
  15157. _onVRDisplayPointerRestricted: () => void;
  15158. /** @hidden */
  15159. _onVRDisplayPointerUnrestricted: () => void;
  15160. /** @hidden */
  15161. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15162. /** @hidden */
  15163. _onVrDisplayDisconnect: Nullable<() => void>;
  15164. /** @hidden */
  15165. _onVrDisplayPresentChange: Nullable<() => void>;
  15166. /**
  15167. * Observable signaled when VR display mode changes
  15168. */
  15169. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15170. /**
  15171. * Observable signaled when VR request present is complete
  15172. */
  15173. onVRRequestPresentComplete: Observable<boolean>;
  15174. /**
  15175. * Observable signaled when VR request present starts
  15176. */
  15177. onVRRequestPresentStart: Observable<Engine>;
  15178. /**
  15179. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15180. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15181. */
  15182. isInVRExclusivePointerMode: boolean;
  15183. /**
  15184. * Gets a boolean indicating if a webVR device was detected
  15185. * @returns true if a webVR device was detected
  15186. */
  15187. isVRDevicePresent(): boolean;
  15188. /**
  15189. * Gets the current webVR device
  15190. * @returns the current webVR device (or null)
  15191. */
  15192. getVRDevice(): any;
  15193. /**
  15194. * Initializes a webVR display and starts listening to display change events
  15195. * The onVRDisplayChangedObservable will be notified upon these changes
  15196. * @returns A promise containing a VRDisplay and if vr is supported
  15197. */
  15198. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15199. /** @hidden */
  15200. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15201. /**
  15202. * Gets or sets the presentation attributes used to configure VR rendering
  15203. */
  15204. vrPresentationAttributes?: IVRPresentationAttributes;
  15205. /**
  15206. * Call this function to switch to webVR mode
  15207. * Will do nothing if webVR is not supported or if there is no webVR device
  15208. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15209. */
  15210. enableVR(): void;
  15211. /** @hidden */
  15212. _onVRFullScreenTriggered(): void;
  15213. }
  15214. }
  15215. }
  15216. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15217. import { Nullable } from "babylonjs/types";
  15218. import { Observable } from "babylonjs/Misc/observable";
  15219. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15220. import { Scene } from "babylonjs/scene";
  15221. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15222. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15223. import { Node } from "babylonjs/node";
  15224. import { Ray } from "babylonjs/Culling/ray";
  15225. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15226. import "babylonjs/Engines/Extensions/engine.webVR";
  15227. /**
  15228. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15229. * IMPORTANT!! The data is right-hand data.
  15230. * @export
  15231. * @interface DevicePose
  15232. */
  15233. export interface DevicePose {
  15234. /**
  15235. * The position of the device, values in array are [x,y,z].
  15236. */
  15237. readonly position: Nullable<Float32Array>;
  15238. /**
  15239. * The linearVelocity of the device, values in array are [x,y,z].
  15240. */
  15241. readonly linearVelocity: Nullable<Float32Array>;
  15242. /**
  15243. * The linearAcceleration of the device, values in array are [x,y,z].
  15244. */
  15245. readonly linearAcceleration: Nullable<Float32Array>;
  15246. /**
  15247. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15248. */
  15249. readonly orientation: Nullable<Float32Array>;
  15250. /**
  15251. * The angularVelocity of the device, values in array are [x,y,z].
  15252. */
  15253. readonly angularVelocity: Nullable<Float32Array>;
  15254. /**
  15255. * The angularAcceleration of the device, values in array are [x,y,z].
  15256. */
  15257. readonly angularAcceleration: Nullable<Float32Array>;
  15258. }
  15259. /**
  15260. * Interface representing a pose controlled object in Babylon.
  15261. * A pose controlled object has both regular pose values as well as pose values
  15262. * from an external device such as a VR head mounted display
  15263. */
  15264. export interface PoseControlled {
  15265. /**
  15266. * The position of the object in babylon space.
  15267. */
  15268. position: Vector3;
  15269. /**
  15270. * The rotation quaternion of the object in babylon space.
  15271. */
  15272. rotationQuaternion: Quaternion;
  15273. /**
  15274. * The position of the device in babylon space.
  15275. */
  15276. devicePosition?: Vector3;
  15277. /**
  15278. * The rotation quaternion of the device in babylon space.
  15279. */
  15280. deviceRotationQuaternion: Quaternion;
  15281. /**
  15282. * The raw pose coming from the device.
  15283. */
  15284. rawPose: Nullable<DevicePose>;
  15285. /**
  15286. * The scale of the device to be used when translating from device space to babylon space.
  15287. */
  15288. deviceScaleFactor: number;
  15289. /**
  15290. * Updates the poseControlled values based on the input device pose.
  15291. * @param poseData the pose data to update the object with
  15292. */
  15293. updateFromDevice(poseData: DevicePose): void;
  15294. }
  15295. /**
  15296. * Set of options to customize the webVRCamera
  15297. */
  15298. export interface WebVROptions {
  15299. /**
  15300. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15301. */
  15302. trackPosition?: boolean;
  15303. /**
  15304. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15305. */
  15306. positionScale?: number;
  15307. /**
  15308. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15309. */
  15310. displayName?: string;
  15311. /**
  15312. * Should the native controller meshes be initialized. (default: true)
  15313. */
  15314. controllerMeshes?: boolean;
  15315. /**
  15316. * Creating a default HemiLight only on controllers. (default: true)
  15317. */
  15318. defaultLightingOnControllers?: boolean;
  15319. /**
  15320. * If you don't want to use the default VR button of the helper. (default: false)
  15321. */
  15322. useCustomVRButton?: boolean;
  15323. /**
  15324. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15325. */
  15326. customVRButton?: HTMLButtonElement;
  15327. /**
  15328. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15329. */
  15330. rayLength?: number;
  15331. /**
  15332. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15333. */
  15334. defaultHeight?: number;
  15335. /**
  15336. * If multiview should be used if availible (default: false)
  15337. */
  15338. useMultiview?: boolean;
  15339. }
  15340. /**
  15341. * This represents a WebVR camera.
  15342. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15343. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15344. */
  15345. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15346. private webVROptions;
  15347. /**
  15348. * @hidden
  15349. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15350. */
  15351. _vrDevice: any;
  15352. /**
  15353. * The rawPose of the vrDevice.
  15354. */
  15355. rawPose: Nullable<DevicePose>;
  15356. private _onVREnabled;
  15357. private _specsVersion;
  15358. private _attached;
  15359. private _frameData;
  15360. protected _descendants: Array<Node>;
  15361. private _deviceRoomPosition;
  15362. /** @hidden */
  15363. _deviceRoomRotationQuaternion: Quaternion;
  15364. private _standingMatrix;
  15365. /**
  15366. * Represents device position in babylon space.
  15367. */
  15368. devicePosition: Vector3;
  15369. /**
  15370. * Represents device rotation in babylon space.
  15371. */
  15372. deviceRotationQuaternion: Quaternion;
  15373. /**
  15374. * The scale of the device to be used when translating from device space to babylon space.
  15375. */
  15376. deviceScaleFactor: number;
  15377. private _deviceToWorld;
  15378. private _worldToDevice;
  15379. /**
  15380. * References to the webVR controllers for the vrDevice.
  15381. */
  15382. controllers: Array<WebVRController>;
  15383. /**
  15384. * Emits an event when a controller is attached.
  15385. */
  15386. onControllersAttachedObservable: Observable<WebVRController[]>;
  15387. /**
  15388. * Emits an event when a controller's mesh has been loaded;
  15389. */
  15390. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15391. /**
  15392. * Emits an event when the HMD's pose has been updated.
  15393. */
  15394. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15395. private _poseSet;
  15396. /**
  15397. * If the rig cameras be used as parent instead of this camera.
  15398. */
  15399. rigParenting: boolean;
  15400. private _lightOnControllers;
  15401. private _defaultHeight?;
  15402. /**
  15403. * Instantiates a WebVRFreeCamera.
  15404. * @param name The name of the WebVRFreeCamera
  15405. * @param position The starting anchor position for the camera
  15406. * @param scene The scene the camera belongs to
  15407. * @param webVROptions a set of customizable options for the webVRCamera
  15408. */
  15409. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15410. /**
  15411. * Gets the device distance from the ground in meters.
  15412. * @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.
  15413. */
  15414. deviceDistanceToRoomGround(): number;
  15415. /**
  15416. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15417. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15418. */
  15419. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15420. /**
  15421. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15422. * @returns A promise with a boolean set to if the standing matrix is supported.
  15423. */
  15424. useStandingMatrixAsync(): Promise<boolean>;
  15425. /**
  15426. * Disposes the camera
  15427. */
  15428. dispose(): void;
  15429. /**
  15430. * Gets a vrController by name.
  15431. * @param name The name of the controller to retreive
  15432. * @returns the controller matching the name specified or null if not found
  15433. */
  15434. getControllerByName(name: string): Nullable<WebVRController>;
  15435. private _leftController;
  15436. /**
  15437. * The controller corresponding to the users left hand.
  15438. */
  15439. readonly leftController: Nullable<WebVRController>;
  15440. private _rightController;
  15441. /**
  15442. * The controller corresponding to the users right hand.
  15443. */
  15444. readonly rightController: Nullable<WebVRController>;
  15445. /**
  15446. * Casts a ray forward from the vrCamera's gaze.
  15447. * @param length Length of the ray (default: 100)
  15448. * @returns the ray corresponding to the gaze
  15449. */
  15450. getForwardRay(length?: number): Ray;
  15451. /**
  15452. * @hidden
  15453. * Updates the camera based on device's frame data
  15454. */
  15455. _checkInputs(): void;
  15456. /**
  15457. * Updates the poseControlled values based on the input device pose.
  15458. * @param poseData Pose coming from the device
  15459. */
  15460. updateFromDevice(poseData: DevicePose): void;
  15461. private _htmlElementAttached;
  15462. private _detachIfAttached;
  15463. /**
  15464. * WebVR's attach control will start broadcasting frames to the device.
  15465. * Note that in certain browsers (chrome for example) this function must be called
  15466. * within a user-interaction callback. Example:
  15467. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15468. *
  15469. * @param element html element to attach the vrDevice to
  15470. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15471. */
  15472. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15473. /**
  15474. * Detaches the camera from the html element and disables VR
  15475. *
  15476. * @param element html element to detach from
  15477. */
  15478. detachControl(element: HTMLElement): void;
  15479. /**
  15480. * @returns the name of this class
  15481. */
  15482. getClassName(): string;
  15483. /**
  15484. * Calls resetPose on the vrDisplay
  15485. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15486. */
  15487. resetToCurrentRotation(): void;
  15488. /**
  15489. * @hidden
  15490. * Updates the rig cameras (left and right eye)
  15491. */
  15492. _updateRigCameras(): void;
  15493. private _workingVector;
  15494. private _oneVector;
  15495. private _workingMatrix;
  15496. private updateCacheCalled;
  15497. private _correctPositionIfNotTrackPosition;
  15498. /**
  15499. * @hidden
  15500. * Updates the cached values of the camera
  15501. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15502. */
  15503. _updateCache(ignoreParentClass?: boolean): void;
  15504. /**
  15505. * @hidden
  15506. * Get current device position in babylon world
  15507. */
  15508. _computeDevicePosition(): void;
  15509. /**
  15510. * Updates the current device position and rotation in the babylon world
  15511. */
  15512. update(): void;
  15513. /**
  15514. * @hidden
  15515. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15516. * @returns an identity matrix
  15517. */
  15518. _getViewMatrix(): Matrix;
  15519. private _tmpMatrix;
  15520. /**
  15521. * This function is called by the two RIG cameras.
  15522. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15523. * @hidden
  15524. */
  15525. _getWebVRViewMatrix(): Matrix;
  15526. /** @hidden */
  15527. _getWebVRProjectionMatrix(): Matrix;
  15528. private _onGamepadConnectedObserver;
  15529. private _onGamepadDisconnectedObserver;
  15530. private _updateCacheWhenTrackingDisabledObserver;
  15531. /**
  15532. * Initializes the controllers and their meshes
  15533. */
  15534. initControllers(): void;
  15535. }
  15536. }
  15537. declare module "babylonjs/PostProcesses/postProcess" {
  15538. import { Nullable } from "babylonjs/types";
  15539. import { SmartArray } from "babylonjs/Misc/smartArray";
  15540. import { Observable } from "babylonjs/Misc/observable";
  15541. import { Vector2 } from "babylonjs/Maths/math.vector";
  15542. import { Camera } from "babylonjs/Cameras/camera";
  15543. import { Effect } from "babylonjs/Materials/effect";
  15544. import "babylonjs/Shaders/postprocess.vertex";
  15545. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15546. import { Engine } from "babylonjs/Engines/engine";
  15547. import { Color4 } from "babylonjs/Maths/math.color";
  15548. import "babylonjs/Engines/Extensions/engine.renderTarget";
  15549. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15550. /**
  15551. * Size options for a post process
  15552. */
  15553. export type PostProcessOptions = {
  15554. width: number;
  15555. height: number;
  15556. };
  15557. /**
  15558. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15559. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15560. */
  15561. export class PostProcess {
  15562. /** Name of the PostProcess. */
  15563. name: string;
  15564. /**
  15565. * Gets or sets the unique id of the post process
  15566. */
  15567. uniqueId: number;
  15568. /**
  15569. * Width of the texture to apply the post process on
  15570. */
  15571. width: number;
  15572. /**
  15573. * Height of the texture to apply the post process on
  15574. */
  15575. height: number;
  15576. /**
  15577. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15578. * @hidden
  15579. */
  15580. _outputTexture: Nullable<InternalTexture>;
  15581. /**
  15582. * Sampling mode used by the shader
  15583. * See https://doc.babylonjs.com/classes/3.1/texture
  15584. */
  15585. renderTargetSamplingMode: number;
  15586. /**
  15587. * Clear color to use when screen clearing
  15588. */
  15589. clearColor: Color4;
  15590. /**
  15591. * If the buffer needs to be cleared before applying the post process. (default: true)
  15592. * Should be set to false if shader will overwrite all previous pixels.
  15593. */
  15594. autoClear: boolean;
  15595. /**
  15596. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15597. */
  15598. alphaMode: number;
  15599. /**
  15600. * Sets the setAlphaBlendConstants of the babylon engine
  15601. */
  15602. alphaConstants: Color4;
  15603. /**
  15604. * Animations to be used for the post processing
  15605. */
  15606. animations: import("babylonjs/Animations/animation").Animation[];
  15607. /**
  15608. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15609. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15610. */
  15611. enablePixelPerfectMode: boolean;
  15612. /**
  15613. * Force the postprocess to be applied without taking in account viewport
  15614. */
  15615. forceFullscreenViewport: boolean;
  15616. /**
  15617. * List of inspectable custom properties (used by the Inspector)
  15618. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15619. */
  15620. inspectableCustomProperties: IInspectable[];
  15621. /**
  15622. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15623. *
  15624. * | Value | Type | Description |
  15625. * | ----- | ----------------------------------- | ----------- |
  15626. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15627. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15628. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15629. *
  15630. */
  15631. scaleMode: number;
  15632. /**
  15633. * Force textures to be a power of two (default: false)
  15634. */
  15635. alwaysForcePOT: boolean;
  15636. private _samples;
  15637. /**
  15638. * Number of sample textures (default: 1)
  15639. */
  15640. samples: number;
  15641. /**
  15642. * Modify the scale of the post process to be the same as the viewport (default: false)
  15643. */
  15644. adaptScaleToCurrentViewport: boolean;
  15645. private _camera;
  15646. private _scene;
  15647. private _engine;
  15648. private _options;
  15649. private _reusable;
  15650. private _textureType;
  15651. /**
  15652. * Smart array of input and output textures for the post process.
  15653. * @hidden
  15654. */
  15655. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15656. /**
  15657. * The index in _textures that corresponds to the output texture.
  15658. * @hidden
  15659. */
  15660. _currentRenderTextureInd: number;
  15661. private _effect;
  15662. private _samplers;
  15663. private _fragmentUrl;
  15664. private _vertexUrl;
  15665. private _parameters;
  15666. private _scaleRatio;
  15667. protected _indexParameters: any;
  15668. private _shareOutputWithPostProcess;
  15669. private _texelSize;
  15670. private _forcedOutputTexture;
  15671. /**
  15672. * Returns the fragment url or shader name used in the post process.
  15673. * @returns the fragment url or name in the shader store.
  15674. */
  15675. getEffectName(): string;
  15676. /**
  15677. * An event triggered when the postprocess is activated.
  15678. */
  15679. onActivateObservable: Observable<Camera>;
  15680. private _onActivateObserver;
  15681. /**
  15682. * A function that is added to the onActivateObservable
  15683. */
  15684. onActivate: Nullable<(camera: Camera) => void>;
  15685. /**
  15686. * An event triggered when the postprocess changes its size.
  15687. */
  15688. onSizeChangedObservable: Observable<PostProcess>;
  15689. private _onSizeChangedObserver;
  15690. /**
  15691. * A function that is added to the onSizeChangedObservable
  15692. */
  15693. onSizeChanged: (postProcess: PostProcess) => void;
  15694. /**
  15695. * An event triggered when the postprocess applies its effect.
  15696. */
  15697. onApplyObservable: Observable<Effect>;
  15698. private _onApplyObserver;
  15699. /**
  15700. * A function that is added to the onApplyObservable
  15701. */
  15702. onApply: (effect: Effect) => void;
  15703. /**
  15704. * An event triggered before rendering the postprocess
  15705. */
  15706. onBeforeRenderObservable: Observable<Effect>;
  15707. private _onBeforeRenderObserver;
  15708. /**
  15709. * A function that is added to the onBeforeRenderObservable
  15710. */
  15711. onBeforeRender: (effect: Effect) => void;
  15712. /**
  15713. * An event triggered after rendering the postprocess
  15714. */
  15715. onAfterRenderObservable: Observable<Effect>;
  15716. private _onAfterRenderObserver;
  15717. /**
  15718. * A function that is added to the onAfterRenderObservable
  15719. */
  15720. onAfterRender: (efect: Effect) => void;
  15721. /**
  15722. * 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
  15723. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15724. */
  15725. inputTexture: InternalTexture;
  15726. /**
  15727. * Gets the camera which post process is applied to.
  15728. * @returns The camera the post process is applied to.
  15729. */
  15730. getCamera(): Camera;
  15731. /**
  15732. * Gets the texel size of the postprocess.
  15733. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15734. */
  15735. readonly texelSize: Vector2;
  15736. /**
  15737. * Creates a new instance PostProcess
  15738. * @param name The name of the PostProcess.
  15739. * @param fragmentUrl The url of the fragment shader to be used.
  15740. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15741. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15742. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15743. * @param camera The camera to apply the render pass to.
  15744. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15745. * @param engine The engine which the post process will be applied. (default: current engine)
  15746. * @param reusable If the post process can be reused on the same frame. (default: false)
  15747. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15748. * @param textureType Type of textures used when performing the post process. (default: 0)
  15749. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15750. * @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
  15751. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15752. */
  15753. constructor(
  15754. /** Name of the PostProcess. */
  15755. 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);
  15756. /**
  15757. * Gets a string idenfifying the name of the class
  15758. * @returns "PostProcess" string
  15759. */
  15760. getClassName(): string;
  15761. /**
  15762. * Gets the engine which this post process belongs to.
  15763. * @returns The engine the post process was enabled with.
  15764. */
  15765. getEngine(): Engine;
  15766. /**
  15767. * The effect that is created when initializing the post process.
  15768. * @returns The created effect corresponding the the postprocess.
  15769. */
  15770. getEffect(): Effect;
  15771. /**
  15772. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15773. * @param postProcess The post process to share the output with.
  15774. * @returns This post process.
  15775. */
  15776. shareOutputWith(postProcess: PostProcess): PostProcess;
  15777. /**
  15778. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15779. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15780. */
  15781. useOwnOutput(): void;
  15782. /**
  15783. * Updates the effect with the current post process compile time values and recompiles the shader.
  15784. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15785. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15786. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15787. * @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
  15788. * @param onCompiled Called when the shader has been compiled.
  15789. * @param onError Called if there is an error when compiling a shader.
  15790. */
  15791. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15792. /**
  15793. * The post process is reusable if it can be used multiple times within one frame.
  15794. * @returns If the post process is reusable
  15795. */
  15796. isReusable(): boolean;
  15797. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15798. markTextureDirty(): void;
  15799. /**
  15800. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15801. * 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.
  15802. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15803. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15804. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15805. * @returns The target texture that was bound to be written to.
  15806. */
  15807. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15808. /**
  15809. * If the post process is supported.
  15810. */
  15811. readonly isSupported: boolean;
  15812. /**
  15813. * The aspect ratio of the output texture.
  15814. */
  15815. readonly aspectRatio: number;
  15816. /**
  15817. * Get a value indicating if the post-process is ready to be used
  15818. * @returns true if the post-process is ready (shader is compiled)
  15819. */
  15820. isReady(): boolean;
  15821. /**
  15822. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15823. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15824. */
  15825. apply(): Nullable<Effect>;
  15826. private _disposeTextures;
  15827. /**
  15828. * Disposes the post process.
  15829. * @param camera The camera to dispose the post process on.
  15830. */
  15831. dispose(camera?: Camera): void;
  15832. }
  15833. }
  15834. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15835. /** @hidden */
  15836. export var kernelBlurVaryingDeclaration: {
  15837. name: string;
  15838. shader: string;
  15839. };
  15840. }
  15841. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15842. /** @hidden */
  15843. export var kernelBlurFragment: {
  15844. name: string;
  15845. shader: string;
  15846. };
  15847. }
  15848. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15849. /** @hidden */
  15850. export var kernelBlurFragment2: {
  15851. name: string;
  15852. shader: string;
  15853. };
  15854. }
  15855. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15856. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15857. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15858. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15859. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15860. /** @hidden */
  15861. export var kernelBlurPixelShader: {
  15862. name: string;
  15863. shader: string;
  15864. };
  15865. }
  15866. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15867. /** @hidden */
  15868. export var kernelBlurVertex: {
  15869. name: string;
  15870. shader: string;
  15871. };
  15872. }
  15873. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15874. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15875. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15876. /** @hidden */
  15877. export var kernelBlurVertexShader: {
  15878. name: string;
  15879. shader: string;
  15880. };
  15881. }
  15882. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15883. import { Vector2 } from "babylonjs/Maths/math.vector";
  15884. import { Nullable } from "babylonjs/types";
  15885. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15886. import { Camera } from "babylonjs/Cameras/camera";
  15887. import { Effect } from "babylonjs/Materials/effect";
  15888. import { Engine } from "babylonjs/Engines/engine";
  15889. import "babylonjs/Shaders/kernelBlur.fragment";
  15890. import "babylonjs/Shaders/kernelBlur.vertex";
  15891. /**
  15892. * The Blur Post Process which blurs an image based on a kernel and direction.
  15893. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15894. */
  15895. export class BlurPostProcess extends PostProcess {
  15896. /** The direction in which to blur the image. */
  15897. direction: Vector2;
  15898. private blockCompilation;
  15899. protected _kernel: number;
  15900. protected _idealKernel: number;
  15901. protected _packedFloat: boolean;
  15902. private _staticDefines;
  15903. /**
  15904. * Sets the length in pixels of the blur sample region
  15905. */
  15906. /**
  15907. * Gets the length in pixels of the blur sample region
  15908. */
  15909. kernel: number;
  15910. /**
  15911. * Sets wether or not the blur needs to unpack/repack floats
  15912. */
  15913. /**
  15914. * Gets wether or not the blur is unpacking/repacking floats
  15915. */
  15916. packedFloat: boolean;
  15917. /**
  15918. * Creates a new instance BlurPostProcess
  15919. * @param name The name of the effect.
  15920. * @param direction The direction in which to blur the image.
  15921. * @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.
  15922. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15923. * @param camera The camera to apply the render pass to.
  15924. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15925. * @param engine The engine which the post process will be applied. (default: current engine)
  15926. * @param reusable If the post process can be reused on the same frame. (default: false)
  15927. * @param textureType Type of textures used when performing the post process. (default: 0)
  15928. * @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)
  15929. */
  15930. constructor(name: string,
  15931. /** The direction in which to blur the image. */
  15932. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15933. /**
  15934. * Updates the effect with the current post process compile time values and recompiles the shader.
  15935. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15936. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15937. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15938. * @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
  15939. * @param onCompiled Called when the shader has been compiled.
  15940. * @param onError Called if there is an error when compiling a shader.
  15941. */
  15942. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15943. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15944. /**
  15945. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15946. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15947. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15948. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15949. * The gaps between physical kernels are compensated for in the weighting of the samples
  15950. * @param idealKernel Ideal blur kernel.
  15951. * @return Nearest best kernel.
  15952. */
  15953. protected _nearestBestKernel(idealKernel: number): number;
  15954. /**
  15955. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15956. * @param x The point on the Gaussian distribution to sample.
  15957. * @return the value of the Gaussian function at x.
  15958. */
  15959. protected _gaussianWeight(x: number): number;
  15960. /**
  15961. * Generates a string that can be used as a floating point number in GLSL.
  15962. * @param x Value to print.
  15963. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15964. * @return GLSL float string.
  15965. */
  15966. protected _glslFloat(x: number, decimalFigures?: number): string;
  15967. }
  15968. }
  15969. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15970. import { Scene } from "babylonjs/scene";
  15971. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15972. import { Plane } from "babylonjs/Maths/math.plane";
  15973. /**
  15974. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15975. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15976. * You can then easily use it as a reflectionTexture on a flat surface.
  15977. * In case the surface is not a plane, please consider relying on reflection probes.
  15978. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15979. */
  15980. export class MirrorTexture extends RenderTargetTexture {
  15981. private scene;
  15982. /**
  15983. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15984. * 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.
  15985. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15986. */
  15987. mirrorPlane: Plane;
  15988. /**
  15989. * Define the blur ratio used to blur the reflection if needed.
  15990. */
  15991. blurRatio: number;
  15992. /**
  15993. * Define the adaptive blur kernel used to blur the reflection if needed.
  15994. * This will autocompute the closest best match for the `blurKernel`
  15995. */
  15996. adaptiveBlurKernel: number;
  15997. /**
  15998. * Define the blur kernel used to blur the reflection if needed.
  15999. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16000. */
  16001. blurKernel: number;
  16002. /**
  16003. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  16004. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16005. */
  16006. blurKernelX: number;
  16007. /**
  16008. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  16009. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16010. */
  16011. blurKernelY: number;
  16012. private _autoComputeBlurKernel;
  16013. protected _onRatioRescale(): void;
  16014. private _updateGammaSpace;
  16015. private _imageProcessingConfigChangeObserver;
  16016. private _transformMatrix;
  16017. private _mirrorMatrix;
  16018. private _savedViewMatrix;
  16019. private _blurX;
  16020. private _blurY;
  16021. private _adaptiveBlurKernel;
  16022. private _blurKernelX;
  16023. private _blurKernelY;
  16024. private _blurRatio;
  16025. /**
  16026. * Instantiates a Mirror Texture.
  16027. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16028. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16029. * You can then easily use it as a reflectionTexture on a flat surface.
  16030. * In case the surface is not a plane, please consider relying on reflection probes.
  16031. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16032. * @param name
  16033. * @param size
  16034. * @param scene
  16035. * @param generateMipMaps
  16036. * @param type
  16037. * @param samplingMode
  16038. * @param generateDepthBuffer
  16039. */
  16040. constructor(name: string, size: number | {
  16041. width: number;
  16042. height: number;
  16043. } | {
  16044. ratio: number;
  16045. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  16046. private _preparePostProcesses;
  16047. /**
  16048. * Clone the mirror texture.
  16049. * @returns the cloned texture
  16050. */
  16051. clone(): MirrorTexture;
  16052. /**
  16053. * Serialize the texture to a JSON representation you could use in Parse later on
  16054. * @returns the serialized JSON representation
  16055. */
  16056. serialize(): any;
  16057. /**
  16058. * Dispose the texture and release its associated resources.
  16059. */
  16060. dispose(): void;
  16061. }
  16062. }
  16063. declare module "babylonjs/Materials/Textures/texture" {
  16064. import { Observable } from "babylonjs/Misc/observable";
  16065. import { Nullable } from "babylonjs/types";
  16066. import { Matrix } from "babylonjs/Maths/math.vector";
  16067. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  16068. import { IInspectable } from "babylonjs/Misc/iInspectable";
  16069. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  16070. import { Scene } from "babylonjs/scene";
  16071. /**
  16072. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16073. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16074. */
  16075. export class Texture extends BaseTexture {
  16076. /**
  16077. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  16078. */
  16079. static SerializeBuffers: boolean;
  16080. /** @hidden */
  16081. static _CubeTextureParser: (jsonTexture: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  16082. /** @hidden */
  16083. static _CreateMirror: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  16084. /** @hidden */
  16085. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  16086. /** nearest is mag = nearest and min = nearest and mip = linear */
  16087. static readonly NEAREST_SAMPLINGMODE: number;
  16088. /** nearest is mag = nearest and min = nearest and mip = linear */
  16089. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  16090. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16091. static readonly BILINEAR_SAMPLINGMODE: number;
  16092. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16093. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  16094. /** Trilinear is mag = linear and min = linear and mip = linear */
  16095. static readonly TRILINEAR_SAMPLINGMODE: number;
  16096. /** Trilinear is mag = linear and min = linear and mip = linear */
  16097. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  16098. /** mag = nearest and min = nearest and mip = nearest */
  16099. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  16100. /** mag = nearest and min = linear and mip = nearest */
  16101. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  16102. /** mag = nearest and min = linear and mip = linear */
  16103. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  16104. /** mag = nearest and min = linear and mip = none */
  16105. static readonly NEAREST_LINEAR: number;
  16106. /** mag = nearest and min = nearest and mip = none */
  16107. static readonly NEAREST_NEAREST: number;
  16108. /** mag = linear and min = nearest and mip = nearest */
  16109. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  16110. /** mag = linear and min = nearest and mip = linear */
  16111. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  16112. /** mag = linear and min = linear and mip = none */
  16113. static readonly LINEAR_LINEAR: number;
  16114. /** mag = linear and min = nearest and mip = none */
  16115. static readonly LINEAR_NEAREST: number;
  16116. /** Explicit coordinates mode */
  16117. static readonly EXPLICIT_MODE: number;
  16118. /** Spherical coordinates mode */
  16119. static readonly SPHERICAL_MODE: number;
  16120. /** Planar coordinates mode */
  16121. static readonly PLANAR_MODE: number;
  16122. /** Cubic coordinates mode */
  16123. static readonly CUBIC_MODE: number;
  16124. /** Projection coordinates mode */
  16125. static readonly PROJECTION_MODE: number;
  16126. /** Inverse Cubic coordinates mode */
  16127. static readonly SKYBOX_MODE: number;
  16128. /** Inverse Cubic coordinates mode */
  16129. static readonly INVCUBIC_MODE: number;
  16130. /** Equirectangular coordinates mode */
  16131. static readonly EQUIRECTANGULAR_MODE: number;
  16132. /** Equirectangular Fixed coordinates mode */
  16133. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  16134. /** Equirectangular Fixed Mirrored coordinates mode */
  16135. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  16136. /** Texture is not repeating outside of 0..1 UVs */
  16137. static readonly CLAMP_ADDRESSMODE: number;
  16138. /** Texture is repeating outside of 0..1 UVs */
  16139. static readonly WRAP_ADDRESSMODE: number;
  16140. /** Texture is repeating and mirrored */
  16141. static readonly MIRROR_ADDRESSMODE: number;
  16142. /**
  16143. * 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
  16144. */
  16145. static UseSerializedUrlIfAny: boolean;
  16146. /**
  16147. * Define the url of the texture.
  16148. */
  16149. url: Nullable<string>;
  16150. /**
  16151. * Define an offset on the texture to offset the u coordinates of the UVs
  16152. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16153. */
  16154. uOffset: number;
  16155. /**
  16156. * Define an offset on the texture to offset the v coordinates of the UVs
  16157. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16158. */
  16159. vOffset: number;
  16160. /**
  16161. * Define an offset on the texture to scale the u coordinates of the UVs
  16162. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16163. */
  16164. uScale: number;
  16165. /**
  16166. * Define an offset on the texture to scale the v coordinates of the UVs
  16167. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16168. */
  16169. vScale: number;
  16170. /**
  16171. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16172. * @see http://doc.babylonjs.com/how_to/more_materials
  16173. */
  16174. uAng: number;
  16175. /**
  16176. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16177. * @see http://doc.babylonjs.com/how_to/more_materials
  16178. */
  16179. vAng: number;
  16180. /**
  16181. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16182. * @see http://doc.babylonjs.com/how_to/more_materials
  16183. */
  16184. wAng: number;
  16185. /**
  16186. * Defines the center of rotation (U)
  16187. */
  16188. uRotationCenter: number;
  16189. /**
  16190. * Defines the center of rotation (V)
  16191. */
  16192. vRotationCenter: number;
  16193. /**
  16194. * Defines the center of rotation (W)
  16195. */
  16196. wRotationCenter: number;
  16197. /**
  16198. * Are mip maps generated for this texture or not.
  16199. */
  16200. readonly noMipmap: boolean;
  16201. /**
  16202. * List of inspectable custom properties (used by the Inspector)
  16203. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16204. */
  16205. inspectableCustomProperties: Nullable<IInspectable[]>;
  16206. private _noMipmap;
  16207. /** @hidden */
  16208. _invertY: boolean;
  16209. private _rowGenerationMatrix;
  16210. private _cachedTextureMatrix;
  16211. private _projectionModeMatrix;
  16212. private _t0;
  16213. private _t1;
  16214. private _t2;
  16215. private _cachedUOffset;
  16216. private _cachedVOffset;
  16217. private _cachedUScale;
  16218. private _cachedVScale;
  16219. private _cachedUAng;
  16220. private _cachedVAng;
  16221. private _cachedWAng;
  16222. private _cachedProjectionMatrixId;
  16223. private _cachedCoordinatesMode;
  16224. /** @hidden */
  16225. protected _initialSamplingMode: number;
  16226. /** @hidden */
  16227. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  16228. private _deleteBuffer;
  16229. protected _format: Nullable<number>;
  16230. private _delayedOnLoad;
  16231. private _delayedOnError;
  16232. private _mimeType?;
  16233. /**
  16234. * Observable triggered once the texture has been loaded.
  16235. */
  16236. onLoadObservable: Observable<Texture>;
  16237. protected _isBlocking: boolean;
  16238. /**
  16239. * Is the texture preventing material to render while loading.
  16240. * If false, a default texture will be used instead of the loading one during the preparation step.
  16241. */
  16242. isBlocking: boolean;
  16243. /**
  16244. * Get the current sampling mode associated with the texture.
  16245. */
  16246. readonly samplingMode: number;
  16247. /**
  16248. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16249. */
  16250. readonly invertY: boolean;
  16251. /**
  16252. * Instantiates a new texture.
  16253. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16254. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16255. * @param url defines the url of the picture to load as a texture
  16256. * @param scene defines the scene or engine the texture will belong to
  16257. * @param noMipmap defines if the texture will require mip maps or not
  16258. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  16259. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16260. * @param onLoad defines a callback triggered when the texture has been loaded
  16261. * @param onError defines a callback triggered when an error occurred during the loading session
  16262. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  16263. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  16264. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16265. * @param mimeType defines an optional mime type information
  16266. */
  16267. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | ThinEngine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, deleteBuffer?: boolean, format?: number, mimeType?: string);
  16268. /**
  16269. * Update the url (and optional buffer) of this texture if url was null during construction.
  16270. * @param url the url of the texture
  16271. * @param buffer the buffer of the texture (defaults to null)
  16272. * @param onLoad callback called when the texture is loaded (defaults to null)
  16273. */
  16274. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16275. /**
  16276. * Finish the loading sequence of a texture flagged as delayed load.
  16277. * @hidden
  16278. */
  16279. delayLoad(): void;
  16280. private _prepareRowForTextureGeneration;
  16281. /**
  16282. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16283. * @returns the transform matrix of the texture.
  16284. */
  16285. getTextureMatrix(): Matrix;
  16286. /**
  16287. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16288. * @returns The reflection texture transform
  16289. */
  16290. getReflectionTextureMatrix(): Matrix;
  16291. /**
  16292. * Clones the texture.
  16293. * @returns the cloned texture
  16294. */
  16295. clone(): Texture;
  16296. /**
  16297. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16298. * @returns The JSON representation of the texture
  16299. */
  16300. serialize(): any;
  16301. /**
  16302. * Get the current class name of the texture useful for serialization or dynamic coding.
  16303. * @returns "Texture"
  16304. */
  16305. getClassName(): string;
  16306. /**
  16307. * Dispose the texture and release its associated resources.
  16308. */
  16309. dispose(): void;
  16310. /**
  16311. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16312. * @param parsedTexture Define the JSON representation of the texture
  16313. * @param scene Define the scene the parsed texture should be instantiated in
  16314. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16315. * @returns The parsed texture if successful
  16316. */
  16317. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16318. /**
  16319. * Creates a texture from its base 64 representation.
  16320. * @param data Define the base64 payload without the data: prefix
  16321. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16322. * @param scene Define the scene the texture should belong to
  16323. * @param noMipmap Forces the texture to not create mip map information if true
  16324. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16325. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16326. * @param onLoad define a callback triggered when the texture has been loaded
  16327. * @param onError define a callback triggered when an error occurred during the loading session
  16328. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16329. * @returns the created texture
  16330. */
  16331. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16332. /**
  16333. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16334. * @param data Define the base64 payload without the data: prefix
  16335. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16336. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16337. * @param scene Define the scene the texture should belong to
  16338. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16339. * @param noMipmap Forces the texture to not create mip map information if true
  16340. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16341. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16342. * @param onLoad define a callback triggered when the texture has been loaded
  16343. * @param onError define a callback triggered when an error occurred during the loading session
  16344. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16345. * @returns the created texture
  16346. */
  16347. 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;
  16348. }
  16349. }
  16350. declare module "babylonjs/PostProcesses/postProcessManager" {
  16351. import { Nullable } from "babylonjs/types";
  16352. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16353. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16354. import { Scene } from "babylonjs/scene";
  16355. /**
  16356. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16357. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16358. */
  16359. export class PostProcessManager {
  16360. private _scene;
  16361. private _indexBuffer;
  16362. private _vertexBuffers;
  16363. /**
  16364. * Creates a new instance PostProcess
  16365. * @param scene The scene that the post process is associated with.
  16366. */
  16367. constructor(scene: Scene);
  16368. private _prepareBuffers;
  16369. private _buildIndexBuffer;
  16370. /**
  16371. * Rebuilds the vertex buffers of the manager.
  16372. * @hidden
  16373. */
  16374. _rebuild(): void;
  16375. /**
  16376. * Prepares a frame to be run through a post process.
  16377. * @param sourceTexture The input texture to the post procesess. (default: null)
  16378. * @param postProcesses An array of post processes to be run. (default: null)
  16379. * @returns True if the post processes were able to be run.
  16380. * @hidden
  16381. */
  16382. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16383. /**
  16384. * Manually render a set of post processes to a texture.
  16385. * @param postProcesses An array of post processes to be run.
  16386. * @param targetTexture The target texture to render to.
  16387. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16388. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16389. * @param lodLevel defines which lod of the texture to render to
  16390. */
  16391. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16392. /**
  16393. * Finalize the result of the output of the postprocesses.
  16394. * @param doNotPresent If true the result will not be displayed to the screen.
  16395. * @param targetTexture The target texture to render to.
  16396. * @param faceIndex The index of the face to bind the target texture to.
  16397. * @param postProcesses The array of post processes to render.
  16398. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16399. * @hidden
  16400. */
  16401. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16402. /**
  16403. * Disposes of the post process manager.
  16404. */
  16405. dispose(): void;
  16406. }
  16407. }
  16408. declare module "babylonjs/Misc/gradients" {
  16409. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16410. /** Interface used by value gradients (color, factor, ...) */
  16411. export interface IValueGradient {
  16412. /**
  16413. * Gets or sets the gradient value (between 0 and 1)
  16414. */
  16415. gradient: number;
  16416. }
  16417. /** Class used to store color4 gradient */
  16418. export class ColorGradient implements IValueGradient {
  16419. /**
  16420. * Gets or sets the gradient value (between 0 and 1)
  16421. */
  16422. gradient: number;
  16423. /**
  16424. * Gets or sets first associated color
  16425. */
  16426. color1: Color4;
  16427. /**
  16428. * Gets or sets second associated color
  16429. */
  16430. color2?: Color4;
  16431. /**
  16432. * Will get a color picked randomly between color1 and color2.
  16433. * If color2 is undefined then color1 will be used
  16434. * @param result defines the target Color4 to store the result in
  16435. */
  16436. getColorToRef(result: Color4): void;
  16437. }
  16438. /** Class used to store color 3 gradient */
  16439. export class Color3Gradient implements IValueGradient {
  16440. /**
  16441. * Gets or sets the gradient value (between 0 and 1)
  16442. */
  16443. gradient: number;
  16444. /**
  16445. * Gets or sets the associated color
  16446. */
  16447. color: Color3;
  16448. }
  16449. /** Class used to store factor gradient */
  16450. export class FactorGradient implements IValueGradient {
  16451. /**
  16452. * Gets or sets the gradient value (between 0 and 1)
  16453. */
  16454. gradient: number;
  16455. /**
  16456. * Gets or sets first associated factor
  16457. */
  16458. factor1: number;
  16459. /**
  16460. * Gets or sets second associated factor
  16461. */
  16462. factor2?: number;
  16463. /**
  16464. * Will get a number picked randomly between factor1 and factor2.
  16465. * If factor2 is undefined then factor1 will be used
  16466. * @returns the picked number
  16467. */
  16468. getFactor(): number;
  16469. }
  16470. /**
  16471. * Helper used to simplify some generic gradient tasks
  16472. */
  16473. export class GradientHelper {
  16474. /**
  16475. * Gets the current gradient from an array of IValueGradient
  16476. * @param ratio defines the current ratio to get
  16477. * @param gradients defines the array of IValueGradient
  16478. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16479. */
  16480. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16481. }
  16482. }
  16483. declare module "babylonjs/Engines/Extensions/engine.dynamicTexture" {
  16484. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16485. import { Nullable } from "babylonjs/types";
  16486. module "babylonjs/Engines/thinEngine" {
  16487. interface ThinEngine {
  16488. /**
  16489. * Creates a dynamic texture
  16490. * @param width defines the width of the texture
  16491. * @param height defines the height of the texture
  16492. * @param generateMipMaps defines if the engine should generate the mip levels
  16493. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  16494. * @returns the dynamic texture inside an InternalTexture
  16495. */
  16496. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  16497. /**
  16498. * Update the content of a dynamic texture
  16499. * @param texture defines the texture to update
  16500. * @param canvas defines the canvas containing the source
  16501. * @param invertY defines if data must be stored with Y axis inverted
  16502. * @param premulAlpha defines if alpha is stored as premultiplied
  16503. * @param format defines the format of the data
  16504. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16505. */
  16506. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  16507. }
  16508. }
  16509. }
  16510. declare module "babylonjs/Misc/canvasGenerator" {
  16511. /**
  16512. * Helper class used to generate a canvas to manipulate images
  16513. */
  16514. export class CanvasGenerator {
  16515. /**
  16516. * Create a new canvas (or offscreen canvas depending on the context)
  16517. * @param width defines the expected width
  16518. * @param height defines the expected height
  16519. * @return a new canvas or offscreen canvas
  16520. */
  16521. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  16522. }
  16523. }
  16524. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  16525. import { Scene } from "babylonjs/scene";
  16526. import { Texture } from "babylonjs/Materials/Textures/texture";
  16527. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  16528. /**
  16529. * A class extending Texture allowing drawing on a texture
  16530. * @see http://doc.babylonjs.com/how_to/dynamictexture
  16531. */
  16532. export class DynamicTexture extends Texture {
  16533. private _generateMipMaps;
  16534. private _canvas;
  16535. private _context;
  16536. private _engine;
  16537. /**
  16538. * Creates a DynamicTexture
  16539. * @param name defines the name of the texture
  16540. * @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
  16541. * @param scene defines the scene where you want the texture
  16542. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  16543. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  16544. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  16545. */
  16546. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  16547. /**
  16548. * Get the current class name of the texture useful for serialization or dynamic coding.
  16549. * @returns "DynamicTexture"
  16550. */
  16551. getClassName(): string;
  16552. /**
  16553. * Gets the current state of canRescale
  16554. */
  16555. readonly canRescale: boolean;
  16556. private _recreate;
  16557. /**
  16558. * Scales the texture
  16559. * @param ratio the scale factor to apply to both width and height
  16560. */
  16561. scale(ratio: number): void;
  16562. /**
  16563. * Resizes the texture
  16564. * @param width the new width
  16565. * @param height the new height
  16566. */
  16567. scaleTo(width: number, height: number): void;
  16568. /**
  16569. * Gets the context of the canvas used by the texture
  16570. * @returns the canvas context of the dynamic texture
  16571. */
  16572. getContext(): CanvasRenderingContext2D;
  16573. /**
  16574. * Clears the texture
  16575. */
  16576. clear(): void;
  16577. /**
  16578. * Updates the texture
  16579. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16580. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  16581. */
  16582. update(invertY?: boolean, premulAlpha?: boolean): void;
  16583. /**
  16584. * Draws text onto the texture
  16585. * @param text defines the text to be drawn
  16586. * @param x defines the placement of the text from the left
  16587. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  16588. * @param font defines the font to be used with font-style, font-size, font-name
  16589. * @param color defines the color used for the text
  16590. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  16591. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16592. * @param update defines whether texture is immediately update (default is true)
  16593. */
  16594. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  16595. /**
  16596. * Clones the texture
  16597. * @returns the clone of the texture.
  16598. */
  16599. clone(): DynamicTexture;
  16600. /**
  16601. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  16602. * @returns a serialized dynamic texture object
  16603. */
  16604. serialize(): any;
  16605. /** @hidden */
  16606. _rebuild(): void;
  16607. }
  16608. }
  16609. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16610. import { Scene } from "babylonjs/scene";
  16611. import { ISceneComponent } from "babylonjs/sceneComponent";
  16612. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16613. module "babylonjs/abstractScene" {
  16614. interface AbstractScene {
  16615. /**
  16616. * The list of procedural textures added to the scene
  16617. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16618. */
  16619. proceduralTextures: Array<ProceduralTexture>;
  16620. }
  16621. }
  16622. /**
  16623. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16624. * in a given scene.
  16625. */
  16626. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16627. /**
  16628. * The component name helpfull to identify the component in the list of scene components.
  16629. */
  16630. readonly name: string;
  16631. /**
  16632. * The scene the component belongs to.
  16633. */
  16634. scene: Scene;
  16635. /**
  16636. * Creates a new instance of the component for the given scene
  16637. * @param scene Defines the scene to register the component in
  16638. */
  16639. constructor(scene: Scene);
  16640. /**
  16641. * Registers the component in a given scene
  16642. */
  16643. register(): void;
  16644. /**
  16645. * Rebuilds the elements related to this component in case of
  16646. * context lost for instance.
  16647. */
  16648. rebuild(): void;
  16649. /**
  16650. * Disposes the component and the associated ressources.
  16651. */
  16652. dispose(): void;
  16653. private _beforeClear;
  16654. }
  16655. }
  16656. declare module "babylonjs/Engines/Extensions/engine.renderTargetCube" {
  16657. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16658. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16659. module "babylonjs/Engines/thinEngine" {
  16660. interface ThinEngine {
  16661. /**
  16662. * Creates a new render target cube texture
  16663. * @param size defines the size of the texture
  16664. * @param options defines the options used to create the texture
  16665. * @returns a new render target cube texture stored in an InternalTexture
  16666. */
  16667. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16668. }
  16669. }
  16670. }
  16671. declare module "babylonjs/Shaders/procedural.vertex" {
  16672. /** @hidden */
  16673. export var proceduralVertexShader: {
  16674. name: string;
  16675. shader: string;
  16676. };
  16677. }
  16678. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16679. import { Observable } from "babylonjs/Misc/observable";
  16680. import { Nullable } from "babylonjs/types";
  16681. import { Scene } from "babylonjs/scene";
  16682. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16683. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16684. import { Effect } from "babylonjs/Materials/effect";
  16685. import { Texture } from "babylonjs/Materials/Textures/texture";
  16686. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16687. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  16688. import "babylonjs/Shaders/procedural.vertex";
  16689. /**
  16690. * 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.
  16691. * This is the base class of any Procedural texture and contains most of the shareable code.
  16692. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16693. */
  16694. export class ProceduralTexture extends Texture {
  16695. isCube: boolean;
  16696. /**
  16697. * Define if the texture is enabled or not (disabled texture will not render)
  16698. */
  16699. isEnabled: boolean;
  16700. /**
  16701. * Define if the texture must be cleared before rendering (default is true)
  16702. */
  16703. autoClear: boolean;
  16704. /**
  16705. * Callback called when the texture is generated
  16706. */
  16707. onGenerated: () => void;
  16708. /**
  16709. * Event raised when the texture is generated
  16710. */
  16711. onGeneratedObservable: Observable<ProceduralTexture>;
  16712. /** @hidden */
  16713. _generateMipMaps: boolean;
  16714. /** @hidden **/
  16715. _effect: Effect;
  16716. /** @hidden */
  16717. _textures: {
  16718. [key: string]: Texture;
  16719. };
  16720. private _size;
  16721. private _currentRefreshId;
  16722. private _refreshRate;
  16723. private _vertexBuffers;
  16724. private _indexBuffer;
  16725. private _uniforms;
  16726. private _samplers;
  16727. private _fragment;
  16728. private _floats;
  16729. private _ints;
  16730. private _floatsArrays;
  16731. private _colors3;
  16732. private _colors4;
  16733. private _vectors2;
  16734. private _vectors3;
  16735. private _matrices;
  16736. private _fallbackTexture;
  16737. private _fallbackTextureUsed;
  16738. private _engine;
  16739. private _cachedDefines;
  16740. private _contentUpdateId;
  16741. private _contentData;
  16742. /**
  16743. * Instantiates a new procedural texture.
  16744. * 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.
  16745. * This is the base class of any Procedural texture and contains most of the shareable code.
  16746. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16747. * @param name Define the name of the texture
  16748. * @param size Define the size of the texture to create
  16749. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16750. * @param scene Define the scene the texture belongs to
  16751. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16752. * @param generateMipMaps Define if the texture should creates mip maps or not
  16753. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16754. */
  16755. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16756. /**
  16757. * The effect that is created when initializing the post process.
  16758. * @returns The created effect corresponding the the postprocess.
  16759. */
  16760. getEffect(): Effect;
  16761. /**
  16762. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16763. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16764. */
  16765. getContent(): Nullable<ArrayBufferView>;
  16766. private _createIndexBuffer;
  16767. /** @hidden */
  16768. _rebuild(): void;
  16769. /**
  16770. * Resets the texture in order to recreate its associated resources.
  16771. * This can be called in case of context loss
  16772. */
  16773. reset(): void;
  16774. protected _getDefines(): string;
  16775. /**
  16776. * Is the texture ready to be used ? (rendered at least once)
  16777. * @returns true if ready, otherwise, false.
  16778. */
  16779. isReady(): boolean;
  16780. /**
  16781. * Resets the refresh counter of the texture and start bak from scratch.
  16782. * Could be useful to regenerate the texture if it is setup to render only once.
  16783. */
  16784. resetRefreshCounter(): void;
  16785. /**
  16786. * Set the fragment shader to use in order to render the texture.
  16787. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16788. */
  16789. setFragment(fragment: any): void;
  16790. /**
  16791. * Define the refresh rate of the texture or the rendering frequency.
  16792. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16793. */
  16794. refreshRate: number;
  16795. /** @hidden */
  16796. _shouldRender(): boolean;
  16797. /**
  16798. * Get the size the texture is rendering at.
  16799. * @returns the size (texture is always squared)
  16800. */
  16801. getRenderSize(): number;
  16802. /**
  16803. * Resize the texture to new value.
  16804. * @param size Define the new size the texture should have
  16805. * @param generateMipMaps Define whether the new texture should create mip maps
  16806. */
  16807. resize(size: number, generateMipMaps: boolean): void;
  16808. private _checkUniform;
  16809. /**
  16810. * Set a texture in the shader program used to render.
  16811. * @param name Define the name of the uniform samplers as defined in the shader
  16812. * @param texture Define the texture to bind to this sampler
  16813. * @return the texture itself allowing "fluent" like uniform updates
  16814. */
  16815. setTexture(name: string, texture: Texture): ProceduralTexture;
  16816. /**
  16817. * Set a float in the shader.
  16818. * @param name Define the name of the uniform as defined in the shader
  16819. * @param value Define the value to give to the uniform
  16820. * @return the texture itself allowing "fluent" like uniform updates
  16821. */
  16822. setFloat(name: string, value: number): ProceduralTexture;
  16823. /**
  16824. * Set a int in the shader.
  16825. * @param name Define the name of the uniform as defined in the shader
  16826. * @param value Define the value to give to the uniform
  16827. * @return the texture itself allowing "fluent" like uniform updates
  16828. */
  16829. setInt(name: string, value: number): ProceduralTexture;
  16830. /**
  16831. * Set an array of floats in the shader.
  16832. * @param name Define the name of the uniform as defined in the shader
  16833. * @param value Define the value to give to the uniform
  16834. * @return the texture itself allowing "fluent" like uniform updates
  16835. */
  16836. setFloats(name: string, value: number[]): ProceduralTexture;
  16837. /**
  16838. * Set a vec3 in the shader from a Color3.
  16839. * @param name Define the name of the uniform as defined in the shader
  16840. * @param value Define the value to give to the uniform
  16841. * @return the texture itself allowing "fluent" like uniform updates
  16842. */
  16843. setColor3(name: string, value: Color3): ProceduralTexture;
  16844. /**
  16845. * Set a vec4 in the shader from a Color4.
  16846. * @param name Define the name of the uniform as defined in the shader
  16847. * @param value Define the value to give to the uniform
  16848. * @return the texture itself allowing "fluent" like uniform updates
  16849. */
  16850. setColor4(name: string, value: Color4): ProceduralTexture;
  16851. /**
  16852. * Set a vec2 in the shader from a Vector2.
  16853. * @param name Define the name of the uniform as defined in the shader
  16854. * @param value Define the value to give to the uniform
  16855. * @return the texture itself allowing "fluent" like uniform updates
  16856. */
  16857. setVector2(name: string, value: Vector2): ProceduralTexture;
  16858. /**
  16859. * Set a vec3 in the shader from a Vector3.
  16860. * @param name Define the name of the uniform as defined in the shader
  16861. * @param value Define the value to give to the uniform
  16862. * @return the texture itself allowing "fluent" like uniform updates
  16863. */
  16864. setVector3(name: string, value: Vector3): ProceduralTexture;
  16865. /**
  16866. * Set a mat4 in the shader from a MAtrix.
  16867. * @param name Define the name of the uniform as defined in the shader
  16868. * @param value Define the value to give to the uniform
  16869. * @return the texture itself allowing "fluent" like uniform updates
  16870. */
  16871. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16872. /**
  16873. * Render the texture to its associated render target.
  16874. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16875. */
  16876. render(useCameraPostProcess?: boolean): void;
  16877. /**
  16878. * Clone the texture.
  16879. * @returns the cloned texture
  16880. */
  16881. clone(): ProceduralTexture;
  16882. /**
  16883. * Dispose the texture and release its asoociated resources.
  16884. */
  16885. dispose(): void;
  16886. }
  16887. }
  16888. declare module "babylonjs/Particles/baseParticleSystem" {
  16889. import { Nullable } from "babylonjs/types";
  16890. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16891. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16892. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16893. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16894. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16895. import { Scene } from "babylonjs/scene";
  16896. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16897. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16898. import { Texture } from "babylonjs/Materials/Textures/texture";
  16899. import { Color4 } from "babylonjs/Maths/math.color";
  16900. import { Animation } from "babylonjs/Animations/animation";
  16901. /**
  16902. * This represents the base class for particle system in Babylon.
  16903. * 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.
  16904. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16905. * @example https://doc.babylonjs.com/babylon101/particles
  16906. */
  16907. export class BaseParticleSystem {
  16908. /**
  16909. * Source color is added to the destination color without alpha affecting the result
  16910. */
  16911. static BLENDMODE_ONEONE: number;
  16912. /**
  16913. * Blend current color and particle color using particle’s alpha
  16914. */
  16915. static BLENDMODE_STANDARD: number;
  16916. /**
  16917. * Add current color and particle color multiplied by particle’s alpha
  16918. */
  16919. static BLENDMODE_ADD: number;
  16920. /**
  16921. * Multiply current color with particle color
  16922. */
  16923. static BLENDMODE_MULTIPLY: number;
  16924. /**
  16925. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16926. */
  16927. static BLENDMODE_MULTIPLYADD: number;
  16928. /**
  16929. * List of animations used by the particle system.
  16930. */
  16931. animations: Animation[];
  16932. /**
  16933. * The id of the Particle system.
  16934. */
  16935. id: string;
  16936. /**
  16937. * The friendly name of the Particle system.
  16938. */
  16939. name: string;
  16940. /**
  16941. * The rendering group used by the Particle system to chose when to render.
  16942. */
  16943. renderingGroupId: number;
  16944. /**
  16945. * The emitter represents the Mesh or position we are attaching the particle system to.
  16946. */
  16947. emitter: Nullable<AbstractMesh | Vector3>;
  16948. /**
  16949. * The maximum number of particles to emit per frame
  16950. */
  16951. emitRate: number;
  16952. /**
  16953. * If you want to launch only a few particles at once, that can be done, as well.
  16954. */
  16955. manualEmitCount: number;
  16956. /**
  16957. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16958. */
  16959. updateSpeed: number;
  16960. /**
  16961. * The amount of time the particle system is running (depends of the overall update speed).
  16962. */
  16963. targetStopDuration: number;
  16964. /**
  16965. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16966. */
  16967. disposeOnStop: boolean;
  16968. /**
  16969. * Minimum power of emitting particles.
  16970. */
  16971. minEmitPower: number;
  16972. /**
  16973. * Maximum power of emitting particles.
  16974. */
  16975. maxEmitPower: number;
  16976. /**
  16977. * Minimum life time of emitting particles.
  16978. */
  16979. minLifeTime: number;
  16980. /**
  16981. * Maximum life time of emitting particles.
  16982. */
  16983. maxLifeTime: number;
  16984. /**
  16985. * Minimum Size of emitting particles.
  16986. */
  16987. minSize: number;
  16988. /**
  16989. * Maximum Size of emitting particles.
  16990. */
  16991. maxSize: number;
  16992. /**
  16993. * Minimum scale of emitting particles on X axis.
  16994. */
  16995. minScaleX: number;
  16996. /**
  16997. * Maximum scale of emitting particles on X axis.
  16998. */
  16999. maxScaleX: number;
  17000. /**
  17001. * Minimum scale of emitting particles on Y axis.
  17002. */
  17003. minScaleY: number;
  17004. /**
  17005. * Maximum scale of emitting particles on Y axis.
  17006. */
  17007. maxScaleY: number;
  17008. /**
  17009. * Gets or sets the minimal initial rotation in radians.
  17010. */
  17011. minInitialRotation: number;
  17012. /**
  17013. * Gets or sets the maximal initial rotation in radians.
  17014. */
  17015. maxInitialRotation: number;
  17016. /**
  17017. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  17018. */
  17019. minAngularSpeed: number;
  17020. /**
  17021. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  17022. */
  17023. maxAngularSpeed: number;
  17024. /**
  17025. * The texture used to render each particle. (this can be a spritesheet)
  17026. */
  17027. particleTexture: Nullable<Texture>;
  17028. /**
  17029. * The layer mask we are rendering the particles through.
  17030. */
  17031. layerMask: number;
  17032. /**
  17033. * This can help using your own shader to render the particle system.
  17034. * The according effect will be created
  17035. */
  17036. customShader: any;
  17037. /**
  17038. * By default particle system starts as soon as they are created. This prevents the
  17039. * automatic start to happen and let you decide when to start emitting particles.
  17040. */
  17041. preventAutoStart: boolean;
  17042. private _noiseTexture;
  17043. /**
  17044. * Gets or sets a texture used to add random noise to particle positions
  17045. */
  17046. noiseTexture: Nullable<ProceduralTexture>;
  17047. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  17048. noiseStrength: Vector3;
  17049. /**
  17050. * Callback triggered when the particle animation is ending.
  17051. */
  17052. onAnimationEnd: Nullable<() => void>;
  17053. /**
  17054. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  17055. */
  17056. blendMode: number;
  17057. /**
  17058. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  17059. * to override the particles.
  17060. */
  17061. forceDepthWrite: boolean;
  17062. /** 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 */
  17063. preWarmCycles: number;
  17064. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  17065. preWarmStepOffset: number;
  17066. /**
  17067. * 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)
  17068. */
  17069. spriteCellChangeSpeed: number;
  17070. /**
  17071. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  17072. */
  17073. startSpriteCellID: number;
  17074. /**
  17075. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  17076. */
  17077. endSpriteCellID: number;
  17078. /**
  17079. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  17080. */
  17081. spriteCellWidth: number;
  17082. /**
  17083. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  17084. */
  17085. spriteCellHeight: number;
  17086. /**
  17087. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  17088. */
  17089. spriteRandomStartCell: boolean;
  17090. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  17091. translationPivot: Vector2;
  17092. /** @hidden */
  17093. protected _isAnimationSheetEnabled: boolean;
  17094. /**
  17095. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  17096. */
  17097. beginAnimationOnStart: boolean;
  17098. /**
  17099. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  17100. */
  17101. beginAnimationFrom: number;
  17102. /**
  17103. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  17104. */
  17105. beginAnimationTo: number;
  17106. /**
  17107. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  17108. */
  17109. beginAnimationLoop: boolean;
  17110. /**
  17111. * Gets or sets a world offset applied to all particles
  17112. */
  17113. worldOffset: Vector3;
  17114. /**
  17115. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  17116. */
  17117. isAnimationSheetEnabled: boolean;
  17118. /**
  17119. * Get hosting scene
  17120. * @returns the scene
  17121. */
  17122. getScene(): Scene;
  17123. /**
  17124. * You can use gravity if you want to give an orientation to your particles.
  17125. */
  17126. gravity: Vector3;
  17127. protected _colorGradients: Nullable<Array<ColorGradient>>;
  17128. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  17129. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  17130. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  17131. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  17132. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  17133. protected _dragGradients: Nullable<Array<FactorGradient>>;
  17134. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  17135. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  17136. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  17137. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  17138. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  17139. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  17140. /**
  17141. * Defines the delay in milliseconds before starting the system (0 by default)
  17142. */
  17143. startDelay: number;
  17144. /**
  17145. * Gets the current list of drag gradients.
  17146. * You must use addDragGradient and removeDragGradient to udpate this list
  17147. * @returns the list of drag gradients
  17148. */
  17149. getDragGradients(): Nullable<Array<FactorGradient>>;
  17150. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  17151. limitVelocityDamping: number;
  17152. /**
  17153. * Gets the current list of limit velocity gradients.
  17154. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  17155. * @returns the list of limit velocity gradients
  17156. */
  17157. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  17158. /**
  17159. * Gets the current list of color gradients.
  17160. * You must use addColorGradient and removeColorGradient to udpate this list
  17161. * @returns the list of color gradients
  17162. */
  17163. getColorGradients(): Nullable<Array<ColorGradient>>;
  17164. /**
  17165. * Gets the current list of size gradients.
  17166. * You must use addSizeGradient and removeSizeGradient to udpate this list
  17167. * @returns the list of size gradients
  17168. */
  17169. getSizeGradients(): Nullable<Array<FactorGradient>>;
  17170. /**
  17171. * Gets the current list of color remap gradients.
  17172. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  17173. * @returns the list of color remap gradients
  17174. */
  17175. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  17176. /**
  17177. * Gets the current list of alpha remap gradients.
  17178. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  17179. * @returns the list of alpha remap gradients
  17180. */
  17181. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  17182. /**
  17183. * Gets the current list of life time gradients.
  17184. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  17185. * @returns the list of life time gradients
  17186. */
  17187. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  17188. /**
  17189. * Gets the current list of angular speed gradients.
  17190. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  17191. * @returns the list of angular speed gradients
  17192. */
  17193. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  17194. /**
  17195. * Gets the current list of velocity gradients.
  17196. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  17197. * @returns the list of velocity gradients
  17198. */
  17199. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  17200. /**
  17201. * Gets the current list of start size gradients.
  17202. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  17203. * @returns the list of start size gradients
  17204. */
  17205. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  17206. /**
  17207. * Gets the current list of emit rate gradients.
  17208. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  17209. * @returns the list of emit rate gradients
  17210. */
  17211. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  17212. /**
  17213. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17214. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17215. */
  17216. direction1: Vector3;
  17217. /**
  17218. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17219. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17220. */
  17221. direction2: Vector3;
  17222. /**
  17223. * 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.
  17224. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17225. */
  17226. minEmitBox: Vector3;
  17227. /**
  17228. * 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.
  17229. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17230. */
  17231. maxEmitBox: Vector3;
  17232. /**
  17233. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17234. */
  17235. color1: Color4;
  17236. /**
  17237. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17238. */
  17239. color2: Color4;
  17240. /**
  17241. * Color the particle will have at the end of its lifetime
  17242. */
  17243. colorDead: Color4;
  17244. /**
  17245. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  17246. */
  17247. textureMask: Color4;
  17248. /**
  17249. * The particle emitter type defines the emitter used by the particle system.
  17250. * It can be for example box, sphere, or cone...
  17251. */
  17252. particleEmitterType: IParticleEmitterType;
  17253. /** @hidden */
  17254. _isSubEmitter: boolean;
  17255. /**
  17256. * Gets or sets the billboard mode to use when isBillboardBased = true.
  17257. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  17258. */
  17259. billboardMode: number;
  17260. protected _isBillboardBased: boolean;
  17261. /**
  17262. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  17263. */
  17264. isBillboardBased: boolean;
  17265. /**
  17266. * The scene the particle system belongs to.
  17267. */
  17268. protected _scene: Scene;
  17269. /**
  17270. * Local cache of defines for image processing.
  17271. */
  17272. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  17273. /**
  17274. * Default configuration related to image processing available in the standard Material.
  17275. */
  17276. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  17277. /**
  17278. * Gets the image processing configuration used either in this material.
  17279. */
  17280. /**
  17281. * Sets the Default image processing configuration used either in the this material.
  17282. *
  17283. * If sets to null, the scene one is in use.
  17284. */
  17285. imageProcessingConfiguration: ImageProcessingConfiguration;
  17286. /**
  17287. * Attaches a new image processing configuration to the Standard Material.
  17288. * @param configuration
  17289. */
  17290. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  17291. /** @hidden */
  17292. protected _reset(): void;
  17293. /** @hidden */
  17294. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  17295. /**
  17296. * Instantiates a particle system.
  17297. * 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.
  17298. * @param name The name of the particle system
  17299. */
  17300. constructor(name: string);
  17301. /**
  17302. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17303. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17304. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17305. * @returns the emitter
  17306. */
  17307. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17308. /**
  17309. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17310. * @param radius The radius of the hemisphere to emit from
  17311. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17312. * @returns the emitter
  17313. */
  17314. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17315. /**
  17316. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17317. * @param radius The radius of the sphere to emit from
  17318. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17319. * @returns the emitter
  17320. */
  17321. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17322. /**
  17323. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17324. * @param radius The radius of the sphere to emit from
  17325. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17326. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17327. * @returns the emitter
  17328. */
  17329. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17330. /**
  17331. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17332. * @param radius The radius of the emission cylinder
  17333. * @param height The height of the emission cylinder
  17334. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17335. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17336. * @returns the emitter
  17337. */
  17338. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17339. /**
  17340. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17341. * @param radius The radius of the cylinder to emit from
  17342. * @param height The height of the emission cylinder
  17343. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17344. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17345. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17346. * @returns the emitter
  17347. */
  17348. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17349. /**
  17350. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17351. * @param radius The radius of the cone to emit from
  17352. * @param angle The base angle of the cone
  17353. * @returns the emitter
  17354. */
  17355. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17356. /**
  17357. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17358. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17359. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17360. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17361. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17362. * @returns the emitter
  17363. */
  17364. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17365. }
  17366. }
  17367. declare module "babylonjs/Particles/subEmitter" {
  17368. import { Scene } from "babylonjs/scene";
  17369. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17370. /**
  17371. * Type of sub emitter
  17372. */
  17373. export enum SubEmitterType {
  17374. /**
  17375. * Attached to the particle over it's lifetime
  17376. */
  17377. ATTACHED = 0,
  17378. /**
  17379. * Created when the particle dies
  17380. */
  17381. END = 1
  17382. }
  17383. /**
  17384. * Sub emitter class used to emit particles from an existing particle
  17385. */
  17386. export class SubEmitter {
  17387. /**
  17388. * the particle system to be used by the sub emitter
  17389. */
  17390. particleSystem: ParticleSystem;
  17391. /**
  17392. * Type of the submitter (Default: END)
  17393. */
  17394. type: SubEmitterType;
  17395. /**
  17396. * 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)
  17397. * Note: This only is supported when using an emitter of type Mesh
  17398. */
  17399. inheritDirection: boolean;
  17400. /**
  17401. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17402. */
  17403. inheritedVelocityAmount: number;
  17404. /**
  17405. * Creates a sub emitter
  17406. * @param particleSystem the particle system to be used by the sub emitter
  17407. */
  17408. constructor(
  17409. /**
  17410. * the particle system to be used by the sub emitter
  17411. */
  17412. particleSystem: ParticleSystem);
  17413. /**
  17414. * Clones the sub emitter
  17415. * @returns the cloned sub emitter
  17416. */
  17417. clone(): SubEmitter;
  17418. /**
  17419. * Serialize current object to a JSON object
  17420. * @returns the serialized object
  17421. */
  17422. serialize(): any;
  17423. /** @hidden */
  17424. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17425. /**
  17426. * Creates a new SubEmitter from a serialized JSON version
  17427. * @param serializationObject defines the JSON object to read from
  17428. * @param scene defines the hosting scene
  17429. * @param rootUrl defines the rootUrl for data loading
  17430. * @returns a new SubEmitter
  17431. */
  17432. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17433. /** Release associated resources */
  17434. dispose(): void;
  17435. }
  17436. }
  17437. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17438. /** @hidden */
  17439. export var clipPlaneFragmentDeclaration: {
  17440. name: string;
  17441. shader: string;
  17442. };
  17443. }
  17444. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17445. /** @hidden */
  17446. export var imageProcessingDeclaration: {
  17447. name: string;
  17448. shader: string;
  17449. };
  17450. }
  17451. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17452. /** @hidden */
  17453. export var imageProcessingFunctions: {
  17454. name: string;
  17455. shader: string;
  17456. };
  17457. }
  17458. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17459. /** @hidden */
  17460. export var clipPlaneFragment: {
  17461. name: string;
  17462. shader: string;
  17463. };
  17464. }
  17465. declare module "babylonjs/Shaders/particles.fragment" {
  17466. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17467. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17468. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17469. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17470. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17471. /** @hidden */
  17472. export var particlesPixelShader: {
  17473. name: string;
  17474. shader: string;
  17475. };
  17476. }
  17477. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17478. /** @hidden */
  17479. export var clipPlaneVertexDeclaration: {
  17480. name: string;
  17481. shader: string;
  17482. };
  17483. }
  17484. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17485. /** @hidden */
  17486. export var clipPlaneVertex: {
  17487. name: string;
  17488. shader: string;
  17489. };
  17490. }
  17491. declare module "babylonjs/Shaders/particles.vertex" {
  17492. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17493. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17494. /** @hidden */
  17495. export var particlesVertexShader: {
  17496. name: string;
  17497. shader: string;
  17498. };
  17499. }
  17500. declare module "babylonjs/Particles/particleSystem" {
  17501. import { Nullable } from "babylonjs/types";
  17502. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17503. import { Observable } from "babylonjs/Misc/observable";
  17504. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17505. import { Effect } from "babylonjs/Materials/effect";
  17506. import { Scene, IDisposable } from "babylonjs/scene";
  17507. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17508. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17509. import { Particle } from "babylonjs/Particles/particle";
  17510. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17511. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17512. import "babylonjs/Shaders/particles.fragment";
  17513. import "babylonjs/Shaders/particles.vertex";
  17514. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17515. /**
  17516. * This represents a particle system in Babylon.
  17517. * 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.
  17518. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17519. * @example https://doc.babylonjs.com/babylon101/particles
  17520. */
  17521. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17522. /**
  17523. * Billboard mode will only apply to Y axis
  17524. */
  17525. static readonly BILLBOARDMODE_Y: number;
  17526. /**
  17527. * Billboard mode will apply to all axes
  17528. */
  17529. static readonly BILLBOARDMODE_ALL: number;
  17530. /**
  17531. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17532. */
  17533. static readonly BILLBOARDMODE_STRETCHED: number;
  17534. /**
  17535. * This function can be defined to provide custom update for active particles.
  17536. * This function will be called instead of regular update (age, position, color, etc.).
  17537. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17538. */
  17539. updateFunction: (particles: Particle[]) => void;
  17540. private _emitterWorldMatrix;
  17541. /**
  17542. * This function can be defined to specify initial direction for every new particle.
  17543. * It by default use the emitterType defined function
  17544. */
  17545. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17546. /**
  17547. * This function can be defined to specify initial position for every new particle.
  17548. * It by default use the emitterType defined function
  17549. */
  17550. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17551. /**
  17552. * @hidden
  17553. */
  17554. _inheritedVelocityOffset: Vector3;
  17555. /**
  17556. * An event triggered when the system is disposed
  17557. */
  17558. onDisposeObservable: Observable<ParticleSystem>;
  17559. private _onDisposeObserver;
  17560. /**
  17561. * Sets a callback that will be triggered when the system is disposed
  17562. */
  17563. onDispose: () => void;
  17564. private _particles;
  17565. private _epsilon;
  17566. private _capacity;
  17567. private _stockParticles;
  17568. private _newPartsExcess;
  17569. private _vertexData;
  17570. private _vertexBuffer;
  17571. private _vertexBuffers;
  17572. private _spriteBuffer;
  17573. private _indexBuffer;
  17574. private _effect;
  17575. private _customEffect;
  17576. private _cachedDefines;
  17577. private _scaledColorStep;
  17578. private _colorDiff;
  17579. private _scaledDirection;
  17580. private _scaledGravity;
  17581. private _currentRenderId;
  17582. private _alive;
  17583. private _useInstancing;
  17584. private _started;
  17585. private _stopped;
  17586. private _actualFrame;
  17587. private _scaledUpdateSpeed;
  17588. private _vertexBufferSize;
  17589. /** @hidden */
  17590. _currentEmitRateGradient: Nullable<FactorGradient>;
  17591. /** @hidden */
  17592. _currentEmitRate1: number;
  17593. /** @hidden */
  17594. _currentEmitRate2: number;
  17595. /** @hidden */
  17596. _currentStartSizeGradient: Nullable<FactorGradient>;
  17597. /** @hidden */
  17598. _currentStartSize1: number;
  17599. /** @hidden */
  17600. _currentStartSize2: number;
  17601. private readonly _rawTextureWidth;
  17602. private _rampGradientsTexture;
  17603. private _useRampGradients;
  17604. /** Gets or sets a boolean indicating that ramp gradients must be used
  17605. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17606. */
  17607. useRampGradients: boolean;
  17608. /**
  17609. * 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.
  17610. * 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: [])
  17611. */
  17612. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17613. private _subEmitters;
  17614. /**
  17615. * @hidden
  17616. * If the particle systems emitter should be disposed when the particle system is disposed
  17617. */
  17618. _disposeEmitterOnDispose: boolean;
  17619. /**
  17620. * The current active Sub-systems, this property is used by the root particle system only.
  17621. */
  17622. activeSubSystems: Array<ParticleSystem>;
  17623. private _rootParticleSystem;
  17624. /**
  17625. * Gets the current list of active particles
  17626. */
  17627. readonly particles: Particle[];
  17628. /**
  17629. * Returns the string "ParticleSystem"
  17630. * @returns a string containing the class name
  17631. */
  17632. getClassName(): string;
  17633. /**
  17634. * Instantiates a particle system.
  17635. * 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.
  17636. * @param name The name of the particle system
  17637. * @param capacity The max number of particles alive at the same time
  17638. * @param scene The scene the particle system belongs to
  17639. * @param customEffect a custom effect used to change the way particles are rendered by default
  17640. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17641. * @param epsilon Offset used to render the particles
  17642. */
  17643. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17644. private _addFactorGradient;
  17645. private _removeFactorGradient;
  17646. /**
  17647. * Adds a new life time gradient
  17648. * @param gradient defines the gradient to use (between 0 and 1)
  17649. * @param factor defines the life time factor to affect to the specified gradient
  17650. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17651. * @returns the current particle system
  17652. */
  17653. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17654. /**
  17655. * Remove a specific life time gradient
  17656. * @param gradient defines the gradient to remove
  17657. * @returns the current particle system
  17658. */
  17659. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17660. /**
  17661. * Adds a new size gradient
  17662. * @param gradient defines the gradient to use (between 0 and 1)
  17663. * @param factor defines the size factor to affect to the specified gradient
  17664. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17665. * @returns the current particle system
  17666. */
  17667. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17668. /**
  17669. * Remove a specific size gradient
  17670. * @param gradient defines the gradient to remove
  17671. * @returns the current particle system
  17672. */
  17673. removeSizeGradient(gradient: number): IParticleSystem;
  17674. /**
  17675. * Adds a new color remap gradient
  17676. * @param gradient defines the gradient to use (between 0 and 1)
  17677. * @param min defines the color remap minimal range
  17678. * @param max defines the color remap maximal range
  17679. * @returns the current particle system
  17680. */
  17681. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17682. /**
  17683. * Remove a specific color remap gradient
  17684. * @param gradient defines the gradient to remove
  17685. * @returns the current particle system
  17686. */
  17687. removeColorRemapGradient(gradient: number): IParticleSystem;
  17688. /**
  17689. * Adds a new alpha remap gradient
  17690. * @param gradient defines the gradient to use (between 0 and 1)
  17691. * @param min defines the alpha remap minimal range
  17692. * @param max defines the alpha remap maximal range
  17693. * @returns the current particle system
  17694. */
  17695. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17696. /**
  17697. * Remove a specific alpha remap gradient
  17698. * @param gradient defines the gradient to remove
  17699. * @returns the current particle system
  17700. */
  17701. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17702. /**
  17703. * Adds a new angular speed gradient
  17704. * @param gradient defines the gradient to use (between 0 and 1)
  17705. * @param factor defines the angular speed to affect to the specified gradient
  17706. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17707. * @returns the current particle system
  17708. */
  17709. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17710. /**
  17711. * Remove a specific angular speed gradient
  17712. * @param gradient defines the gradient to remove
  17713. * @returns the current particle system
  17714. */
  17715. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17716. /**
  17717. * Adds a new velocity gradient
  17718. * @param gradient defines the gradient to use (between 0 and 1)
  17719. * @param factor defines the velocity to affect to the specified gradient
  17720. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17721. * @returns the current particle system
  17722. */
  17723. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17724. /**
  17725. * Remove a specific velocity gradient
  17726. * @param gradient defines the gradient to remove
  17727. * @returns the current particle system
  17728. */
  17729. removeVelocityGradient(gradient: number): IParticleSystem;
  17730. /**
  17731. * Adds a new limit velocity gradient
  17732. * @param gradient defines the gradient to use (between 0 and 1)
  17733. * @param factor defines the limit velocity value to affect to the specified gradient
  17734. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17735. * @returns the current particle system
  17736. */
  17737. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17738. /**
  17739. * Remove a specific limit velocity gradient
  17740. * @param gradient defines the gradient to remove
  17741. * @returns the current particle system
  17742. */
  17743. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17744. /**
  17745. * Adds a new drag gradient
  17746. * @param gradient defines the gradient to use (between 0 and 1)
  17747. * @param factor defines the drag value to affect to the specified gradient
  17748. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17749. * @returns the current particle system
  17750. */
  17751. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17752. /**
  17753. * Remove a specific drag gradient
  17754. * @param gradient defines the gradient to remove
  17755. * @returns the current particle system
  17756. */
  17757. removeDragGradient(gradient: number): IParticleSystem;
  17758. /**
  17759. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17760. * @param gradient defines the gradient to use (between 0 and 1)
  17761. * @param factor defines the emit rate value to affect to the specified gradient
  17762. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17763. * @returns the current particle system
  17764. */
  17765. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17766. /**
  17767. * Remove a specific emit rate gradient
  17768. * @param gradient defines the gradient to remove
  17769. * @returns the current particle system
  17770. */
  17771. removeEmitRateGradient(gradient: number): IParticleSystem;
  17772. /**
  17773. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17774. * @param gradient defines the gradient to use (between 0 and 1)
  17775. * @param factor defines the start size value to affect to the specified gradient
  17776. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17777. * @returns the current particle system
  17778. */
  17779. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17780. /**
  17781. * Remove a specific start size gradient
  17782. * @param gradient defines the gradient to remove
  17783. * @returns the current particle system
  17784. */
  17785. removeStartSizeGradient(gradient: number): IParticleSystem;
  17786. private _createRampGradientTexture;
  17787. /**
  17788. * Gets the current list of ramp gradients.
  17789. * You must use addRampGradient and removeRampGradient to udpate this list
  17790. * @returns the list of ramp gradients
  17791. */
  17792. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17793. /**
  17794. * Adds a new ramp gradient used to remap particle colors
  17795. * @param gradient defines the gradient to use (between 0 and 1)
  17796. * @param color defines the color to affect to the specified gradient
  17797. * @returns the current particle system
  17798. */
  17799. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17800. /**
  17801. * Remove a specific ramp gradient
  17802. * @param gradient defines the gradient to remove
  17803. * @returns the current particle system
  17804. */
  17805. removeRampGradient(gradient: number): ParticleSystem;
  17806. /**
  17807. * Adds a new color gradient
  17808. * @param gradient defines the gradient to use (between 0 and 1)
  17809. * @param color1 defines the color to affect to the specified gradient
  17810. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17811. * @returns this particle system
  17812. */
  17813. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17814. /**
  17815. * Remove a specific color gradient
  17816. * @param gradient defines the gradient to remove
  17817. * @returns this particle system
  17818. */
  17819. removeColorGradient(gradient: number): IParticleSystem;
  17820. private _fetchR;
  17821. protected _reset(): void;
  17822. private _resetEffect;
  17823. private _createVertexBuffers;
  17824. private _createIndexBuffer;
  17825. /**
  17826. * Gets the maximum number of particles active at the same time.
  17827. * @returns The max number of active particles.
  17828. */
  17829. getCapacity(): number;
  17830. /**
  17831. * Gets whether there are still active particles in the system.
  17832. * @returns True if it is alive, otherwise false.
  17833. */
  17834. isAlive(): boolean;
  17835. /**
  17836. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17837. * @returns True if it has been started, otherwise false.
  17838. */
  17839. isStarted(): boolean;
  17840. private _prepareSubEmitterInternalArray;
  17841. /**
  17842. * Starts the particle system and begins to emit
  17843. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17844. */
  17845. start(delay?: number): void;
  17846. /**
  17847. * Stops the particle system.
  17848. * @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.
  17849. */
  17850. stop(stopSubEmitters?: boolean): void;
  17851. /**
  17852. * Remove all active particles
  17853. */
  17854. reset(): void;
  17855. /**
  17856. * @hidden (for internal use only)
  17857. */
  17858. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17859. /**
  17860. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17861. * Its lifetime will start back at 0.
  17862. */
  17863. recycleParticle: (particle: Particle) => void;
  17864. private _stopSubEmitters;
  17865. private _createParticle;
  17866. private _removeFromRoot;
  17867. private _emitFromParticle;
  17868. private _update;
  17869. /** @hidden */
  17870. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17871. /** @hidden */
  17872. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17873. /** @hidden */
  17874. private _getEffect;
  17875. /**
  17876. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17877. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17878. */
  17879. animate(preWarmOnly?: boolean): void;
  17880. private _appendParticleVertices;
  17881. /**
  17882. * Rebuilds the particle system.
  17883. */
  17884. rebuild(): void;
  17885. /**
  17886. * Is this system ready to be used/rendered
  17887. * @return true if the system is ready
  17888. */
  17889. isReady(): boolean;
  17890. private _render;
  17891. /**
  17892. * Renders the particle system in its current state.
  17893. * @returns the current number of particles
  17894. */
  17895. render(): number;
  17896. /**
  17897. * Disposes the particle system and free the associated resources
  17898. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17899. */
  17900. dispose(disposeTexture?: boolean): void;
  17901. /**
  17902. * Clones the particle system.
  17903. * @param name The name of the cloned object
  17904. * @param newEmitter The new emitter to use
  17905. * @returns the cloned particle system
  17906. */
  17907. clone(name: string, newEmitter: any): ParticleSystem;
  17908. /**
  17909. * Serializes the particle system to a JSON object.
  17910. * @returns the JSON object
  17911. */
  17912. serialize(): any;
  17913. /** @hidden */
  17914. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17915. /** @hidden */
  17916. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17917. /**
  17918. * Parses a JSON object to create a particle system.
  17919. * @param parsedParticleSystem The JSON object to parse
  17920. * @param scene The scene to create the particle system in
  17921. * @param rootUrl The root url to use to load external dependencies like texture
  17922. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17923. * @returns the Parsed particle system
  17924. */
  17925. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17926. }
  17927. }
  17928. declare module "babylonjs/Particles/particle" {
  17929. import { Nullable } from "babylonjs/types";
  17930. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17931. import { Color4 } from "babylonjs/Maths/math.color";
  17932. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17933. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17934. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17935. /**
  17936. * A particle represents one of the element emitted by a particle system.
  17937. * This is mainly define by its coordinates, direction, velocity and age.
  17938. */
  17939. export class Particle {
  17940. /**
  17941. * The particle system the particle belongs to.
  17942. */
  17943. particleSystem: ParticleSystem;
  17944. private static _Count;
  17945. /**
  17946. * Unique ID of the particle
  17947. */
  17948. id: number;
  17949. /**
  17950. * The world position of the particle in the scene.
  17951. */
  17952. position: Vector3;
  17953. /**
  17954. * The world direction of the particle in the scene.
  17955. */
  17956. direction: Vector3;
  17957. /**
  17958. * The color of the particle.
  17959. */
  17960. color: Color4;
  17961. /**
  17962. * The color change of the particle per step.
  17963. */
  17964. colorStep: Color4;
  17965. /**
  17966. * Defines how long will the life of the particle be.
  17967. */
  17968. lifeTime: number;
  17969. /**
  17970. * The current age of the particle.
  17971. */
  17972. age: number;
  17973. /**
  17974. * The current size of the particle.
  17975. */
  17976. size: number;
  17977. /**
  17978. * The current scale of the particle.
  17979. */
  17980. scale: Vector2;
  17981. /**
  17982. * The current angle of the particle.
  17983. */
  17984. angle: number;
  17985. /**
  17986. * Defines how fast is the angle changing.
  17987. */
  17988. angularSpeed: number;
  17989. /**
  17990. * Defines the cell index used by the particle to be rendered from a sprite.
  17991. */
  17992. cellIndex: number;
  17993. /**
  17994. * The information required to support color remapping
  17995. */
  17996. remapData: Vector4;
  17997. /** @hidden */
  17998. _randomCellOffset?: number;
  17999. /** @hidden */
  18000. _initialDirection: Nullable<Vector3>;
  18001. /** @hidden */
  18002. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  18003. /** @hidden */
  18004. _initialStartSpriteCellID: number;
  18005. /** @hidden */
  18006. _initialEndSpriteCellID: number;
  18007. /** @hidden */
  18008. _currentColorGradient: Nullable<ColorGradient>;
  18009. /** @hidden */
  18010. _currentColor1: Color4;
  18011. /** @hidden */
  18012. _currentColor2: Color4;
  18013. /** @hidden */
  18014. _currentSizeGradient: Nullable<FactorGradient>;
  18015. /** @hidden */
  18016. _currentSize1: number;
  18017. /** @hidden */
  18018. _currentSize2: number;
  18019. /** @hidden */
  18020. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  18021. /** @hidden */
  18022. _currentAngularSpeed1: number;
  18023. /** @hidden */
  18024. _currentAngularSpeed2: number;
  18025. /** @hidden */
  18026. _currentVelocityGradient: Nullable<FactorGradient>;
  18027. /** @hidden */
  18028. _currentVelocity1: number;
  18029. /** @hidden */
  18030. _currentVelocity2: number;
  18031. /** @hidden */
  18032. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  18033. /** @hidden */
  18034. _currentLimitVelocity1: number;
  18035. /** @hidden */
  18036. _currentLimitVelocity2: number;
  18037. /** @hidden */
  18038. _currentDragGradient: Nullable<FactorGradient>;
  18039. /** @hidden */
  18040. _currentDrag1: number;
  18041. /** @hidden */
  18042. _currentDrag2: number;
  18043. /** @hidden */
  18044. _randomNoiseCoordinates1: Vector3;
  18045. /** @hidden */
  18046. _randomNoiseCoordinates2: Vector3;
  18047. /**
  18048. * Creates a new instance Particle
  18049. * @param particleSystem the particle system the particle belongs to
  18050. */
  18051. constructor(
  18052. /**
  18053. * The particle system the particle belongs to.
  18054. */
  18055. particleSystem: ParticleSystem);
  18056. private updateCellInfoFromSystem;
  18057. /**
  18058. * Defines how the sprite cell index is updated for the particle
  18059. */
  18060. updateCellIndex(): void;
  18061. /** @hidden */
  18062. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  18063. /** @hidden */
  18064. _inheritParticleInfoToSubEmitters(): void;
  18065. /** @hidden */
  18066. _reset(): void;
  18067. /**
  18068. * Copy the properties of particle to another one.
  18069. * @param other the particle to copy the information to.
  18070. */
  18071. copyTo(other: Particle): void;
  18072. }
  18073. }
  18074. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  18075. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18076. import { Effect } from "babylonjs/Materials/effect";
  18077. import { Particle } from "babylonjs/Particles/particle";
  18078. /**
  18079. * Particle emitter represents a volume emitting particles.
  18080. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  18081. */
  18082. export interface IParticleEmitterType {
  18083. /**
  18084. * Called by the particle System when the direction is computed for the created particle.
  18085. * @param worldMatrix is the world matrix of the particle system
  18086. * @param directionToUpdate is the direction vector to update with the result
  18087. * @param particle is the particle we are computed the direction for
  18088. */
  18089. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18090. /**
  18091. * Called by the particle System when the position is computed for the created particle.
  18092. * @param worldMatrix is the world matrix of the particle system
  18093. * @param positionToUpdate is the position vector to update with the result
  18094. * @param particle is the particle we are computed the position for
  18095. */
  18096. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18097. /**
  18098. * Clones the current emitter and returns a copy of it
  18099. * @returns the new emitter
  18100. */
  18101. clone(): IParticleEmitterType;
  18102. /**
  18103. * Called by the GPUParticleSystem to setup the update shader
  18104. * @param effect defines the update shader
  18105. */
  18106. applyToShader(effect: Effect): void;
  18107. /**
  18108. * Returns a string to use to update the GPU particles update shader
  18109. * @returns the effect defines string
  18110. */
  18111. getEffectDefines(): string;
  18112. /**
  18113. * Returns a string representing the class name
  18114. * @returns a string containing the class name
  18115. */
  18116. getClassName(): string;
  18117. /**
  18118. * Serializes the particle system to a JSON object.
  18119. * @returns the JSON object
  18120. */
  18121. serialize(): any;
  18122. /**
  18123. * Parse properties from a JSON object
  18124. * @param serializationObject defines the JSON object
  18125. */
  18126. parse(serializationObject: any): void;
  18127. }
  18128. }
  18129. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  18130. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18131. import { Effect } from "babylonjs/Materials/effect";
  18132. import { Particle } from "babylonjs/Particles/particle";
  18133. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18134. /**
  18135. * Particle emitter emitting particles from the inside of a box.
  18136. * It emits the particles randomly between 2 given directions.
  18137. */
  18138. export class BoxParticleEmitter implements IParticleEmitterType {
  18139. /**
  18140. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18141. */
  18142. direction1: Vector3;
  18143. /**
  18144. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18145. */
  18146. direction2: Vector3;
  18147. /**
  18148. * 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.
  18149. */
  18150. minEmitBox: Vector3;
  18151. /**
  18152. * 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.
  18153. */
  18154. maxEmitBox: Vector3;
  18155. /**
  18156. * Creates a new instance BoxParticleEmitter
  18157. */
  18158. constructor();
  18159. /**
  18160. * Called by the particle System when the direction is computed for the created particle.
  18161. * @param worldMatrix is the world matrix of the particle system
  18162. * @param directionToUpdate is the direction vector to update with the result
  18163. * @param particle is the particle we are computed the direction for
  18164. */
  18165. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18166. /**
  18167. * Called by the particle System when the position is computed for the created particle.
  18168. * @param worldMatrix is the world matrix of the particle system
  18169. * @param positionToUpdate is the position vector to update with the result
  18170. * @param particle is the particle we are computed the position for
  18171. */
  18172. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18173. /**
  18174. * Clones the current emitter and returns a copy of it
  18175. * @returns the new emitter
  18176. */
  18177. clone(): BoxParticleEmitter;
  18178. /**
  18179. * Called by the GPUParticleSystem to setup the update shader
  18180. * @param effect defines the update shader
  18181. */
  18182. applyToShader(effect: Effect): void;
  18183. /**
  18184. * Returns a string to use to update the GPU particles update shader
  18185. * @returns a string containng the defines string
  18186. */
  18187. getEffectDefines(): string;
  18188. /**
  18189. * Returns the string "BoxParticleEmitter"
  18190. * @returns a string containing the class name
  18191. */
  18192. getClassName(): string;
  18193. /**
  18194. * Serializes the particle system to a JSON object.
  18195. * @returns the JSON object
  18196. */
  18197. serialize(): any;
  18198. /**
  18199. * Parse properties from a JSON object
  18200. * @param serializationObject defines the JSON object
  18201. */
  18202. parse(serializationObject: any): void;
  18203. }
  18204. }
  18205. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  18206. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18207. import { Effect } from "babylonjs/Materials/effect";
  18208. import { Particle } from "babylonjs/Particles/particle";
  18209. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18210. /**
  18211. * Particle emitter emitting particles from the inside of a cone.
  18212. * It emits the particles alongside the cone volume from the base to the particle.
  18213. * The emission direction might be randomized.
  18214. */
  18215. export class ConeParticleEmitter implements IParticleEmitterType {
  18216. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18217. directionRandomizer: number;
  18218. private _radius;
  18219. private _angle;
  18220. private _height;
  18221. /**
  18222. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  18223. */
  18224. radiusRange: number;
  18225. /**
  18226. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  18227. */
  18228. heightRange: number;
  18229. /**
  18230. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  18231. */
  18232. emitFromSpawnPointOnly: boolean;
  18233. /**
  18234. * Gets or sets the radius of the emission cone
  18235. */
  18236. radius: number;
  18237. /**
  18238. * Gets or sets the angle of the emission cone
  18239. */
  18240. angle: number;
  18241. private _buildHeight;
  18242. /**
  18243. * Creates a new instance ConeParticleEmitter
  18244. * @param radius the radius of the emission cone (1 by default)
  18245. * @param angle the cone base angle (PI by default)
  18246. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  18247. */
  18248. constructor(radius?: number, angle?: number,
  18249. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18250. directionRandomizer?: number);
  18251. /**
  18252. * Called by the particle System when the direction is computed for the created particle.
  18253. * @param worldMatrix is the world matrix of the particle system
  18254. * @param directionToUpdate is the direction vector to update with the result
  18255. * @param particle is the particle we are computed the direction for
  18256. */
  18257. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18258. /**
  18259. * Called by the particle System when the position is computed for the created particle.
  18260. * @param worldMatrix is the world matrix of the particle system
  18261. * @param positionToUpdate is the position vector to update with the result
  18262. * @param particle is the particle we are computed the position for
  18263. */
  18264. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18265. /**
  18266. * Clones the current emitter and returns a copy of it
  18267. * @returns the new emitter
  18268. */
  18269. clone(): ConeParticleEmitter;
  18270. /**
  18271. * Called by the GPUParticleSystem to setup the update shader
  18272. * @param effect defines the update shader
  18273. */
  18274. applyToShader(effect: Effect): void;
  18275. /**
  18276. * Returns a string to use to update the GPU particles update shader
  18277. * @returns a string containng the defines string
  18278. */
  18279. getEffectDefines(): string;
  18280. /**
  18281. * Returns the string "ConeParticleEmitter"
  18282. * @returns a string containing the class name
  18283. */
  18284. getClassName(): string;
  18285. /**
  18286. * Serializes the particle system to a JSON object.
  18287. * @returns the JSON object
  18288. */
  18289. serialize(): any;
  18290. /**
  18291. * Parse properties from a JSON object
  18292. * @param serializationObject defines the JSON object
  18293. */
  18294. parse(serializationObject: any): void;
  18295. }
  18296. }
  18297. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18298. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18299. import { Effect } from "babylonjs/Materials/effect";
  18300. import { Particle } from "babylonjs/Particles/particle";
  18301. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18302. /**
  18303. * Particle emitter emitting particles from the inside of a cylinder.
  18304. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18305. */
  18306. export class CylinderParticleEmitter implements IParticleEmitterType {
  18307. /**
  18308. * The radius of the emission cylinder.
  18309. */
  18310. radius: number;
  18311. /**
  18312. * The height of the emission cylinder.
  18313. */
  18314. height: number;
  18315. /**
  18316. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18317. */
  18318. radiusRange: number;
  18319. /**
  18320. * How much to randomize the particle direction [0-1].
  18321. */
  18322. directionRandomizer: number;
  18323. /**
  18324. * Creates a new instance CylinderParticleEmitter
  18325. * @param radius the radius of the emission cylinder (1 by default)
  18326. * @param height the height of the emission cylinder (1 by default)
  18327. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18328. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18329. */
  18330. constructor(
  18331. /**
  18332. * The radius of the emission cylinder.
  18333. */
  18334. radius?: number,
  18335. /**
  18336. * The height of the emission cylinder.
  18337. */
  18338. height?: number,
  18339. /**
  18340. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18341. */
  18342. radiusRange?: number,
  18343. /**
  18344. * How much to randomize the particle direction [0-1].
  18345. */
  18346. directionRandomizer?: number);
  18347. /**
  18348. * Called by the particle System when the direction is computed for the created particle.
  18349. * @param worldMatrix is the world matrix of the particle system
  18350. * @param directionToUpdate is the direction vector to update with the result
  18351. * @param particle is the particle we are computed the direction for
  18352. */
  18353. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18354. /**
  18355. * Called by the particle System when the position is computed for the created particle.
  18356. * @param worldMatrix is the world matrix of the particle system
  18357. * @param positionToUpdate is the position vector to update with the result
  18358. * @param particle is the particle we are computed the position for
  18359. */
  18360. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18361. /**
  18362. * Clones the current emitter and returns a copy of it
  18363. * @returns the new emitter
  18364. */
  18365. clone(): CylinderParticleEmitter;
  18366. /**
  18367. * Called by the GPUParticleSystem to setup the update shader
  18368. * @param effect defines the update shader
  18369. */
  18370. applyToShader(effect: Effect): void;
  18371. /**
  18372. * Returns a string to use to update the GPU particles update shader
  18373. * @returns a string containng the defines string
  18374. */
  18375. getEffectDefines(): string;
  18376. /**
  18377. * Returns the string "CylinderParticleEmitter"
  18378. * @returns a string containing the class name
  18379. */
  18380. getClassName(): string;
  18381. /**
  18382. * Serializes the particle system to a JSON object.
  18383. * @returns the JSON object
  18384. */
  18385. serialize(): any;
  18386. /**
  18387. * Parse properties from a JSON object
  18388. * @param serializationObject defines the JSON object
  18389. */
  18390. parse(serializationObject: any): void;
  18391. }
  18392. /**
  18393. * Particle emitter emitting particles from the inside of a cylinder.
  18394. * It emits the particles randomly between two vectors.
  18395. */
  18396. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18397. /**
  18398. * The min limit of the emission direction.
  18399. */
  18400. direction1: Vector3;
  18401. /**
  18402. * The max limit of the emission direction.
  18403. */
  18404. direction2: Vector3;
  18405. /**
  18406. * Creates a new instance CylinderDirectedParticleEmitter
  18407. * @param radius the radius of the emission cylinder (1 by default)
  18408. * @param height the height of the emission cylinder (1 by default)
  18409. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18410. * @param direction1 the min limit of the emission direction (up vector by default)
  18411. * @param direction2 the max limit of the emission direction (up vector by default)
  18412. */
  18413. constructor(radius?: number, height?: number, radiusRange?: number,
  18414. /**
  18415. * The min limit of the emission direction.
  18416. */
  18417. direction1?: Vector3,
  18418. /**
  18419. * The max limit of the emission direction.
  18420. */
  18421. direction2?: Vector3);
  18422. /**
  18423. * Called by the particle System when the direction is computed for the created particle.
  18424. * @param worldMatrix is the world matrix of the particle system
  18425. * @param directionToUpdate is the direction vector to update with the result
  18426. * @param particle is the particle we are computed the direction for
  18427. */
  18428. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18429. /**
  18430. * Clones the current emitter and returns a copy of it
  18431. * @returns the new emitter
  18432. */
  18433. clone(): CylinderDirectedParticleEmitter;
  18434. /**
  18435. * Called by the GPUParticleSystem to setup the update shader
  18436. * @param effect defines the update shader
  18437. */
  18438. applyToShader(effect: Effect): void;
  18439. /**
  18440. * Returns a string to use to update the GPU particles update shader
  18441. * @returns a string containng the defines string
  18442. */
  18443. getEffectDefines(): string;
  18444. /**
  18445. * Returns the string "CylinderDirectedParticleEmitter"
  18446. * @returns a string containing the class name
  18447. */
  18448. getClassName(): string;
  18449. /**
  18450. * Serializes the particle system to a JSON object.
  18451. * @returns the JSON object
  18452. */
  18453. serialize(): any;
  18454. /**
  18455. * Parse properties from a JSON object
  18456. * @param serializationObject defines the JSON object
  18457. */
  18458. parse(serializationObject: any): void;
  18459. }
  18460. }
  18461. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18462. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18463. import { Effect } from "babylonjs/Materials/effect";
  18464. import { Particle } from "babylonjs/Particles/particle";
  18465. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18466. /**
  18467. * Particle emitter emitting particles from the inside of a hemisphere.
  18468. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18469. */
  18470. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18471. /**
  18472. * The radius of the emission hemisphere.
  18473. */
  18474. radius: number;
  18475. /**
  18476. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18477. */
  18478. radiusRange: number;
  18479. /**
  18480. * How much to randomize the particle direction [0-1].
  18481. */
  18482. directionRandomizer: number;
  18483. /**
  18484. * Creates a new instance HemisphericParticleEmitter
  18485. * @param radius the radius of the emission hemisphere (1 by default)
  18486. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18487. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18488. */
  18489. constructor(
  18490. /**
  18491. * The radius of the emission hemisphere.
  18492. */
  18493. radius?: number,
  18494. /**
  18495. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18496. */
  18497. radiusRange?: number,
  18498. /**
  18499. * How much to randomize the particle direction [0-1].
  18500. */
  18501. directionRandomizer?: number);
  18502. /**
  18503. * Called by the particle System when the direction is computed for the created particle.
  18504. * @param worldMatrix is the world matrix of the particle system
  18505. * @param directionToUpdate is the direction vector to update with the result
  18506. * @param particle is the particle we are computed the direction for
  18507. */
  18508. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18509. /**
  18510. * Called by the particle System when the position is computed for the created particle.
  18511. * @param worldMatrix is the world matrix of the particle system
  18512. * @param positionToUpdate is the position vector to update with the result
  18513. * @param particle is the particle we are computed the position for
  18514. */
  18515. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18516. /**
  18517. * Clones the current emitter and returns a copy of it
  18518. * @returns the new emitter
  18519. */
  18520. clone(): HemisphericParticleEmitter;
  18521. /**
  18522. * Called by the GPUParticleSystem to setup the update shader
  18523. * @param effect defines the update shader
  18524. */
  18525. applyToShader(effect: Effect): void;
  18526. /**
  18527. * Returns a string to use to update the GPU particles update shader
  18528. * @returns a string containng the defines string
  18529. */
  18530. getEffectDefines(): string;
  18531. /**
  18532. * Returns the string "HemisphericParticleEmitter"
  18533. * @returns a string containing the class name
  18534. */
  18535. getClassName(): string;
  18536. /**
  18537. * Serializes the particle system to a JSON object.
  18538. * @returns the JSON object
  18539. */
  18540. serialize(): any;
  18541. /**
  18542. * Parse properties from a JSON object
  18543. * @param serializationObject defines the JSON object
  18544. */
  18545. parse(serializationObject: any): void;
  18546. }
  18547. }
  18548. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18549. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18550. import { Effect } from "babylonjs/Materials/effect";
  18551. import { Particle } from "babylonjs/Particles/particle";
  18552. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18553. /**
  18554. * Particle emitter emitting particles from a point.
  18555. * It emits the particles randomly between 2 given directions.
  18556. */
  18557. export class PointParticleEmitter implements IParticleEmitterType {
  18558. /**
  18559. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18560. */
  18561. direction1: Vector3;
  18562. /**
  18563. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18564. */
  18565. direction2: Vector3;
  18566. /**
  18567. * Creates a new instance PointParticleEmitter
  18568. */
  18569. constructor();
  18570. /**
  18571. * Called by the particle System when the direction is computed for the created particle.
  18572. * @param worldMatrix is the world matrix of the particle system
  18573. * @param directionToUpdate is the direction vector to update with the result
  18574. * @param particle is the particle we are computed the direction for
  18575. */
  18576. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18577. /**
  18578. * Called by the particle System when the position is computed for the created particle.
  18579. * @param worldMatrix is the world matrix of the particle system
  18580. * @param positionToUpdate is the position vector to update with the result
  18581. * @param particle is the particle we are computed the position for
  18582. */
  18583. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18584. /**
  18585. * Clones the current emitter and returns a copy of it
  18586. * @returns the new emitter
  18587. */
  18588. clone(): PointParticleEmitter;
  18589. /**
  18590. * Called by the GPUParticleSystem to setup the update shader
  18591. * @param effect defines the update shader
  18592. */
  18593. applyToShader(effect: Effect): void;
  18594. /**
  18595. * Returns a string to use to update the GPU particles update shader
  18596. * @returns a string containng the defines string
  18597. */
  18598. getEffectDefines(): string;
  18599. /**
  18600. * Returns the string "PointParticleEmitter"
  18601. * @returns a string containing the class name
  18602. */
  18603. getClassName(): string;
  18604. /**
  18605. * Serializes the particle system to a JSON object.
  18606. * @returns the JSON object
  18607. */
  18608. serialize(): any;
  18609. /**
  18610. * Parse properties from a JSON object
  18611. * @param serializationObject defines the JSON object
  18612. */
  18613. parse(serializationObject: any): void;
  18614. }
  18615. }
  18616. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18617. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18618. import { Effect } from "babylonjs/Materials/effect";
  18619. import { Particle } from "babylonjs/Particles/particle";
  18620. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18621. /**
  18622. * Particle emitter emitting particles from the inside of a sphere.
  18623. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18624. */
  18625. export class SphereParticleEmitter implements IParticleEmitterType {
  18626. /**
  18627. * The radius of the emission sphere.
  18628. */
  18629. radius: number;
  18630. /**
  18631. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18632. */
  18633. radiusRange: number;
  18634. /**
  18635. * How much to randomize the particle direction [0-1].
  18636. */
  18637. directionRandomizer: number;
  18638. /**
  18639. * Creates a new instance SphereParticleEmitter
  18640. * @param radius the radius of the emission sphere (1 by default)
  18641. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18642. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18643. */
  18644. constructor(
  18645. /**
  18646. * The radius of the emission sphere.
  18647. */
  18648. radius?: number,
  18649. /**
  18650. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18651. */
  18652. radiusRange?: number,
  18653. /**
  18654. * How much to randomize the particle direction [0-1].
  18655. */
  18656. directionRandomizer?: number);
  18657. /**
  18658. * Called by the particle System when the direction is computed for the created particle.
  18659. * @param worldMatrix is the world matrix of the particle system
  18660. * @param directionToUpdate is the direction vector to update with the result
  18661. * @param particle is the particle we are computed the direction for
  18662. */
  18663. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18664. /**
  18665. * Called by the particle System when the position is computed for the created particle.
  18666. * @param worldMatrix is the world matrix of the particle system
  18667. * @param positionToUpdate is the position vector to update with the result
  18668. * @param particle is the particle we are computed the position for
  18669. */
  18670. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18671. /**
  18672. * Clones the current emitter and returns a copy of it
  18673. * @returns the new emitter
  18674. */
  18675. clone(): SphereParticleEmitter;
  18676. /**
  18677. * Called by the GPUParticleSystem to setup the update shader
  18678. * @param effect defines the update shader
  18679. */
  18680. applyToShader(effect: Effect): void;
  18681. /**
  18682. * Returns a string to use to update the GPU particles update shader
  18683. * @returns a string containng the defines string
  18684. */
  18685. getEffectDefines(): string;
  18686. /**
  18687. * Returns the string "SphereParticleEmitter"
  18688. * @returns a string containing the class name
  18689. */
  18690. getClassName(): string;
  18691. /**
  18692. * Serializes the particle system to a JSON object.
  18693. * @returns the JSON object
  18694. */
  18695. serialize(): any;
  18696. /**
  18697. * Parse properties from a JSON object
  18698. * @param serializationObject defines the JSON object
  18699. */
  18700. parse(serializationObject: any): void;
  18701. }
  18702. /**
  18703. * Particle emitter emitting particles from the inside of a sphere.
  18704. * It emits the particles randomly between two vectors.
  18705. */
  18706. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18707. /**
  18708. * The min limit of the emission direction.
  18709. */
  18710. direction1: Vector3;
  18711. /**
  18712. * The max limit of the emission direction.
  18713. */
  18714. direction2: Vector3;
  18715. /**
  18716. * Creates a new instance SphereDirectedParticleEmitter
  18717. * @param radius the radius of the emission sphere (1 by default)
  18718. * @param direction1 the min limit of the emission direction (up vector by default)
  18719. * @param direction2 the max limit of the emission direction (up vector by default)
  18720. */
  18721. constructor(radius?: number,
  18722. /**
  18723. * The min limit of the emission direction.
  18724. */
  18725. direction1?: Vector3,
  18726. /**
  18727. * The max limit of the emission direction.
  18728. */
  18729. direction2?: Vector3);
  18730. /**
  18731. * Called by the particle System when the direction is computed for the created particle.
  18732. * @param worldMatrix is the world matrix of the particle system
  18733. * @param directionToUpdate is the direction vector to update with the result
  18734. * @param particle is the particle we are computed the direction for
  18735. */
  18736. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18737. /**
  18738. * Clones the current emitter and returns a copy of it
  18739. * @returns the new emitter
  18740. */
  18741. clone(): SphereDirectedParticleEmitter;
  18742. /**
  18743. * Called by the GPUParticleSystem to setup the update shader
  18744. * @param effect defines the update shader
  18745. */
  18746. applyToShader(effect: Effect): void;
  18747. /**
  18748. * Returns a string to use to update the GPU particles update shader
  18749. * @returns a string containng the defines string
  18750. */
  18751. getEffectDefines(): string;
  18752. /**
  18753. * Returns the string "SphereDirectedParticleEmitter"
  18754. * @returns a string containing the class name
  18755. */
  18756. getClassName(): string;
  18757. /**
  18758. * Serializes the particle system to a JSON object.
  18759. * @returns the JSON object
  18760. */
  18761. serialize(): any;
  18762. /**
  18763. * Parse properties from a JSON object
  18764. * @param serializationObject defines the JSON object
  18765. */
  18766. parse(serializationObject: any): void;
  18767. }
  18768. }
  18769. declare module "babylonjs/Particles/EmitterTypes/index" {
  18770. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18771. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18772. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18773. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18774. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18775. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18776. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18777. }
  18778. declare module "babylonjs/Particles/IParticleSystem" {
  18779. import { Nullable } from "babylonjs/types";
  18780. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18781. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18782. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18783. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18784. import { Texture } from "babylonjs/Materials/Textures/texture";
  18785. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18786. import { Scene } from "babylonjs/scene";
  18787. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18788. import { Animation } from "babylonjs/Animations/animation";
  18789. /**
  18790. * Interface representing a particle system in Babylon.js.
  18791. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18792. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18793. */
  18794. export interface IParticleSystem {
  18795. /**
  18796. * List of animations used by the particle system.
  18797. */
  18798. animations: Animation[];
  18799. /**
  18800. * The id of the Particle system.
  18801. */
  18802. id: string;
  18803. /**
  18804. * The name of the Particle system.
  18805. */
  18806. name: string;
  18807. /**
  18808. * The emitter represents the Mesh or position we are attaching the particle system to.
  18809. */
  18810. emitter: Nullable<AbstractMesh | Vector3>;
  18811. /**
  18812. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18813. */
  18814. isBillboardBased: boolean;
  18815. /**
  18816. * The rendering group used by the Particle system to chose when to render.
  18817. */
  18818. renderingGroupId: number;
  18819. /**
  18820. * The layer mask we are rendering the particles through.
  18821. */
  18822. layerMask: number;
  18823. /**
  18824. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18825. */
  18826. updateSpeed: number;
  18827. /**
  18828. * The amount of time the particle system is running (depends of the overall update speed).
  18829. */
  18830. targetStopDuration: number;
  18831. /**
  18832. * The texture used to render each particle. (this can be a spritesheet)
  18833. */
  18834. particleTexture: Nullable<Texture>;
  18835. /**
  18836. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18837. */
  18838. blendMode: number;
  18839. /**
  18840. * Minimum life time of emitting particles.
  18841. */
  18842. minLifeTime: number;
  18843. /**
  18844. * Maximum life time of emitting particles.
  18845. */
  18846. maxLifeTime: number;
  18847. /**
  18848. * Minimum Size of emitting particles.
  18849. */
  18850. minSize: number;
  18851. /**
  18852. * Maximum Size of emitting particles.
  18853. */
  18854. maxSize: number;
  18855. /**
  18856. * Minimum scale of emitting particles on X axis.
  18857. */
  18858. minScaleX: number;
  18859. /**
  18860. * Maximum scale of emitting particles on X axis.
  18861. */
  18862. maxScaleX: number;
  18863. /**
  18864. * Minimum scale of emitting particles on Y axis.
  18865. */
  18866. minScaleY: number;
  18867. /**
  18868. * Maximum scale of emitting particles on Y axis.
  18869. */
  18870. maxScaleY: number;
  18871. /**
  18872. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18873. */
  18874. color1: Color4;
  18875. /**
  18876. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18877. */
  18878. color2: Color4;
  18879. /**
  18880. * Color the particle will have at the end of its lifetime.
  18881. */
  18882. colorDead: Color4;
  18883. /**
  18884. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18885. */
  18886. emitRate: number;
  18887. /**
  18888. * You can use gravity if you want to give an orientation to your particles.
  18889. */
  18890. gravity: Vector3;
  18891. /**
  18892. * Minimum power of emitting particles.
  18893. */
  18894. minEmitPower: number;
  18895. /**
  18896. * Maximum power of emitting particles.
  18897. */
  18898. maxEmitPower: number;
  18899. /**
  18900. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18901. */
  18902. minAngularSpeed: number;
  18903. /**
  18904. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18905. */
  18906. maxAngularSpeed: number;
  18907. /**
  18908. * Gets or sets the minimal initial rotation in radians.
  18909. */
  18910. minInitialRotation: number;
  18911. /**
  18912. * Gets or sets the maximal initial rotation in radians.
  18913. */
  18914. maxInitialRotation: number;
  18915. /**
  18916. * The particle emitter type defines the emitter used by the particle system.
  18917. * It can be for example box, sphere, or cone...
  18918. */
  18919. particleEmitterType: Nullable<IParticleEmitterType>;
  18920. /**
  18921. * Defines the delay in milliseconds before starting the system (0 by default)
  18922. */
  18923. startDelay: number;
  18924. /**
  18925. * 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
  18926. */
  18927. preWarmCycles: number;
  18928. /**
  18929. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18930. */
  18931. preWarmStepOffset: number;
  18932. /**
  18933. * 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)
  18934. */
  18935. spriteCellChangeSpeed: number;
  18936. /**
  18937. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18938. */
  18939. startSpriteCellID: number;
  18940. /**
  18941. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18942. */
  18943. endSpriteCellID: number;
  18944. /**
  18945. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18946. */
  18947. spriteCellWidth: number;
  18948. /**
  18949. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18950. */
  18951. spriteCellHeight: number;
  18952. /**
  18953. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18954. */
  18955. spriteRandomStartCell: boolean;
  18956. /**
  18957. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18958. */
  18959. isAnimationSheetEnabled: boolean;
  18960. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18961. translationPivot: Vector2;
  18962. /**
  18963. * Gets or sets a texture used to add random noise to particle positions
  18964. */
  18965. noiseTexture: Nullable<BaseTexture>;
  18966. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18967. noiseStrength: Vector3;
  18968. /**
  18969. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18970. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18971. */
  18972. billboardMode: number;
  18973. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18974. limitVelocityDamping: number;
  18975. /**
  18976. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18977. */
  18978. beginAnimationOnStart: boolean;
  18979. /**
  18980. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18981. */
  18982. beginAnimationFrom: number;
  18983. /**
  18984. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18985. */
  18986. beginAnimationTo: number;
  18987. /**
  18988. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18989. */
  18990. beginAnimationLoop: boolean;
  18991. /**
  18992. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18993. */
  18994. disposeOnStop: boolean;
  18995. /**
  18996. * Gets the maximum number of particles active at the same time.
  18997. * @returns The max number of active particles.
  18998. */
  18999. getCapacity(): number;
  19000. /**
  19001. * Gets if the system has been started. (Note: this will still be true after stop is called)
  19002. * @returns True if it has been started, otherwise false.
  19003. */
  19004. isStarted(): boolean;
  19005. /**
  19006. * Animates the particle system for this frame.
  19007. */
  19008. animate(): void;
  19009. /**
  19010. * Renders the particle system in its current state.
  19011. * @returns the current number of particles
  19012. */
  19013. render(): number;
  19014. /**
  19015. * Dispose the particle system and frees its associated resources.
  19016. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  19017. */
  19018. dispose(disposeTexture?: boolean): void;
  19019. /**
  19020. * Clones the particle system.
  19021. * @param name The name of the cloned object
  19022. * @param newEmitter The new emitter to use
  19023. * @returns the cloned particle system
  19024. */
  19025. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  19026. /**
  19027. * Serializes the particle system to a JSON object.
  19028. * @returns the JSON object
  19029. */
  19030. serialize(): any;
  19031. /**
  19032. * Rebuild the particle system
  19033. */
  19034. rebuild(): void;
  19035. /**
  19036. * Starts the particle system and begins to emit
  19037. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  19038. */
  19039. start(delay?: number): void;
  19040. /**
  19041. * Stops the particle system.
  19042. */
  19043. stop(): void;
  19044. /**
  19045. * Remove all active particles
  19046. */
  19047. reset(): void;
  19048. /**
  19049. * Is this system ready to be used/rendered
  19050. * @return true if the system is ready
  19051. */
  19052. isReady(): boolean;
  19053. /**
  19054. * Adds a new color gradient
  19055. * @param gradient defines the gradient to use (between 0 and 1)
  19056. * @param color1 defines the color to affect to the specified gradient
  19057. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  19058. * @returns the current particle system
  19059. */
  19060. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  19061. /**
  19062. * Remove a specific color gradient
  19063. * @param gradient defines the gradient to remove
  19064. * @returns the current particle system
  19065. */
  19066. removeColorGradient(gradient: number): IParticleSystem;
  19067. /**
  19068. * Adds a new size gradient
  19069. * @param gradient defines the gradient to use (between 0 and 1)
  19070. * @param factor defines the size factor to affect to the specified gradient
  19071. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19072. * @returns the current particle system
  19073. */
  19074. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19075. /**
  19076. * Remove a specific size gradient
  19077. * @param gradient defines the gradient to remove
  19078. * @returns the current particle system
  19079. */
  19080. removeSizeGradient(gradient: number): IParticleSystem;
  19081. /**
  19082. * Gets the current list of color gradients.
  19083. * You must use addColorGradient and removeColorGradient to udpate this list
  19084. * @returns the list of color gradients
  19085. */
  19086. getColorGradients(): Nullable<Array<ColorGradient>>;
  19087. /**
  19088. * Gets the current list of size gradients.
  19089. * You must use addSizeGradient and removeSizeGradient to udpate this list
  19090. * @returns the list of size gradients
  19091. */
  19092. getSizeGradients(): Nullable<Array<FactorGradient>>;
  19093. /**
  19094. * Gets the current list of angular speed gradients.
  19095. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  19096. * @returns the list of angular speed gradients
  19097. */
  19098. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  19099. /**
  19100. * Adds a new angular speed gradient
  19101. * @param gradient defines the gradient to use (between 0 and 1)
  19102. * @param factor defines the angular speed to affect to the specified gradient
  19103. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19104. * @returns the current particle system
  19105. */
  19106. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19107. /**
  19108. * Remove a specific angular speed gradient
  19109. * @param gradient defines the gradient to remove
  19110. * @returns the current particle system
  19111. */
  19112. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  19113. /**
  19114. * Gets the current list of velocity gradients.
  19115. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  19116. * @returns the list of velocity gradients
  19117. */
  19118. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  19119. /**
  19120. * Adds a new velocity gradient
  19121. * @param gradient defines the gradient to use (between 0 and 1)
  19122. * @param factor defines the velocity to affect to the specified gradient
  19123. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19124. * @returns the current particle system
  19125. */
  19126. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19127. /**
  19128. * Remove a specific velocity gradient
  19129. * @param gradient defines the gradient to remove
  19130. * @returns the current particle system
  19131. */
  19132. removeVelocityGradient(gradient: number): IParticleSystem;
  19133. /**
  19134. * Gets the current list of limit velocity gradients.
  19135. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  19136. * @returns the list of limit velocity gradients
  19137. */
  19138. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  19139. /**
  19140. * Adds a new limit velocity gradient
  19141. * @param gradient defines the gradient to use (between 0 and 1)
  19142. * @param factor defines the limit velocity to affect to the specified gradient
  19143. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19144. * @returns the current particle system
  19145. */
  19146. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19147. /**
  19148. * Remove a specific limit velocity gradient
  19149. * @param gradient defines the gradient to remove
  19150. * @returns the current particle system
  19151. */
  19152. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  19153. /**
  19154. * Adds a new drag gradient
  19155. * @param gradient defines the gradient to use (between 0 and 1)
  19156. * @param factor defines the drag to affect to the specified gradient
  19157. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19158. * @returns the current particle system
  19159. */
  19160. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19161. /**
  19162. * Remove a specific drag gradient
  19163. * @param gradient defines the gradient to remove
  19164. * @returns the current particle system
  19165. */
  19166. removeDragGradient(gradient: number): IParticleSystem;
  19167. /**
  19168. * Gets the current list of drag gradients.
  19169. * You must use addDragGradient and removeDragGradient to udpate this list
  19170. * @returns the list of drag gradients
  19171. */
  19172. getDragGradients(): Nullable<Array<FactorGradient>>;
  19173. /**
  19174. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  19175. * @param gradient defines the gradient to use (between 0 and 1)
  19176. * @param factor defines the emit rate to affect to the specified gradient
  19177. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19178. * @returns the current particle system
  19179. */
  19180. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19181. /**
  19182. * Remove a specific emit rate gradient
  19183. * @param gradient defines the gradient to remove
  19184. * @returns the current particle system
  19185. */
  19186. removeEmitRateGradient(gradient: number): IParticleSystem;
  19187. /**
  19188. * Gets the current list of emit rate gradients.
  19189. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  19190. * @returns the list of emit rate gradients
  19191. */
  19192. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  19193. /**
  19194. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  19195. * @param gradient defines the gradient to use (between 0 and 1)
  19196. * @param factor defines the start size to affect to the specified gradient
  19197. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19198. * @returns the current particle system
  19199. */
  19200. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19201. /**
  19202. * Remove a specific start size gradient
  19203. * @param gradient defines the gradient to remove
  19204. * @returns the current particle system
  19205. */
  19206. removeStartSizeGradient(gradient: number): IParticleSystem;
  19207. /**
  19208. * Gets the current list of start size gradients.
  19209. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  19210. * @returns the list of start size gradients
  19211. */
  19212. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  19213. /**
  19214. * Adds a new life time gradient
  19215. * @param gradient defines the gradient to use (between 0 and 1)
  19216. * @param factor defines the life time factor to affect to the specified gradient
  19217. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19218. * @returns the current particle system
  19219. */
  19220. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19221. /**
  19222. * Remove a specific life time gradient
  19223. * @param gradient defines the gradient to remove
  19224. * @returns the current particle system
  19225. */
  19226. removeLifeTimeGradient(gradient: number): IParticleSystem;
  19227. /**
  19228. * Gets the current list of life time gradients.
  19229. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  19230. * @returns the list of life time gradients
  19231. */
  19232. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  19233. /**
  19234. * Gets the current list of color gradients.
  19235. * You must use addColorGradient and removeColorGradient to udpate this list
  19236. * @returns the list of color gradients
  19237. */
  19238. getColorGradients(): Nullable<Array<ColorGradient>>;
  19239. /**
  19240. * Adds a new ramp gradient used to remap particle colors
  19241. * @param gradient defines the gradient to use (between 0 and 1)
  19242. * @param color defines the color to affect to the specified gradient
  19243. * @returns the current particle system
  19244. */
  19245. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  19246. /**
  19247. * Gets the current list of ramp gradients.
  19248. * You must use addRampGradient and removeRampGradient to udpate this list
  19249. * @returns the list of ramp gradients
  19250. */
  19251. getRampGradients(): Nullable<Array<Color3Gradient>>;
  19252. /** Gets or sets a boolean indicating that ramp gradients must be used
  19253. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  19254. */
  19255. useRampGradients: boolean;
  19256. /**
  19257. * Adds a new color remap gradient
  19258. * @param gradient defines the gradient to use (between 0 and 1)
  19259. * @param min defines the color remap minimal range
  19260. * @param max defines the color remap maximal range
  19261. * @returns the current particle system
  19262. */
  19263. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19264. /**
  19265. * Gets the current list of color remap gradients.
  19266. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  19267. * @returns the list of color remap gradients
  19268. */
  19269. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  19270. /**
  19271. * Adds a new alpha remap gradient
  19272. * @param gradient defines the gradient to use (between 0 and 1)
  19273. * @param min defines the alpha remap minimal range
  19274. * @param max defines the alpha remap maximal range
  19275. * @returns the current particle system
  19276. */
  19277. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19278. /**
  19279. * Gets the current list of alpha remap gradients.
  19280. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  19281. * @returns the list of alpha remap gradients
  19282. */
  19283. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  19284. /**
  19285. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  19286. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19287. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19288. * @returns the emitter
  19289. */
  19290. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  19291. /**
  19292. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  19293. * @param radius The radius of the hemisphere to emit from
  19294. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19295. * @returns the emitter
  19296. */
  19297. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19298. /**
  19299. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19300. * @param radius The radius of the sphere to emit from
  19301. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19302. * @returns the emitter
  19303. */
  19304. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19305. /**
  19306. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19307. * @param radius The radius of the sphere to emit from
  19308. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19309. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19310. * @returns the emitter
  19311. */
  19312. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19313. /**
  19314. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19315. * @param radius The radius of the emission cylinder
  19316. * @param height The height of the emission cylinder
  19317. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19318. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19319. * @returns the emitter
  19320. */
  19321. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19322. /**
  19323. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19324. * @param radius The radius of the cylinder to emit from
  19325. * @param height The height of the emission cylinder
  19326. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19327. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19328. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19329. * @returns the emitter
  19330. */
  19331. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19332. /**
  19333. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19334. * @param radius The radius of the cone to emit from
  19335. * @param angle The base angle of the cone
  19336. * @returns the emitter
  19337. */
  19338. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19339. /**
  19340. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19341. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19342. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19343. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19344. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19345. * @returns the emitter
  19346. */
  19347. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19348. /**
  19349. * Get hosting scene
  19350. * @returns the scene
  19351. */
  19352. getScene(): Scene;
  19353. }
  19354. }
  19355. declare module "babylonjs/Meshes/instancedMesh" {
  19356. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19357. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19358. import { Camera } from "babylonjs/Cameras/camera";
  19359. import { Node } from "babylonjs/node";
  19360. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19361. import { Mesh } from "babylonjs/Meshes/mesh";
  19362. import { Material } from "babylonjs/Materials/material";
  19363. import { Skeleton } from "babylonjs/Bones/skeleton";
  19364. import { Light } from "babylonjs/Lights/light";
  19365. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19366. /**
  19367. * Creates an instance based on a source mesh.
  19368. */
  19369. export class InstancedMesh extends AbstractMesh {
  19370. private _sourceMesh;
  19371. private _currentLOD;
  19372. /** @hidden */
  19373. _indexInSourceMeshInstanceArray: number;
  19374. constructor(name: string, source: Mesh);
  19375. /**
  19376. * Returns the string "InstancedMesh".
  19377. */
  19378. getClassName(): string;
  19379. /** Gets the list of lights affecting that mesh */
  19380. readonly lightSources: Light[];
  19381. _resyncLightSources(): void;
  19382. _resyncLighSource(light: Light): void;
  19383. _removeLightSource(light: Light, dispose: boolean): void;
  19384. /**
  19385. * If the source mesh receives shadows
  19386. */
  19387. readonly receiveShadows: boolean;
  19388. /**
  19389. * The material of the source mesh
  19390. */
  19391. readonly material: Nullable<Material>;
  19392. /**
  19393. * Visibility of the source mesh
  19394. */
  19395. readonly visibility: number;
  19396. /**
  19397. * Skeleton of the source mesh
  19398. */
  19399. readonly skeleton: Nullable<Skeleton>;
  19400. /**
  19401. * Rendering ground id of the source mesh
  19402. */
  19403. renderingGroupId: number;
  19404. /**
  19405. * Returns the total number of vertices (integer).
  19406. */
  19407. getTotalVertices(): number;
  19408. /**
  19409. * Returns a positive integer : the total number of indices in this mesh geometry.
  19410. * @returns the numner of indices or zero if the mesh has no geometry.
  19411. */
  19412. getTotalIndices(): number;
  19413. /**
  19414. * The source mesh of the instance
  19415. */
  19416. readonly sourceMesh: Mesh;
  19417. /**
  19418. * Is this node ready to be used/rendered
  19419. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19420. * @return {boolean} is it ready
  19421. */
  19422. isReady(completeCheck?: boolean): boolean;
  19423. /**
  19424. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19425. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19426. * @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.
  19427. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19428. */
  19429. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19430. /**
  19431. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19432. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19433. * The `data` are either a numeric array either a Float32Array.
  19434. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19435. * 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).
  19436. * Note that a new underlying VertexBuffer object is created each call.
  19437. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19438. *
  19439. * Possible `kind` values :
  19440. * - VertexBuffer.PositionKind
  19441. * - VertexBuffer.UVKind
  19442. * - VertexBuffer.UV2Kind
  19443. * - VertexBuffer.UV3Kind
  19444. * - VertexBuffer.UV4Kind
  19445. * - VertexBuffer.UV5Kind
  19446. * - VertexBuffer.UV6Kind
  19447. * - VertexBuffer.ColorKind
  19448. * - VertexBuffer.MatricesIndicesKind
  19449. * - VertexBuffer.MatricesIndicesExtraKind
  19450. * - VertexBuffer.MatricesWeightsKind
  19451. * - VertexBuffer.MatricesWeightsExtraKind
  19452. *
  19453. * Returns the Mesh.
  19454. */
  19455. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19456. /**
  19457. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19458. * If the mesh has no geometry, it is simply returned as it is.
  19459. * The `data` are either a numeric array either a Float32Array.
  19460. * No new underlying VertexBuffer object is created.
  19461. * 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.
  19462. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19463. *
  19464. * Possible `kind` values :
  19465. * - VertexBuffer.PositionKind
  19466. * - VertexBuffer.UVKind
  19467. * - VertexBuffer.UV2Kind
  19468. * - VertexBuffer.UV3Kind
  19469. * - VertexBuffer.UV4Kind
  19470. * - VertexBuffer.UV5Kind
  19471. * - VertexBuffer.UV6Kind
  19472. * - VertexBuffer.ColorKind
  19473. * - VertexBuffer.MatricesIndicesKind
  19474. * - VertexBuffer.MatricesIndicesExtraKind
  19475. * - VertexBuffer.MatricesWeightsKind
  19476. * - VertexBuffer.MatricesWeightsExtraKind
  19477. *
  19478. * Returns the Mesh.
  19479. */
  19480. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19481. /**
  19482. * Sets the mesh indices.
  19483. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19484. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19485. * This method creates a new index buffer each call.
  19486. * Returns the Mesh.
  19487. */
  19488. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19489. /**
  19490. * Boolean : True if the mesh owns the requested kind of data.
  19491. */
  19492. isVerticesDataPresent(kind: string): boolean;
  19493. /**
  19494. * Returns an array of indices (IndicesArray).
  19495. */
  19496. getIndices(): Nullable<IndicesArray>;
  19497. readonly _positions: Nullable<Vector3[]>;
  19498. /**
  19499. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19500. * This means the mesh underlying bounding box and sphere are recomputed.
  19501. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19502. * @returns the current mesh
  19503. */
  19504. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19505. /** @hidden */
  19506. _preActivate(): InstancedMesh;
  19507. /** @hidden */
  19508. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19509. /** @hidden */
  19510. _postActivate(): void;
  19511. getWorldMatrix(): Matrix;
  19512. readonly isAnInstance: boolean;
  19513. /**
  19514. * Returns the current associated LOD AbstractMesh.
  19515. */
  19516. getLOD(camera: Camera): AbstractMesh;
  19517. /** @hidden */
  19518. _syncSubMeshes(): InstancedMesh;
  19519. /** @hidden */
  19520. _generatePointsArray(): boolean;
  19521. /**
  19522. * Creates a new InstancedMesh from the current mesh.
  19523. * - name (string) : the cloned mesh name
  19524. * - newParent (optional Node) : the optional Node to parent the clone to.
  19525. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19526. *
  19527. * Returns the clone.
  19528. */
  19529. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19530. /**
  19531. * Disposes the InstancedMesh.
  19532. * Returns nothing.
  19533. */
  19534. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19535. }
  19536. module "babylonjs/Meshes/mesh" {
  19537. interface Mesh {
  19538. /**
  19539. * Register a custom buffer that will be instanced
  19540. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19541. * @param kind defines the buffer kind
  19542. * @param stride defines the stride in floats
  19543. */
  19544. registerInstancedBuffer(kind: string, stride: number): void;
  19545. /** @hidden */
  19546. _userInstancedBuffersStorage: {
  19547. data: {
  19548. [key: string]: Float32Array;
  19549. };
  19550. sizes: {
  19551. [key: string]: number;
  19552. };
  19553. vertexBuffers: {
  19554. [key: string]: Nullable<VertexBuffer>;
  19555. };
  19556. strides: {
  19557. [key: string]: number;
  19558. };
  19559. };
  19560. }
  19561. }
  19562. module "babylonjs/Meshes/abstractMesh" {
  19563. interface AbstractMesh {
  19564. /**
  19565. * Object used to store instanced buffers defined by user
  19566. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19567. */
  19568. instancedBuffers: {
  19569. [key: string]: any;
  19570. };
  19571. }
  19572. }
  19573. }
  19574. declare module "babylonjs/Materials/shaderMaterial" {
  19575. import { Scene } from "babylonjs/scene";
  19576. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19577. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19578. import { Mesh } from "babylonjs/Meshes/mesh";
  19579. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19580. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19581. import { Texture } from "babylonjs/Materials/Textures/texture";
  19582. import { Material } from "babylonjs/Materials/material";
  19583. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19584. /**
  19585. * Defines the options associated with the creation of a shader material.
  19586. */
  19587. export interface IShaderMaterialOptions {
  19588. /**
  19589. * Does the material work in alpha blend mode
  19590. */
  19591. needAlphaBlending: boolean;
  19592. /**
  19593. * Does the material work in alpha test mode
  19594. */
  19595. needAlphaTesting: boolean;
  19596. /**
  19597. * The list of attribute names used in the shader
  19598. */
  19599. attributes: string[];
  19600. /**
  19601. * The list of unifrom names used in the shader
  19602. */
  19603. uniforms: string[];
  19604. /**
  19605. * The list of UBO names used in the shader
  19606. */
  19607. uniformBuffers: string[];
  19608. /**
  19609. * The list of sampler names used in the shader
  19610. */
  19611. samplers: string[];
  19612. /**
  19613. * The list of defines used in the shader
  19614. */
  19615. defines: string[];
  19616. }
  19617. /**
  19618. * 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.
  19619. *
  19620. * This returned material effects how the mesh will look based on the code in the shaders.
  19621. *
  19622. * @see http://doc.babylonjs.com/how_to/shader_material
  19623. */
  19624. export class ShaderMaterial extends Material {
  19625. private _shaderPath;
  19626. private _options;
  19627. private _textures;
  19628. private _textureArrays;
  19629. private _floats;
  19630. private _ints;
  19631. private _floatsArrays;
  19632. private _colors3;
  19633. private _colors3Arrays;
  19634. private _colors4;
  19635. private _colors4Arrays;
  19636. private _vectors2;
  19637. private _vectors3;
  19638. private _vectors4;
  19639. private _matrices;
  19640. private _matrices3x3;
  19641. private _matrices2x2;
  19642. private _vectors2Arrays;
  19643. private _vectors3Arrays;
  19644. private _vectors4Arrays;
  19645. private _cachedWorldViewMatrix;
  19646. private _cachedWorldViewProjectionMatrix;
  19647. private _renderId;
  19648. /**
  19649. * Instantiate a new shader material.
  19650. * 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.
  19651. * This returned material effects how the mesh will look based on the code in the shaders.
  19652. * @see http://doc.babylonjs.com/how_to/shader_material
  19653. * @param name Define the name of the material in the scene
  19654. * @param scene Define the scene the material belongs to
  19655. * @param shaderPath Defines the route to the shader code in one of three ways:
  19656. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19657. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  19658. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  19659. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19660. * @param options Define the options used to create the shader
  19661. */
  19662. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19663. /**
  19664. * Gets the options used to compile the shader.
  19665. * They can be modified to trigger a new compilation
  19666. */
  19667. readonly options: IShaderMaterialOptions;
  19668. /**
  19669. * Gets the current class name of the material e.g. "ShaderMaterial"
  19670. * Mainly use in serialization.
  19671. * @returns the class name
  19672. */
  19673. getClassName(): string;
  19674. /**
  19675. * Specifies if the material will require alpha blending
  19676. * @returns a boolean specifying if alpha blending is needed
  19677. */
  19678. needAlphaBlending(): boolean;
  19679. /**
  19680. * Specifies if this material should be rendered in alpha test mode
  19681. * @returns a boolean specifying if an alpha test is needed.
  19682. */
  19683. needAlphaTesting(): boolean;
  19684. private _checkUniform;
  19685. /**
  19686. * Set a texture in the shader.
  19687. * @param name Define the name of the uniform samplers as defined in the shader
  19688. * @param texture Define the texture to bind to this sampler
  19689. * @return the material itself allowing "fluent" like uniform updates
  19690. */
  19691. setTexture(name: string, texture: Texture): ShaderMaterial;
  19692. /**
  19693. * Set a texture array in the shader.
  19694. * @param name Define the name of the uniform sampler array as defined in the shader
  19695. * @param textures Define the list of textures to bind to this sampler
  19696. * @return the material itself allowing "fluent" like uniform updates
  19697. */
  19698. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19699. /**
  19700. * Set a float in the shader.
  19701. * @param name Define the name of the uniform as defined in the shader
  19702. * @param value Define the value to give to the uniform
  19703. * @return the material itself allowing "fluent" like uniform updates
  19704. */
  19705. setFloat(name: string, value: number): ShaderMaterial;
  19706. /**
  19707. * Set a int in the shader.
  19708. * @param name Define the name of the uniform as defined in the shader
  19709. * @param value Define the value to give to the uniform
  19710. * @return the material itself allowing "fluent" like uniform updates
  19711. */
  19712. setInt(name: string, value: number): ShaderMaterial;
  19713. /**
  19714. * Set an array of floats in the shader.
  19715. * @param name Define the name of the uniform as defined in the shader
  19716. * @param value Define the value to give to the uniform
  19717. * @return the material itself allowing "fluent" like uniform updates
  19718. */
  19719. setFloats(name: string, value: number[]): ShaderMaterial;
  19720. /**
  19721. * Set a vec3 in the shader from a Color3.
  19722. * @param name Define the name of the uniform as defined in the shader
  19723. * @param value Define the value to give to the uniform
  19724. * @return the material itself allowing "fluent" like uniform updates
  19725. */
  19726. setColor3(name: string, value: Color3): ShaderMaterial;
  19727. /**
  19728. * Set a vec3 array in the shader from a Color3 array.
  19729. * @param name Define the name of the uniform as defined in the shader
  19730. * @param value Define the value to give to the uniform
  19731. * @return the material itself allowing "fluent" like uniform updates
  19732. */
  19733. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19734. /**
  19735. * Set a vec4 in the shader from a Color4.
  19736. * @param name Define the name of the uniform as defined in the shader
  19737. * @param value Define the value to give to the uniform
  19738. * @return the material itself allowing "fluent" like uniform updates
  19739. */
  19740. setColor4(name: string, value: Color4): ShaderMaterial;
  19741. /**
  19742. * Set a vec4 array in the shader from a Color4 array.
  19743. * @param name Define the name of the uniform as defined in the shader
  19744. * @param value Define the value to give to the uniform
  19745. * @return the material itself allowing "fluent" like uniform updates
  19746. */
  19747. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19748. /**
  19749. * Set a vec2 in the shader from a Vector2.
  19750. * @param name Define the name of the uniform as defined in the shader
  19751. * @param value Define the value to give to the uniform
  19752. * @return the material itself allowing "fluent" like uniform updates
  19753. */
  19754. setVector2(name: string, value: Vector2): ShaderMaterial;
  19755. /**
  19756. * Set a vec3 in the shader from a Vector3.
  19757. * @param name Define the name of the uniform as defined in the shader
  19758. * @param value Define the value to give to the uniform
  19759. * @return the material itself allowing "fluent" like uniform updates
  19760. */
  19761. setVector3(name: string, value: Vector3): ShaderMaterial;
  19762. /**
  19763. * Set a vec4 in the shader from a Vector4.
  19764. * @param name Define the name of the uniform as defined in the shader
  19765. * @param value Define the value to give to the uniform
  19766. * @return the material itself allowing "fluent" like uniform updates
  19767. */
  19768. setVector4(name: string, value: Vector4): ShaderMaterial;
  19769. /**
  19770. * Set a mat4 in the shader from a Matrix.
  19771. * @param name Define the name of the uniform as defined in the shader
  19772. * @param value Define the value to give to the uniform
  19773. * @return the material itself allowing "fluent" like uniform updates
  19774. */
  19775. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19776. /**
  19777. * Set a mat3 in the shader from a Float32Array.
  19778. * @param name Define the name of the uniform as defined in the shader
  19779. * @param value Define the value to give to the uniform
  19780. * @return the material itself allowing "fluent" like uniform updates
  19781. */
  19782. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19783. /**
  19784. * Set a mat2 in the shader from a Float32Array.
  19785. * @param name Define the name of the uniform as defined in the shader
  19786. * @param value Define the value to give to the uniform
  19787. * @return the material itself allowing "fluent" like uniform updates
  19788. */
  19789. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19790. /**
  19791. * Set a vec2 array in the shader from a number array.
  19792. * @param name Define the name of the uniform as defined in the shader
  19793. * @param value Define the value to give to the uniform
  19794. * @return the material itself allowing "fluent" like uniform updates
  19795. */
  19796. setArray2(name: string, value: number[]): ShaderMaterial;
  19797. /**
  19798. * Set a vec3 array in the shader from a number array.
  19799. * @param name Define the name of the uniform as defined in the shader
  19800. * @param value Define the value to give to the uniform
  19801. * @return the material itself allowing "fluent" like uniform updates
  19802. */
  19803. setArray3(name: string, value: number[]): ShaderMaterial;
  19804. /**
  19805. * Set a vec4 array in the shader from a number array.
  19806. * @param name Define the name of the uniform as defined in the shader
  19807. * @param value Define the value to give to the uniform
  19808. * @return the material itself allowing "fluent" like uniform updates
  19809. */
  19810. setArray4(name: string, value: number[]): ShaderMaterial;
  19811. private _checkCache;
  19812. /**
  19813. * Specifies that the submesh is ready to be used
  19814. * @param mesh defines the mesh to check
  19815. * @param subMesh defines which submesh to check
  19816. * @param useInstances specifies that instances should be used
  19817. * @returns a boolean indicating that the submesh is ready or not
  19818. */
  19819. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19820. /**
  19821. * Checks if the material is ready to render the requested mesh
  19822. * @param mesh Define the mesh to render
  19823. * @param useInstances Define whether or not the material is used with instances
  19824. * @returns true if ready, otherwise false
  19825. */
  19826. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19827. /**
  19828. * Binds the world matrix to the material
  19829. * @param world defines the world transformation matrix
  19830. */
  19831. bindOnlyWorldMatrix(world: Matrix): void;
  19832. /**
  19833. * Binds the material to the mesh
  19834. * @param world defines the world transformation matrix
  19835. * @param mesh defines the mesh to bind the material to
  19836. */
  19837. bind(world: Matrix, mesh?: Mesh): void;
  19838. /**
  19839. * Gets the active textures from the material
  19840. * @returns an array of textures
  19841. */
  19842. getActiveTextures(): BaseTexture[];
  19843. /**
  19844. * Specifies if the material uses a texture
  19845. * @param texture defines the texture to check against the material
  19846. * @returns a boolean specifying if the material uses the texture
  19847. */
  19848. hasTexture(texture: BaseTexture): boolean;
  19849. /**
  19850. * Makes a duplicate of the material, and gives it a new name
  19851. * @param name defines the new name for the duplicated material
  19852. * @returns the cloned material
  19853. */
  19854. clone(name: string): ShaderMaterial;
  19855. /**
  19856. * Disposes the material
  19857. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19858. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19859. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19860. */
  19861. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19862. /**
  19863. * Serializes this material in a JSON representation
  19864. * @returns the serialized material object
  19865. */
  19866. serialize(): any;
  19867. /**
  19868. * Creates a shader material from parsed shader material data
  19869. * @param source defines the JSON represnetation of the material
  19870. * @param scene defines the hosting scene
  19871. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19872. * @returns a new material
  19873. */
  19874. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19875. }
  19876. }
  19877. declare module "babylonjs/Shaders/color.fragment" {
  19878. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19879. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19880. /** @hidden */
  19881. export var colorPixelShader: {
  19882. name: string;
  19883. shader: string;
  19884. };
  19885. }
  19886. declare module "babylonjs/Shaders/color.vertex" {
  19887. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19888. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19889. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19890. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19891. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19892. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19893. /** @hidden */
  19894. export var colorVertexShader: {
  19895. name: string;
  19896. shader: string;
  19897. };
  19898. }
  19899. declare module "babylonjs/Meshes/linesMesh" {
  19900. import { Nullable } from "babylonjs/types";
  19901. import { Scene } from "babylonjs/scene";
  19902. import { Color3 } from "babylonjs/Maths/math.color";
  19903. import { Node } from "babylonjs/node";
  19904. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19905. import { Mesh } from "babylonjs/Meshes/mesh";
  19906. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19907. import { Effect } from "babylonjs/Materials/effect";
  19908. import { Material } from "babylonjs/Materials/material";
  19909. import "babylonjs/Shaders/color.fragment";
  19910. import "babylonjs/Shaders/color.vertex";
  19911. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19912. /**
  19913. * Line mesh
  19914. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19915. */
  19916. export class LinesMesh extends Mesh {
  19917. /**
  19918. * If vertex color should be applied to the mesh
  19919. */
  19920. readonly useVertexColor?: boolean | undefined;
  19921. /**
  19922. * If vertex alpha should be applied to the mesh
  19923. */
  19924. readonly useVertexAlpha?: boolean | undefined;
  19925. /**
  19926. * Color of the line (Default: White)
  19927. */
  19928. color: Color3;
  19929. /**
  19930. * Alpha of the line (Default: 1)
  19931. */
  19932. alpha: number;
  19933. /**
  19934. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19935. * This margin is expressed in world space coordinates, so its value may vary.
  19936. * Default value is 0.1
  19937. */
  19938. intersectionThreshold: number;
  19939. private _colorShader;
  19940. private color4;
  19941. /**
  19942. * Creates a new LinesMesh
  19943. * @param name defines the name
  19944. * @param scene defines the hosting scene
  19945. * @param parent defines the parent mesh if any
  19946. * @param source defines the optional source LinesMesh used to clone data from
  19947. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19948. * When false, achieved by calling a clone(), also passing False.
  19949. * This will make creation of children, recursive.
  19950. * @param useVertexColor defines if this LinesMesh supports vertex color
  19951. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19952. */
  19953. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  19954. /**
  19955. * If vertex color should be applied to the mesh
  19956. */
  19957. useVertexColor?: boolean | undefined,
  19958. /**
  19959. * If vertex alpha should be applied to the mesh
  19960. */
  19961. useVertexAlpha?: boolean | undefined);
  19962. private _addClipPlaneDefine;
  19963. private _removeClipPlaneDefine;
  19964. isReady(): boolean;
  19965. /**
  19966. * Returns the string "LineMesh"
  19967. */
  19968. getClassName(): string;
  19969. /**
  19970. * @hidden
  19971. */
  19972. /**
  19973. * @hidden
  19974. */
  19975. material: Material;
  19976. /**
  19977. * @hidden
  19978. */
  19979. readonly checkCollisions: boolean;
  19980. /** @hidden */
  19981. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  19982. /** @hidden */
  19983. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  19984. /**
  19985. * Disposes of the line mesh
  19986. * @param doNotRecurse If children should be disposed
  19987. */
  19988. dispose(doNotRecurse?: boolean): void;
  19989. /**
  19990. * Returns a new LineMesh object cloned from the current one.
  19991. */
  19992. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19993. /**
  19994. * Creates a new InstancedLinesMesh object from the mesh model.
  19995. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19996. * @param name defines the name of the new instance
  19997. * @returns a new InstancedLinesMesh
  19998. */
  19999. createInstance(name: string): InstancedLinesMesh;
  20000. }
  20001. /**
  20002. * Creates an instance based on a source LinesMesh
  20003. */
  20004. export class InstancedLinesMesh extends InstancedMesh {
  20005. /**
  20006. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  20007. * This margin is expressed in world space coordinates, so its value may vary.
  20008. * Initilized with the intersectionThreshold value of the source LinesMesh
  20009. */
  20010. intersectionThreshold: number;
  20011. constructor(name: string, source: LinesMesh);
  20012. /**
  20013. * Returns the string "InstancedLinesMesh".
  20014. */
  20015. getClassName(): string;
  20016. }
  20017. }
  20018. declare module "babylonjs/Shaders/line.fragment" {
  20019. /** @hidden */
  20020. export var linePixelShader: {
  20021. name: string;
  20022. shader: string;
  20023. };
  20024. }
  20025. declare module "babylonjs/Shaders/line.vertex" {
  20026. /** @hidden */
  20027. export var lineVertexShader: {
  20028. name: string;
  20029. shader: string;
  20030. };
  20031. }
  20032. declare module "babylonjs/Rendering/edgesRenderer" {
  20033. import { Nullable } from "babylonjs/types";
  20034. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  20035. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20036. import { Vector3 } from "babylonjs/Maths/math.vector";
  20037. import { IDisposable } from "babylonjs/scene";
  20038. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  20039. import "babylonjs/Shaders/line.fragment";
  20040. import "babylonjs/Shaders/line.vertex";
  20041. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  20042. module "babylonjs/Meshes/abstractMesh" {
  20043. interface AbstractMesh {
  20044. /**
  20045. * Gets the edgesRenderer associated with the mesh
  20046. */
  20047. edgesRenderer: Nullable<EdgesRenderer>;
  20048. }
  20049. }
  20050. module "babylonjs/Meshes/linesMesh" {
  20051. interface LinesMesh {
  20052. /**
  20053. * Enables the edge rendering mode on the mesh.
  20054. * This mode makes the mesh edges visible
  20055. * @param epsilon defines the maximal distance between two angles to detect a face
  20056. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20057. * @returns the currentAbstractMesh
  20058. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20059. */
  20060. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  20061. }
  20062. }
  20063. module "babylonjs/Meshes/linesMesh" {
  20064. interface InstancedLinesMesh {
  20065. /**
  20066. * Enables the edge rendering mode on the mesh.
  20067. * This mode makes the mesh edges visible
  20068. * @param epsilon defines the maximal distance between two angles to detect a face
  20069. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20070. * @returns the current InstancedLinesMesh
  20071. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20072. */
  20073. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  20074. }
  20075. }
  20076. /**
  20077. * Defines the minimum contract an Edges renderer should follow.
  20078. */
  20079. export interface IEdgesRenderer extends IDisposable {
  20080. /**
  20081. * Gets or sets a boolean indicating if the edgesRenderer is active
  20082. */
  20083. isEnabled: boolean;
  20084. /**
  20085. * Renders the edges of the attached mesh,
  20086. */
  20087. render(): void;
  20088. /**
  20089. * Checks wether or not the edges renderer is ready to render.
  20090. * @return true if ready, otherwise false.
  20091. */
  20092. isReady(): boolean;
  20093. }
  20094. /**
  20095. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  20096. */
  20097. export class EdgesRenderer implements IEdgesRenderer {
  20098. /**
  20099. * Define the size of the edges with an orthographic camera
  20100. */
  20101. edgesWidthScalerForOrthographic: number;
  20102. /**
  20103. * Define the size of the edges with a perspective camera
  20104. */
  20105. edgesWidthScalerForPerspective: number;
  20106. protected _source: AbstractMesh;
  20107. protected _linesPositions: number[];
  20108. protected _linesNormals: number[];
  20109. protected _linesIndices: number[];
  20110. protected _epsilon: number;
  20111. protected _indicesCount: number;
  20112. protected _lineShader: ShaderMaterial;
  20113. protected _ib: DataBuffer;
  20114. protected _buffers: {
  20115. [key: string]: Nullable<VertexBuffer>;
  20116. };
  20117. protected _checkVerticesInsteadOfIndices: boolean;
  20118. private _meshRebuildObserver;
  20119. private _meshDisposeObserver;
  20120. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  20121. isEnabled: boolean;
  20122. /**
  20123. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  20124. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  20125. * @param source Mesh used to create edges
  20126. * @param epsilon sum of angles in adjacency to check for edge
  20127. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  20128. * @param generateEdgesLines - should generate Lines or only prepare resources.
  20129. */
  20130. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  20131. protected _prepareRessources(): void;
  20132. /** @hidden */
  20133. _rebuild(): void;
  20134. /**
  20135. * Releases the required resources for the edges renderer
  20136. */
  20137. dispose(): void;
  20138. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  20139. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  20140. /**
  20141. * Checks if the pair of p0 and p1 is en edge
  20142. * @param faceIndex
  20143. * @param edge
  20144. * @param faceNormals
  20145. * @param p0
  20146. * @param p1
  20147. * @private
  20148. */
  20149. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  20150. /**
  20151. * push line into the position, normal and index buffer
  20152. * @protected
  20153. */
  20154. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  20155. /**
  20156. * Generates lines edges from adjacencjes
  20157. * @private
  20158. */
  20159. _generateEdgesLines(): void;
  20160. /**
  20161. * Checks wether or not the edges renderer is ready to render.
  20162. * @return true if ready, otherwise false.
  20163. */
  20164. isReady(): boolean;
  20165. /**
  20166. * Renders the edges of the attached mesh,
  20167. */
  20168. render(): void;
  20169. }
  20170. /**
  20171. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  20172. */
  20173. export class LineEdgesRenderer extends EdgesRenderer {
  20174. /**
  20175. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  20176. * @param source LineMesh used to generate edges
  20177. * @param epsilon not important (specified angle for edge detection)
  20178. * @param checkVerticesInsteadOfIndices not important for LineMesh
  20179. */
  20180. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  20181. /**
  20182. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  20183. */
  20184. _generateEdgesLines(): void;
  20185. }
  20186. }
  20187. declare module "babylonjs/Rendering/renderingGroup" {
  20188. import { SmartArray } from "babylonjs/Misc/smartArray";
  20189. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20190. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20191. import { Nullable } from "babylonjs/types";
  20192. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20193. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  20194. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20195. import { Material } from "babylonjs/Materials/material";
  20196. import { Scene } from "babylonjs/scene";
  20197. /**
  20198. * This represents the object necessary to create a rendering group.
  20199. * This is exclusively used and created by the rendering manager.
  20200. * To modify the behavior, you use the available helpers in your scene or meshes.
  20201. * @hidden
  20202. */
  20203. export class RenderingGroup {
  20204. index: number;
  20205. private static _zeroVector;
  20206. private _scene;
  20207. private _opaqueSubMeshes;
  20208. private _transparentSubMeshes;
  20209. private _alphaTestSubMeshes;
  20210. private _depthOnlySubMeshes;
  20211. private _particleSystems;
  20212. private _spriteManagers;
  20213. private _opaqueSortCompareFn;
  20214. private _alphaTestSortCompareFn;
  20215. private _transparentSortCompareFn;
  20216. private _renderOpaque;
  20217. private _renderAlphaTest;
  20218. private _renderTransparent;
  20219. /** @hidden */
  20220. _edgesRenderers: SmartArray<IEdgesRenderer>;
  20221. onBeforeTransparentRendering: () => void;
  20222. /**
  20223. * Set the opaque sort comparison function.
  20224. * If null the sub meshes will be render in the order they were created
  20225. */
  20226. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20227. /**
  20228. * Set the alpha test sort comparison function.
  20229. * If null the sub meshes will be render in the order they were created
  20230. */
  20231. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20232. /**
  20233. * Set the transparent sort comparison function.
  20234. * If null the sub meshes will be render in the order they were created
  20235. */
  20236. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20237. /**
  20238. * Creates a new rendering group.
  20239. * @param index The rendering group index
  20240. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  20241. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  20242. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  20243. */
  20244. 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>);
  20245. /**
  20246. * Render all the sub meshes contained in the group.
  20247. * @param customRenderFunction Used to override the default render behaviour of the group.
  20248. * @returns true if rendered some submeshes.
  20249. */
  20250. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  20251. /**
  20252. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  20253. * @param subMeshes The submeshes to render
  20254. */
  20255. private renderOpaqueSorted;
  20256. /**
  20257. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  20258. * @param subMeshes The submeshes to render
  20259. */
  20260. private renderAlphaTestSorted;
  20261. /**
  20262. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  20263. * @param subMeshes The submeshes to render
  20264. */
  20265. private renderTransparentSorted;
  20266. /**
  20267. * Renders the submeshes in a specified order.
  20268. * @param subMeshes The submeshes to sort before render
  20269. * @param sortCompareFn The comparison function use to sort
  20270. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  20271. * @param transparent Specifies to activate blending if true
  20272. */
  20273. private static renderSorted;
  20274. /**
  20275. * Renders the submeshes in the order they were dispatched (no sort applied).
  20276. * @param subMeshes The submeshes to render
  20277. */
  20278. private static renderUnsorted;
  20279. /**
  20280. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20281. * are rendered back to front if in the same alpha index.
  20282. *
  20283. * @param a The first submesh
  20284. * @param b The second submesh
  20285. * @returns The result of the comparison
  20286. */
  20287. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  20288. /**
  20289. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20290. * are rendered back to front.
  20291. *
  20292. * @param a The first submesh
  20293. * @param b The second submesh
  20294. * @returns The result of the comparison
  20295. */
  20296. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  20297. /**
  20298. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20299. * are rendered front to back (prevent overdraw).
  20300. *
  20301. * @param a The first submesh
  20302. * @param b The second submesh
  20303. * @returns The result of the comparison
  20304. */
  20305. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  20306. /**
  20307. * Resets the different lists of submeshes to prepare a new frame.
  20308. */
  20309. prepare(): void;
  20310. dispose(): void;
  20311. /**
  20312. * Inserts the submesh in its correct queue depending on its material.
  20313. * @param subMesh The submesh to dispatch
  20314. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20315. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20316. */
  20317. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20318. dispatchSprites(spriteManager: ISpriteManager): void;
  20319. dispatchParticles(particleSystem: IParticleSystem): void;
  20320. private _renderParticles;
  20321. private _renderSprites;
  20322. }
  20323. }
  20324. declare module "babylonjs/Rendering/renderingManager" {
  20325. import { Nullable } from "babylonjs/types";
  20326. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20327. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20328. import { SmartArray } from "babylonjs/Misc/smartArray";
  20329. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20330. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20331. import { Material } from "babylonjs/Materials/material";
  20332. import { Scene } from "babylonjs/scene";
  20333. import { Camera } from "babylonjs/Cameras/camera";
  20334. /**
  20335. * Interface describing the different options available in the rendering manager
  20336. * regarding Auto Clear between groups.
  20337. */
  20338. export interface IRenderingManagerAutoClearSetup {
  20339. /**
  20340. * Defines whether or not autoclear is enable.
  20341. */
  20342. autoClear: boolean;
  20343. /**
  20344. * Defines whether or not to autoclear the depth buffer.
  20345. */
  20346. depth: boolean;
  20347. /**
  20348. * Defines whether or not to autoclear the stencil buffer.
  20349. */
  20350. stencil: boolean;
  20351. }
  20352. /**
  20353. * This class is used by the onRenderingGroupObservable
  20354. */
  20355. export class RenderingGroupInfo {
  20356. /**
  20357. * The Scene that being rendered
  20358. */
  20359. scene: Scene;
  20360. /**
  20361. * The camera currently used for the rendering pass
  20362. */
  20363. camera: Nullable<Camera>;
  20364. /**
  20365. * The ID of the renderingGroup being processed
  20366. */
  20367. renderingGroupId: number;
  20368. }
  20369. /**
  20370. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20371. * It is enable to manage the different groups as well as the different necessary sort functions.
  20372. * This should not be used directly aside of the few static configurations
  20373. */
  20374. export class RenderingManager {
  20375. /**
  20376. * The max id used for rendering groups (not included)
  20377. */
  20378. static MAX_RENDERINGGROUPS: number;
  20379. /**
  20380. * The min id used for rendering groups (included)
  20381. */
  20382. static MIN_RENDERINGGROUPS: number;
  20383. /**
  20384. * Used to globally prevent autoclearing scenes.
  20385. */
  20386. static AUTOCLEAR: boolean;
  20387. /**
  20388. * @hidden
  20389. */
  20390. _useSceneAutoClearSetup: boolean;
  20391. private _scene;
  20392. private _renderingGroups;
  20393. private _depthStencilBufferAlreadyCleaned;
  20394. private _autoClearDepthStencil;
  20395. private _customOpaqueSortCompareFn;
  20396. private _customAlphaTestSortCompareFn;
  20397. private _customTransparentSortCompareFn;
  20398. private _renderingGroupInfo;
  20399. /**
  20400. * Instantiates a new rendering group for a particular scene
  20401. * @param scene Defines the scene the groups belongs to
  20402. */
  20403. constructor(scene: Scene);
  20404. private _clearDepthStencilBuffer;
  20405. /**
  20406. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20407. * @hidden
  20408. */
  20409. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20410. /**
  20411. * Resets the different information of the group to prepare a new frame
  20412. * @hidden
  20413. */
  20414. reset(): void;
  20415. /**
  20416. * Dispose and release the group and its associated resources.
  20417. * @hidden
  20418. */
  20419. dispose(): void;
  20420. /**
  20421. * Clear the info related to rendering groups preventing retention points during dispose.
  20422. */
  20423. freeRenderingGroups(): void;
  20424. private _prepareRenderingGroup;
  20425. /**
  20426. * Add a sprite manager to the rendering manager in order to render it this frame.
  20427. * @param spriteManager Define the sprite manager to render
  20428. */
  20429. dispatchSprites(spriteManager: ISpriteManager): void;
  20430. /**
  20431. * Add a particle system to the rendering manager in order to render it this frame.
  20432. * @param particleSystem Define the particle system to render
  20433. */
  20434. dispatchParticles(particleSystem: IParticleSystem): void;
  20435. /**
  20436. * Add a submesh to the manager in order to render it this frame
  20437. * @param subMesh The submesh to dispatch
  20438. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20439. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20440. */
  20441. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20442. /**
  20443. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20444. * This allowed control for front to back rendering or reversly depending of the special needs.
  20445. *
  20446. * @param renderingGroupId The rendering group id corresponding to its index
  20447. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20448. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20449. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20450. */
  20451. 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;
  20452. /**
  20453. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20454. *
  20455. * @param renderingGroupId The rendering group id corresponding to its index
  20456. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20457. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20458. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20459. */
  20460. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20461. /**
  20462. * Gets the current auto clear configuration for one rendering group of the rendering
  20463. * manager.
  20464. * @param index the rendering group index to get the information for
  20465. * @returns The auto clear setup for the requested rendering group
  20466. */
  20467. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20468. }
  20469. }
  20470. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20471. import { Observable } from "babylonjs/Misc/observable";
  20472. import { SmartArray } from "babylonjs/Misc/smartArray";
  20473. import { Nullable } from "babylonjs/types";
  20474. import { Camera } from "babylonjs/Cameras/camera";
  20475. import { Scene } from "babylonjs/scene";
  20476. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20477. import { Color4 } from "babylonjs/Maths/math.color";
  20478. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20479. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20480. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20481. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20482. import { Texture } from "babylonjs/Materials/Textures/texture";
  20483. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20484. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20485. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20486. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  20487. import { Engine } from "babylonjs/Engines/engine";
  20488. /**
  20489. * This Helps creating a texture that will be created from a camera in your scene.
  20490. * It is basically a dynamic texture that could be used to create special effects for instance.
  20491. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20492. */
  20493. export class RenderTargetTexture extends Texture {
  20494. isCube: boolean;
  20495. /**
  20496. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20497. */
  20498. static readonly REFRESHRATE_RENDER_ONCE: number;
  20499. /**
  20500. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20501. */
  20502. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20503. /**
  20504. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20505. * the central point of your effect and can save a lot of performances.
  20506. */
  20507. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20508. /**
  20509. * Use this predicate to dynamically define the list of mesh you want to render.
  20510. * If set, the renderList property will be overwritten.
  20511. */
  20512. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20513. private _renderList;
  20514. /**
  20515. * Use this list to define the list of mesh you want to render.
  20516. */
  20517. renderList: Nullable<Array<AbstractMesh>>;
  20518. private _hookArray;
  20519. /**
  20520. * Define if particles should be rendered in your texture.
  20521. */
  20522. renderParticles: boolean;
  20523. /**
  20524. * Define if sprites should be rendered in your texture.
  20525. */
  20526. renderSprites: boolean;
  20527. /**
  20528. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20529. */
  20530. coordinatesMode: number;
  20531. /**
  20532. * Define the camera used to render the texture.
  20533. */
  20534. activeCamera: Nullable<Camera>;
  20535. /**
  20536. * Override the render function of the texture with your own one.
  20537. */
  20538. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20539. /**
  20540. * Define if camera post processes should be use while rendering the texture.
  20541. */
  20542. useCameraPostProcesses: boolean;
  20543. /**
  20544. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20545. */
  20546. ignoreCameraViewport: boolean;
  20547. private _postProcessManager;
  20548. private _postProcesses;
  20549. private _resizeObserver;
  20550. /**
  20551. * An event triggered when the texture is unbind.
  20552. */
  20553. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20554. /**
  20555. * An event triggered when the texture is unbind.
  20556. */
  20557. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20558. private _onAfterUnbindObserver;
  20559. /**
  20560. * Set a after unbind callback in the texture.
  20561. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20562. */
  20563. onAfterUnbind: () => void;
  20564. /**
  20565. * An event triggered before rendering the texture
  20566. */
  20567. onBeforeRenderObservable: Observable<number>;
  20568. private _onBeforeRenderObserver;
  20569. /**
  20570. * Set a before render callback in the texture.
  20571. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20572. */
  20573. onBeforeRender: (faceIndex: number) => void;
  20574. /**
  20575. * An event triggered after rendering the texture
  20576. */
  20577. onAfterRenderObservable: Observable<number>;
  20578. private _onAfterRenderObserver;
  20579. /**
  20580. * Set a after render callback in the texture.
  20581. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20582. */
  20583. onAfterRender: (faceIndex: number) => void;
  20584. /**
  20585. * An event triggered after the texture clear
  20586. */
  20587. onClearObservable: Observable<Engine>;
  20588. private _onClearObserver;
  20589. /**
  20590. * Set a clear callback in the texture.
  20591. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20592. */
  20593. onClear: (Engine: Engine) => void;
  20594. /**
  20595. * An event triggered when the texture is resized.
  20596. */
  20597. onResizeObservable: Observable<RenderTargetTexture>;
  20598. /**
  20599. * Define the clear color of the Render Target if it should be different from the scene.
  20600. */
  20601. clearColor: Color4;
  20602. protected _size: number | {
  20603. width: number;
  20604. height: number;
  20605. };
  20606. protected _initialSizeParameter: number | {
  20607. width: number;
  20608. height: number;
  20609. } | {
  20610. ratio: number;
  20611. };
  20612. protected _sizeRatio: Nullable<number>;
  20613. /** @hidden */
  20614. _generateMipMaps: boolean;
  20615. protected _renderingManager: RenderingManager;
  20616. /** @hidden */
  20617. _waitingRenderList: string[];
  20618. protected _doNotChangeAspectRatio: boolean;
  20619. protected _currentRefreshId: number;
  20620. protected _refreshRate: number;
  20621. protected _textureMatrix: Matrix;
  20622. protected _samples: number;
  20623. protected _renderTargetOptions: RenderTargetCreationOptions;
  20624. /**
  20625. * Gets render target creation options that were used.
  20626. */
  20627. readonly renderTargetOptions: RenderTargetCreationOptions;
  20628. protected _engine: Engine;
  20629. protected _onRatioRescale(): void;
  20630. /**
  20631. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20632. * It must define where the camera used to render the texture is set
  20633. */
  20634. boundingBoxPosition: Vector3;
  20635. private _boundingBoxSize;
  20636. /**
  20637. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20638. * When defined, the cubemap will switch to local mode
  20639. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20640. * @example https://www.babylonjs-playground.com/#RNASML
  20641. */
  20642. boundingBoxSize: Vector3;
  20643. /**
  20644. * In case the RTT has been created with a depth texture, get the associated
  20645. * depth texture.
  20646. * Otherwise, return null.
  20647. */
  20648. depthStencilTexture: Nullable<InternalTexture>;
  20649. /**
  20650. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20651. * or used a shadow, depth texture...
  20652. * @param name The friendly name of the texture
  20653. * @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)
  20654. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20655. * @param generateMipMaps True if mip maps need to be generated after render.
  20656. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20657. * @param type The type of the buffer in the RTT (int, half float, float...)
  20658. * @param isCube True if a cube texture needs to be created
  20659. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20660. * @param generateDepthBuffer True to generate a depth buffer
  20661. * @param generateStencilBuffer True to generate a stencil buffer
  20662. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20663. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20664. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20665. */
  20666. constructor(name: string, size: number | {
  20667. width: number;
  20668. height: number;
  20669. } | {
  20670. ratio: number;
  20671. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20672. /**
  20673. * Creates a depth stencil texture.
  20674. * This is only available in WebGL 2 or with the depth texture extension available.
  20675. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20676. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20677. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20678. */
  20679. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20680. private _processSizeParameter;
  20681. /**
  20682. * Define the number of samples to use in case of MSAA.
  20683. * It defaults to one meaning no MSAA has been enabled.
  20684. */
  20685. samples: number;
  20686. /**
  20687. * Resets the refresh counter of the texture and start bak from scratch.
  20688. * Could be useful to regenerate the texture if it is setup to render only once.
  20689. */
  20690. resetRefreshCounter(): void;
  20691. /**
  20692. * Define the refresh rate of the texture or the rendering frequency.
  20693. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20694. */
  20695. refreshRate: number;
  20696. /**
  20697. * Adds a post process to the render target rendering passes.
  20698. * @param postProcess define the post process to add
  20699. */
  20700. addPostProcess(postProcess: PostProcess): void;
  20701. /**
  20702. * Clear all the post processes attached to the render target
  20703. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20704. */
  20705. clearPostProcesses(dispose?: boolean): void;
  20706. /**
  20707. * Remove one of the post process from the list of attached post processes to the texture
  20708. * @param postProcess define the post process to remove from the list
  20709. */
  20710. removePostProcess(postProcess: PostProcess): void;
  20711. /** @hidden */
  20712. _shouldRender(): boolean;
  20713. /**
  20714. * Gets the actual render size of the texture.
  20715. * @returns the width of the render size
  20716. */
  20717. getRenderSize(): number;
  20718. /**
  20719. * Gets the actual render width of the texture.
  20720. * @returns the width of the render size
  20721. */
  20722. getRenderWidth(): number;
  20723. /**
  20724. * Gets the actual render height of the texture.
  20725. * @returns the height of the render size
  20726. */
  20727. getRenderHeight(): number;
  20728. /**
  20729. * Get if the texture can be rescaled or not.
  20730. */
  20731. readonly canRescale: boolean;
  20732. /**
  20733. * Resize the texture using a ratio.
  20734. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20735. */
  20736. scale(ratio: number): void;
  20737. /**
  20738. * Get the texture reflection matrix used to rotate/transform the reflection.
  20739. * @returns the reflection matrix
  20740. */
  20741. getReflectionTextureMatrix(): Matrix;
  20742. /**
  20743. * Resize the texture to a new desired size.
  20744. * Be carrefull as it will recreate all the data in the new texture.
  20745. * @param size Define the new size. It can be:
  20746. * - a number for squared texture,
  20747. * - an object containing { width: number, height: number }
  20748. * - or an object containing a ratio { ratio: number }
  20749. */
  20750. resize(size: number | {
  20751. width: number;
  20752. height: number;
  20753. } | {
  20754. ratio: number;
  20755. }): void;
  20756. /**
  20757. * Renders all the objects from the render list into the texture.
  20758. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20759. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20760. */
  20761. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20762. private _bestReflectionRenderTargetDimension;
  20763. /**
  20764. * @hidden
  20765. * @param faceIndex face index to bind to if this is a cubetexture
  20766. */
  20767. _bindFrameBuffer(faceIndex?: number): void;
  20768. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20769. private renderToTarget;
  20770. /**
  20771. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20772. * This allowed control for front to back rendering or reversly depending of the special needs.
  20773. *
  20774. * @param renderingGroupId The rendering group id corresponding to its index
  20775. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20776. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20777. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20778. */
  20779. 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;
  20780. /**
  20781. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20782. *
  20783. * @param renderingGroupId The rendering group id corresponding to its index
  20784. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20785. */
  20786. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20787. /**
  20788. * Clones the texture.
  20789. * @returns the cloned texture
  20790. */
  20791. clone(): RenderTargetTexture;
  20792. /**
  20793. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20794. * @returns The JSON representation of the texture
  20795. */
  20796. serialize(): any;
  20797. /**
  20798. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20799. */
  20800. disposeFramebufferObjects(): void;
  20801. /**
  20802. * Dispose the texture and release its associated resources.
  20803. */
  20804. dispose(): void;
  20805. /** @hidden */
  20806. _rebuild(): void;
  20807. /**
  20808. * Clear the info related to rendering groups preventing retention point in material dispose.
  20809. */
  20810. freeRenderingGroups(): void;
  20811. /**
  20812. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20813. * @returns the view count
  20814. */
  20815. getViewCount(): number;
  20816. }
  20817. }
  20818. declare module "babylonjs/Materials/material" {
  20819. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20820. import { SmartArray } from "babylonjs/Misc/smartArray";
  20821. import { Observable } from "babylonjs/Misc/observable";
  20822. import { Nullable } from "babylonjs/types";
  20823. import { Scene } from "babylonjs/scene";
  20824. import { Matrix } from "babylonjs/Maths/math.vector";
  20825. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20826. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20827. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20828. import { Effect } from "babylonjs/Materials/effect";
  20829. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20830. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20831. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20832. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20833. import { Mesh } from "babylonjs/Meshes/mesh";
  20834. import { Animation } from "babylonjs/Animations/animation";
  20835. /**
  20836. * Options for compiling materials.
  20837. */
  20838. export interface IMaterialCompilationOptions {
  20839. /**
  20840. * Defines whether clip planes are enabled.
  20841. */
  20842. clipPlane: boolean;
  20843. /**
  20844. * Defines whether instances are enabled.
  20845. */
  20846. useInstances: boolean;
  20847. }
  20848. /**
  20849. * Base class for the main features of a material in Babylon.js
  20850. */
  20851. export class Material implements IAnimatable {
  20852. /**
  20853. * Returns the triangle fill mode
  20854. */
  20855. static readonly TriangleFillMode: number;
  20856. /**
  20857. * Returns the wireframe mode
  20858. */
  20859. static readonly WireFrameFillMode: number;
  20860. /**
  20861. * Returns the point fill mode
  20862. */
  20863. static readonly PointFillMode: number;
  20864. /**
  20865. * Returns the point list draw mode
  20866. */
  20867. static readonly PointListDrawMode: number;
  20868. /**
  20869. * Returns the line list draw mode
  20870. */
  20871. static readonly LineListDrawMode: number;
  20872. /**
  20873. * Returns the line loop draw mode
  20874. */
  20875. static readonly LineLoopDrawMode: number;
  20876. /**
  20877. * Returns the line strip draw mode
  20878. */
  20879. static readonly LineStripDrawMode: number;
  20880. /**
  20881. * Returns the triangle strip draw mode
  20882. */
  20883. static readonly TriangleStripDrawMode: number;
  20884. /**
  20885. * Returns the triangle fan draw mode
  20886. */
  20887. static readonly TriangleFanDrawMode: number;
  20888. /**
  20889. * Stores the clock-wise side orientation
  20890. */
  20891. static readonly ClockWiseSideOrientation: number;
  20892. /**
  20893. * Stores the counter clock-wise side orientation
  20894. */
  20895. static readonly CounterClockWiseSideOrientation: number;
  20896. /**
  20897. * The dirty texture flag value
  20898. */
  20899. static readonly TextureDirtyFlag: number;
  20900. /**
  20901. * The dirty light flag value
  20902. */
  20903. static readonly LightDirtyFlag: number;
  20904. /**
  20905. * The dirty fresnel flag value
  20906. */
  20907. static readonly FresnelDirtyFlag: number;
  20908. /**
  20909. * The dirty attribute flag value
  20910. */
  20911. static readonly AttributesDirtyFlag: number;
  20912. /**
  20913. * The dirty misc flag value
  20914. */
  20915. static readonly MiscDirtyFlag: number;
  20916. /**
  20917. * The all dirty flag value
  20918. */
  20919. static readonly AllDirtyFlag: number;
  20920. /**
  20921. * The ID of the material
  20922. */
  20923. id: string;
  20924. /**
  20925. * Gets or sets the unique id of the material
  20926. */
  20927. uniqueId: number;
  20928. /**
  20929. * The name of the material
  20930. */
  20931. name: string;
  20932. /**
  20933. * Gets or sets user defined metadata
  20934. */
  20935. metadata: any;
  20936. /**
  20937. * For internal use only. Please do not use.
  20938. */
  20939. reservedDataStore: any;
  20940. /**
  20941. * Specifies if the ready state should be checked on each call
  20942. */
  20943. checkReadyOnEveryCall: boolean;
  20944. /**
  20945. * Specifies if the ready state should be checked once
  20946. */
  20947. checkReadyOnlyOnce: boolean;
  20948. /**
  20949. * The state of the material
  20950. */
  20951. state: string;
  20952. /**
  20953. * The alpha value of the material
  20954. */
  20955. protected _alpha: number;
  20956. /**
  20957. * List of inspectable custom properties (used by the Inspector)
  20958. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20959. */
  20960. inspectableCustomProperties: IInspectable[];
  20961. /**
  20962. * Sets the alpha value of the material
  20963. */
  20964. /**
  20965. * Gets the alpha value of the material
  20966. */
  20967. alpha: number;
  20968. /**
  20969. * Specifies if back face culling is enabled
  20970. */
  20971. protected _backFaceCulling: boolean;
  20972. /**
  20973. * Sets the back-face culling state
  20974. */
  20975. /**
  20976. * Gets the back-face culling state
  20977. */
  20978. backFaceCulling: boolean;
  20979. /**
  20980. * Stores the value for side orientation
  20981. */
  20982. sideOrientation: number;
  20983. /**
  20984. * Callback triggered when the material is compiled
  20985. */
  20986. onCompiled: Nullable<(effect: Effect) => void>;
  20987. /**
  20988. * Callback triggered when an error occurs
  20989. */
  20990. onError: Nullable<(effect: Effect, errors: string) => void>;
  20991. /**
  20992. * Callback triggered to get the render target textures
  20993. */
  20994. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20995. /**
  20996. * Gets a boolean indicating that current material needs to register RTT
  20997. */
  20998. readonly hasRenderTargetTextures: boolean;
  20999. /**
  21000. * Specifies if the material should be serialized
  21001. */
  21002. doNotSerialize: boolean;
  21003. /**
  21004. * @hidden
  21005. */
  21006. _storeEffectOnSubMeshes: boolean;
  21007. /**
  21008. * Stores the animations for the material
  21009. */
  21010. animations: Nullable<Array<Animation>>;
  21011. /**
  21012. * An event triggered when the material is disposed
  21013. */
  21014. onDisposeObservable: Observable<Material>;
  21015. /**
  21016. * An observer which watches for dispose events
  21017. */
  21018. private _onDisposeObserver;
  21019. private _onUnBindObservable;
  21020. /**
  21021. * Called during a dispose event
  21022. */
  21023. onDispose: () => void;
  21024. private _onBindObservable;
  21025. /**
  21026. * An event triggered when the material is bound
  21027. */
  21028. readonly onBindObservable: Observable<AbstractMesh>;
  21029. /**
  21030. * An observer which watches for bind events
  21031. */
  21032. private _onBindObserver;
  21033. /**
  21034. * Called during a bind event
  21035. */
  21036. onBind: (Mesh: AbstractMesh) => void;
  21037. /**
  21038. * An event triggered when the material is unbound
  21039. */
  21040. readonly onUnBindObservable: Observable<Material>;
  21041. /**
  21042. * Stores the value of the alpha mode
  21043. */
  21044. private _alphaMode;
  21045. /**
  21046. * Sets the value of the alpha mode.
  21047. *
  21048. * | Value | Type | Description |
  21049. * | --- | --- | --- |
  21050. * | 0 | ALPHA_DISABLE | |
  21051. * | 1 | ALPHA_ADD | |
  21052. * | 2 | ALPHA_COMBINE | |
  21053. * | 3 | ALPHA_SUBTRACT | |
  21054. * | 4 | ALPHA_MULTIPLY | |
  21055. * | 5 | ALPHA_MAXIMIZED | |
  21056. * | 6 | ALPHA_ONEONE | |
  21057. * | 7 | ALPHA_PREMULTIPLIED | |
  21058. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  21059. * | 9 | ALPHA_INTERPOLATE | |
  21060. * | 10 | ALPHA_SCREENMODE | |
  21061. *
  21062. */
  21063. /**
  21064. * Gets the value of the alpha mode
  21065. */
  21066. alphaMode: number;
  21067. /**
  21068. * Stores the state of the need depth pre-pass value
  21069. */
  21070. private _needDepthPrePass;
  21071. /**
  21072. * Sets the need depth pre-pass value
  21073. */
  21074. /**
  21075. * Gets the depth pre-pass value
  21076. */
  21077. needDepthPrePass: boolean;
  21078. /**
  21079. * Specifies if depth writing should be disabled
  21080. */
  21081. disableDepthWrite: boolean;
  21082. /**
  21083. * Specifies if depth writing should be forced
  21084. */
  21085. forceDepthWrite: boolean;
  21086. /**
  21087. * Specifies if there should be a separate pass for culling
  21088. */
  21089. separateCullingPass: boolean;
  21090. /**
  21091. * Stores the state specifing if fog should be enabled
  21092. */
  21093. private _fogEnabled;
  21094. /**
  21095. * Sets the state for enabling fog
  21096. */
  21097. /**
  21098. * Gets the value of the fog enabled state
  21099. */
  21100. fogEnabled: boolean;
  21101. /**
  21102. * Stores the size of points
  21103. */
  21104. pointSize: number;
  21105. /**
  21106. * Stores the z offset value
  21107. */
  21108. zOffset: number;
  21109. /**
  21110. * Gets a value specifying if wireframe mode is enabled
  21111. */
  21112. /**
  21113. * Sets the state of wireframe mode
  21114. */
  21115. wireframe: boolean;
  21116. /**
  21117. * Gets the value specifying if point clouds are enabled
  21118. */
  21119. /**
  21120. * Sets the state of point cloud mode
  21121. */
  21122. pointsCloud: boolean;
  21123. /**
  21124. * Gets the material fill mode
  21125. */
  21126. /**
  21127. * Sets the material fill mode
  21128. */
  21129. fillMode: number;
  21130. /**
  21131. * @hidden
  21132. * Stores the effects for the material
  21133. */
  21134. _effect: Nullable<Effect>;
  21135. /**
  21136. * @hidden
  21137. * Specifies if the material was previously ready
  21138. */
  21139. _wasPreviouslyReady: boolean;
  21140. /**
  21141. * Specifies if uniform buffers should be used
  21142. */
  21143. private _useUBO;
  21144. /**
  21145. * Stores a reference to the scene
  21146. */
  21147. private _scene;
  21148. /**
  21149. * Stores the fill mode state
  21150. */
  21151. private _fillMode;
  21152. /**
  21153. * Specifies if the depth write state should be cached
  21154. */
  21155. private _cachedDepthWriteState;
  21156. /**
  21157. * Stores the uniform buffer
  21158. */
  21159. protected _uniformBuffer: UniformBuffer;
  21160. /** @hidden */
  21161. _indexInSceneMaterialArray: number;
  21162. /** @hidden */
  21163. meshMap: Nullable<{
  21164. [id: string]: AbstractMesh | undefined;
  21165. }>;
  21166. /**
  21167. * Creates a material instance
  21168. * @param name defines the name of the material
  21169. * @param scene defines the scene to reference
  21170. * @param doNotAdd specifies if the material should be added to the scene
  21171. */
  21172. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  21173. /**
  21174. * Returns a string representation of the current material
  21175. * @param fullDetails defines a boolean indicating which levels of logging is desired
  21176. * @returns a string with material information
  21177. */
  21178. toString(fullDetails?: boolean): string;
  21179. /**
  21180. * Gets the class name of the material
  21181. * @returns a string with the class name of the material
  21182. */
  21183. getClassName(): string;
  21184. /**
  21185. * Specifies if updates for the material been locked
  21186. */
  21187. readonly isFrozen: boolean;
  21188. /**
  21189. * Locks updates for the material
  21190. */
  21191. freeze(): void;
  21192. /**
  21193. * Unlocks updates for the material
  21194. */
  21195. unfreeze(): void;
  21196. /**
  21197. * Specifies if the material is ready to be used
  21198. * @param mesh defines the mesh to check
  21199. * @param useInstances specifies if instances should be used
  21200. * @returns a boolean indicating if the material is ready to be used
  21201. */
  21202. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  21203. /**
  21204. * Specifies that the submesh is ready to be used
  21205. * @param mesh defines the mesh to check
  21206. * @param subMesh defines which submesh to check
  21207. * @param useInstances specifies that instances should be used
  21208. * @returns a boolean indicating that the submesh is ready or not
  21209. */
  21210. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21211. /**
  21212. * Returns the material effect
  21213. * @returns the effect associated with the material
  21214. */
  21215. getEffect(): Nullable<Effect>;
  21216. /**
  21217. * Returns the current scene
  21218. * @returns a Scene
  21219. */
  21220. getScene(): Scene;
  21221. /**
  21222. * Specifies if the material will require alpha blending
  21223. * @returns a boolean specifying if alpha blending is needed
  21224. */
  21225. needAlphaBlending(): boolean;
  21226. /**
  21227. * Specifies if the mesh will require alpha blending
  21228. * @param mesh defines the mesh to check
  21229. * @returns a boolean specifying if alpha blending is needed for the mesh
  21230. */
  21231. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  21232. /**
  21233. * Specifies if this material should be rendered in alpha test mode
  21234. * @returns a boolean specifying if an alpha test is needed.
  21235. */
  21236. needAlphaTesting(): boolean;
  21237. /**
  21238. * Gets the texture used for the alpha test
  21239. * @returns the texture to use for alpha testing
  21240. */
  21241. getAlphaTestTexture(): Nullable<BaseTexture>;
  21242. /**
  21243. * Marks the material to indicate that it needs to be re-calculated
  21244. */
  21245. markDirty(): void;
  21246. /** @hidden */
  21247. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  21248. /**
  21249. * Binds the material to the mesh
  21250. * @param world defines the world transformation matrix
  21251. * @param mesh defines the mesh to bind the material to
  21252. */
  21253. bind(world: Matrix, mesh?: Mesh): void;
  21254. /**
  21255. * Binds the submesh to the material
  21256. * @param world defines the world transformation matrix
  21257. * @param mesh defines the mesh containing the submesh
  21258. * @param subMesh defines the submesh to bind the material to
  21259. */
  21260. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  21261. /**
  21262. * Binds the world matrix to the material
  21263. * @param world defines the world transformation matrix
  21264. */
  21265. bindOnlyWorldMatrix(world: Matrix): void;
  21266. /**
  21267. * Binds the scene's uniform buffer to the effect.
  21268. * @param effect defines the effect to bind to the scene uniform buffer
  21269. * @param sceneUbo defines the uniform buffer storing scene data
  21270. */
  21271. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  21272. /**
  21273. * Binds the view matrix to the effect
  21274. * @param effect defines the effect to bind the view matrix to
  21275. */
  21276. bindView(effect: Effect): void;
  21277. /**
  21278. * Binds the view projection matrix to the effect
  21279. * @param effect defines the effect to bind the view projection matrix to
  21280. */
  21281. bindViewProjection(effect: Effect): void;
  21282. /**
  21283. * Specifies if material alpha testing should be turned on for the mesh
  21284. * @param mesh defines the mesh to check
  21285. */
  21286. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  21287. /**
  21288. * Processes to execute after binding the material to a mesh
  21289. * @param mesh defines the rendered mesh
  21290. */
  21291. protected _afterBind(mesh?: Mesh): void;
  21292. /**
  21293. * Unbinds the material from the mesh
  21294. */
  21295. unbind(): void;
  21296. /**
  21297. * Gets the active textures from the material
  21298. * @returns an array of textures
  21299. */
  21300. getActiveTextures(): BaseTexture[];
  21301. /**
  21302. * Specifies if the material uses a texture
  21303. * @param texture defines the texture to check against the material
  21304. * @returns a boolean specifying if the material uses the texture
  21305. */
  21306. hasTexture(texture: BaseTexture): boolean;
  21307. /**
  21308. * Makes a duplicate of the material, and gives it a new name
  21309. * @param name defines the new name for the duplicated material
  21310. * @returns the cloned material
  21311. */
  21312. clone(name: string): Nullable<Material>;
  21313. /**
  21314. * Gets the meshes bound to the material
  21315. * @returns an array of meshes bound to the material
  21316. */
  21317. getBindedMeshes(): AbstractMesh[];
  21318. /**
  21319. * Force shader compilation
  21320. * @param mesh defines the mesh associated with this material
  21321. * @param onCompiled defines a function to execute once the material is compiled
  21322. * @param options defines the options to configure the compilation
  21323. * @param onError defines a function to execute if the material fails compiling
  21324. */
  21325. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  21326. /**
  21327. * Force shader compilation
  21328. * @param mesh defines the mesh that will use this material
  21329. * @param options defines additional options for compiling the shaders
  21330. * @returns a promise that resolves when the compilation completes
  21331. */
  21332. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  21333. private static readonly _AllDirtyCallBack;
  21334. private static readonly _ImageProcessingDirtyCallBack;
  21335. private static readonly _TextureDirtyCallBack;
  21336. private static readonly _FresnelDirtyCallBack;
  21337. private static readonly _MiscDirtyCallBack;
  21338. private static readonly _LightsDirtyCallBack;
  21339. private static readonly _AttributeDirtyCallBack;
  21340. private static _FresnelAndMiscDirtyCallBack;
  21341. private static _TextureAndMiscDirtyCallBack;
  21342. private static readonly _DirtyCallbackArray;
  21343. private static readonly _RunDirtyCallBacks;
  21344. /**
  21345. * Marks a define in the material to indicate that it needs to be re-computed
  21346. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21347. */
  21348. markAsDirty(flag: number): void;
  21349. /**
  21350. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21351. * @param func defines a function which checks material defines against the submeshes
  21352. */
  21353. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21354. /**
  21355. * Indicates that we need to re-calculated for all submeshes
  21356. */
  21357. protected _markAllSubMeshesAsAllDirty(): void;
  21358. /**
  21359. * Indicates that image processing needs to be re-calculated for all submeshes
  21360. */
  21361. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21362. /**
  21363. * Indicates that textures need to be re-calculated for all submeshes
  21364. */
  21365. protected _markAllSubMeshesAsTexturesDirty(): void;
  21366. /**
  21367. * Indicates that fresnel needs to be re-calculated for all submeshes
  21368. */
  21369. protected _markAllSubMeshesAsFresnelDirty(): void;
  21370. /**
  21371. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21372. */
  21373. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21374. /**
  21375. * Indicates that lights need to be re-calculated for all submeshes
  21376. */
  21377. protected _markAllSubMeshesAsLightsDirty(): void;
  21378. /**
  21379. * Indicates that attributes need to be re-calculated for all submeshes
  21380. */
  21381. protected _markAllSubMeshesAsAttributesDirty(): void;
  21382. /**
  21383. * Indicates that misc needs to be re-calculated for all submeshes
  21384. */
  21385. protected _markAllSubMeshesAsMiscDirty(): void;
  21386. /**
  21387. * Indicates that textures and misc need to be re-calculated for all submeshes
  21388. */
  21389. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21390. /**
  21391. * Disposes the material
  21392. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21393. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21394. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21395. */
  21396. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21397. /** @hidden */
  21398. private releaseVertexArrayObject;
  21399. /**
  21400. * Serializes this material
  21401. * @returns the serialized material object
  21402. */
  21403. serialize(): any;
  21404. /**
  21405. * Creates a material from parsed material data
  21406. * @param parsedMaterial defines parsed material data
  21407. * @param scene defines the hosting scene
  21408. * @param rootUrl defines the root URL to use to load textures
  21409. * @returns a new material
  21410. */
  21411. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21412. }
  21413. }
  21414. declare module "babylonjs/Materials/multiMaterial" {
  21415. import { Nullable } from "babylonjs/types";
  21416. import { Scene } from "babylonjs/scene";
  21417. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21418. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21419. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21420. import { Material } from "babylonjs/Materials/material";
  21421. /**
  21422. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21423. * separate meshes. This can be use to improve performances.
  21424. * @see http://doc.babylonjs.com/how_to/multi_materials
  21425. */
  21426. export class MultiMaterial extends Material {
  21427. private _subMaterials;
  21428. /**
  21429. * Gets or Sets the list of Materials used within the multi material.
  21430. * They need to be ordered according to the submeshes order in the associated mesh
  21431. */
  21432. subMaterials: Nullable<Material>[];
  21433. /**
  21434. * Function used to align with Node.getChildren()
  21435. * @returns the list of Materials used within the multi material
  21436. */
  21437. getChildren(): Nullable<Material>[];
  21438. /**
  21439. * Instantiates a new Multi Material
  21440. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21441. * separate meshes. This can be use to improve performances.
  21442. * @see http://doc.babylonjs.com/how_to/multi_materials
  21443. * @param name Define the name in the scene
  21444. * @param scene Define the scene the material belongs to
  21445. */
  21446. constructor(name: string, scene: Scene);
  21447. private _hookArray;
  21448. /**
  21449. * Get one of the submaterial by its index in the submaterials array
  21450. * @param index The index to look the sub material at
  21451. * @returns The Material if the index has been defined
  21452. */
  21453. getSubMaterial(index: number): Nullable<Material>;
  21454. /**
  21455. * Get the list of active textures for the whole sub materials list.
  21456. * @returns All the textures that will be used during the rendering
  21457. */
  21458. getActiveTextures(): BaseTexture[];
  21459. /**
  21460. * Gets the current class name of the material e.g. "MultiMaterial"
  21461. * Mainly use in serialization.
  21462. * @returns the class name
  21463. */
  21464. getClassName(): string;
  21465. /**
  21466. * Checks if the material is ready to render the requested sub mesh
  21467. * @param mesh Define the mesh the submesh belongs to
  21468. * @param subMesh Define the sub mesh to look readyness for
  21469. * @param useInstances Define whether or not the material is used with instances
  21470. * @returns true if ready, otherwise false
  21471. */
  21472. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21473. /**
  21474. * Clones the current material and its related sub materials
  21475. * @param name Define the name of the newly cloned material
  21476. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21477. * @returns the cloned material
  21478. */
  21479. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21480. /**
  21481. * Serializes the materials into a JSON representation.
  21482. * @returns the JSON representation
  21483. */
  21484. serialize(): any;
  21485. /**
  21486. * Dispose the material and release its associated resources
  21487. * @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)
  21488. * @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)
  21489. * @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)
  21490. */
  21491. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21492. /**
  21493. * Creates a MultiMaterial from parsed MultiMaterial data.
  21494. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21495. * @param scene defines the hosting scene
  21496. * @returns a new MultiMaterial
  21497. */
  21498. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21499. }
  21500. }
  21501. declare module "babylonjs/Meshes/subMesh" {
  21502. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21503. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21504. import { Engine } from "babylonjs/Engines/engine";
  21505. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21506. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21507. import { Effect } from "babylonjs/Materials/effect";
  21508. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21509. import { Plane } from "babylonjs/Maths/math.plane";
  21510. import { Collider } from "babylonjs/Collisions/collider";
  21511. import { Material } from "babylonjs/Materials/material";
  21512. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21513. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21514. import { Mesh } from "babylonjs/Meshes/mesh";
  21515. import { Ray } from "babylonjs/Culling/ray";
  21516. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21517. /**
  21518. * Base class for submeshes
  21519. */
  21520. export class BaseSubMesh {
  21521. /** @hidden */
  21522. _materialDefines: Nullable<MaterialDefines>;
  21523. /** @hidden */
  21524. _materialEffect: Nullable<Effect>;
  21525. /**
  21526. * Gets associated effect
  21527. */
  21528. readonly effect: Nullable<Effect>;
  21529. /**
  21530. * Sets associated effect (effect used to render this submesh)
  21531. * @param effect defines the effect to associate with
  21532. * @param defines defines the set of defines used to compile this effect
  21533. */
  21534. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21535. }
  21536. /**
  21537. * Defines a subdivision inside a mesh
  21538. */
  21539. export class SubMesh extends BaseSubMesh implements ICullable {
  21540. /** the material index to use */
  21541. materialIndex: number;
  21542. /** vertex index start */
  21543. verticesStart: number;
  21544. /** vertices count */
  21545. verticesCount: number;
  21546. /** index start */
  21547. indexStart: number;
  21548. /** indices count */
  21549. indexCount: number;
  21550. /** @hidden */
  21551. _linesIndexCount: number;
  21552. private _mesh;
  21553. private _renderingMesh;
  21554. private _boundingInfo;
  21555. private _linesIndexBuffer;
  21556. /** @hidden */
  21557. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21558. /** @hidden */
  21559. _trianglePlanes: Plane[];
  21560. /** @hidden */
  21561. _lastColliderTransformMatrix: Nullable<Matrix>;
  21562. /** @hidden */
  21563. _renderId: number;
  21564. /** @hidden */
  21565. _alphaIndex: number;
  21566. /** @hidden */
  21567. _distanceToCamera: number;
  21568. /** @hidden */
  21569. _id: number;
  21570. private _currentMaterial;
  21571. /**
  21572. * Add a new submesh to a mesh
  21573. * @param materialIndex defines the material index to use
  21574. * @param verticesStart defines vertex index start
  21575. * @param verticesCount defines vertices count
  21576. * @param indexStart defines index start
  21577. * @param indexCount defines indices count
  21578. * @param mesh defines the parent mesh
  21579. * @param renderingMesh defines an optional rendering mesh
  21580. * @param createBoundingBox defines if bounding box should be created for this submesh
  21581. * @returns the new submesh
  21582. */
  21583. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21584. /**
  21585. * Creates a new submesh
  21586. * @param materialIndex defines the material index to use
  21587. * @param verticesStart defines vertex index start
  21588. * @param verticesCount defines vertices count
  21589. * @param indexStart defines index start
  21590. * @param indexCount defines indices count
  21591. * @param mesh defines the parent mesh
  21592. * @param renderingMesh defines an optional rendering mesh
  21593. * @param createBoundingBox defines if bounding box should be created for this submesh
  21594. */
  21595. constructor(
  21596. /** the material index to use */
  21597. materialIndex: number,
  21598. /** vertex index start */
  21599. verticesStart: number,
  21600. /** vertices count */
  21601. verticesCount: number,
  21602. /** index start */
  21603. indexStart: number,
  21604. /** indices count */
  21605. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21606. /**
  21607. * Returns true if this submesh covers the entire parent mesh
  21608. * @ignorenaming
  21609. */
  21610. readonly IsGlobal: boolean;
  21611. /**
  21612. * Returns the submesh BoudingInfo object
  21613. * @returns current bounding info (or mesh's one if the submesh is global)
  21614. */
  21615. getBoundingInfo(): BoundingInfo;
  21616. /**
  21617. * Sets the submesh BoundingInfo
  21618. * @param boundingInfo defines the new bounding info to use
  21619. * @returns the SubMesh
  21620. */
  21621. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21622. /**
  21623. * Returns the mesh of the current submesh
  21624. * @return the parent mesh
  21625. */
  21626. getMesh(): AbstractMesh;
  21627. /**
  21628. * Returns the rendering mesh of the submesh
  21629. * @returns the rendering mesh (could be different from parent mesh)
  21630. */
  21631. getRenderingMesh(): Mesh;
  21632. /**
  21633. * Returns the submesh material
  21634. * @returns null or the current material
  21635. */
  21636. getMaterial(): Nullable<Material>;
  21637. /**
  21638. * Sets a new updated BoundingInfo object to the submesh
  21639. * @param data defines an optional position array to use to determine the bounding info
  21640. * @returns the SubMesh
  21641. */
  21642. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21643. /** @hidden */
  21644. _checkCollision(collider: Collider): boolean;
  21645. /**
  21646. * Updates the submesh BoundingInfo
  21647. * @param world defines the world matrix to use to update the bounding info
  21648. * @returns the submesh
  21649. */
  21650. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21651. /**
  21652. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21653. * @param frustumPlanes defines the frustum planes
  21654. * @returns true if the submesh is intersecting with the frustum
  21655. */
  21656. isInFrustum(frustumPlanes: Plane[]): boolean;
  21657. /**
  21658. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21659. * @param frustumPlanes defines the frustum planes
  21660. * @returns true if the submesh is inside the frustum
  21661. */
  21662. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21663. /**
  21664. * Renders the submesh
  21665. * @param enableAlphaMode defines if alpha needs to be used
  21666. * @returns the submesh
  21667. */
  21668. render(enableAlphaMode: boolean): SubMesh;
  21669. /**
  21670. * @hidden
  21671. */
  21672. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21673. /**
  21674. * Checks if the submesh intersects with a ray
  21675. * @param ray defines the ray to test
  21676. * @returns true is the passed ray intersects the submesh bounding box
  21677. */
  21678. canIntersects(ray: Ray): boolean;
  21679. /**
  21680. * Intersects current submesh with a ray
  21681. * @param ray defines the ray to test
  21682. * @param positions defines mesh's positions array
  21683. * @param indices defines mesh's indices array
  21684. * @param fastCheck defines if only bounding info should be used
  21685. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21686. * @returns intersection info or null if no intersection
  21687. */
  21688. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21689. /** @hidden */
  21690. private _intersectLines;
  21691. /** @hidden */
  21692. private _intersectUnIndexedLines;
  21693. /** @hidden */
  21694. private _intersectTriangles;
  21695. /** @hidden */
  21696. private _intersectUnIndexedTriangles;
  21697. /** @hidden */
  21698. _rebuild(): void;
  21699. /**
  21700. * Creates a new submesh from the passed mesh
  21701. * @param newMesh defines the new hosting mesh
  21702. * @param newRenderingMesh defines an optional rendering mesh
  21703. * @returns the new submesh
  21704. */
  21705. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21706. /**
  21707. * Release associated resources
  21708. */
  21709. dispose(): void;
  21710. /**
  21711. * Gets the class name
  21712. * @returns the string "SubMesh".
  21713. */
  21714. getClassName(): string;
  21715. /**
  21716. * Creates a new submesh from indices data
  21717. * @param materialIndex the index of the main mesh material
  21718. * @param startIndex the index where to start the copy in the mesh indices array
  21719. * @param indexCount the number of indices to copy then from the startIndex
  21720. * @param mesh the main mesh to create the submesh from
  21721. * @param renderingMesh the optional rendering mesh
  21722. * @returns a new submesh
  21723. */
  21724. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21725. }
  21726. }
  21727. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21728. /**
  21729. * Class used to represent data loading progression
  21730. */
  21731. export class SceneLoaderFlags {
  21732. private static _ForceFullSceneLoadingForIncremental;
  21733. private static _ShowLoadingScreen;
  21734. private static _CleanBoneMatrixWeights;
  21735. private static _loggingLevel;
  21736. /**
  21737. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21738. */
  21739. static ForceFullSceneLoadingForIncremental: boolean;
  21740. /**
  21741. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21742. */
  21743. static ShowLoadingScreen: boolean;
  21744. /**
  21745. * Defines the current logging level (while loading the scene)
  21746. * @ignorenaming
  21747. */
  21748. static loggingLevel: number;
  21749. /**
  21750. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21751. */
  21752. static CleanBoneMatrixWeights: boolean;
  21753. }
  21754. }
  21755. declare module "babylonjs/Meshes/geometry" {
  21756. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21757. import { Scene } from "babylonjs/scene";
  21758. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21759. import { Engine } from "babylonjs/Engines/engine";
  21760. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21761. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21762. import { Effect } from "babylonjs/Materials/effect";
  21763. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21764. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21765. import { Mesh } from "babylonjs/Meshes/mesh";
  21766. /**
  21767. * Class used to store geometry data (vertex buffers + index buffer)
  21768. */
  21769. export class Geometry implements IGetSetVerticesData {
  21770. /**
  21771. * Gets or sets the ID of the geometry
  21772. */
  21773. id: string;
  21774. /**
  21775. * Gets or sets the unique ID of the geometry
  21776. */
  21777. uniqueId: number;
  21778. /**
  21779. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21780. */
  21781. delayLoadState: number;
  21782. /**
  21783. * Gets the file containing the data to load when running in delay load state
  21784. */
  21785. delayLoadingFile: Nullable<string>;
  21786. /**
  21787. * Callback called when the geometry is updated
  21788. */
  21789. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21790. private _scene;
  21791. private _engine;
  21792. private _meshes;
  21793. private _totalVertices;
  21794. /** @hidden */
  21795. _indices: IndicesArray;
  21796. /** @hidden */
  21797. _vertexBuffers: {
  21798. [key: string]: VertexBuffer;
  21799. };
  21800. private _isDisposed;
  21801. private _extend;
  21802. private _boundingBias;
  21803. /** @hidden */
  21804. _delayInfo: Array<string>;
  21805. private _indexBuffer;
  21806. private _indexBufferIsUpdatable;
  21807. /** @hidden */
  21808. _boundingInfo: Nullable<BoundingInfo>;
  21809. /** @hidden */
  21810. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21811. /** @hidden */
  21812. _softwareSkinningFrameId: number;
  21813. private _vertexArrayObjects;
  21814. private _updatable;
  21815. /** @hidden */
  21816. _positions: Nullable<Vector3[]>;
  21817. /**
  21818. * 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
  21819. */
  21820. /**
  21821. * 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
  21822. */
  21823. boundingBias: Vector2;
  21824. /**
  21825. * Static function used to attach a new empty geometry to a mesh
  21826. * @param mesh defines the mesh to attach the geometry to
  21827. * @returns the new Geometry
  21828. */
  21829. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21830. /**
  21831. * Creates a new geometry
  21832. * @param id defines the unique ID
  21833. * @param scene defines the hosting scene
  21834. * @param vertexData defines the VertexData used to get geometry data
  21835. * @param updatable defines if geometry must be updatable (false by default)
  21836. * @param mesh defines the mesh that will be associated with the geometry
  21837. */
  21838. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21839. /**
  21840. * Gets the current extend of the geometry
  21841. */
  21842. readonly extend: {
  21843. minimum: Vector3;
  21844. maximum: Vector3;
  21845. };
  21846. /**
  21847. * Gets the hosting scene
  21848. * @returns the hosting Scene
  21849. */
  21850. getScene(): Scene;
  21851. /**
  21852. * Gets the hosting engine
  21853. * @returns the hosting Engine
  21854. */
  21855. getEngine(): Engine;
  21856. /**
  21857. * Defines if the geometry is ready to use
  21858. * @returns true if the geometry is ready to be used
  21859. */
  21860. isReady(): boolean;
  21861. /**
  21862. * Gets a value indicating that the geometry should not be serialized
  21863. */
  21864. readonly doNotSerialize: boolean;
  21865. /** @hidden */
  21866. _rebuild(): void;
  21867. /**
  21868. * Affects all geometry data in one call
  21869. * @param vertexData defines the geometry data
  21870. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21871. */
  21872. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21873. /**
  21874. * Set specific vertex data
  21875. * @param kind defines the data kind (Position, normal, etc...)
  21876. * @param data defines the vertex data to use
  21877. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21878. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21879. */
  21880. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21881. /**
  21882. * Removes a specific vertex data
  21883. * @param kind defines the data kind (Position, normal, etc...)
  21884. */
  21885. removeVerticesData(kind: string): void;
  21886. /**
  21887. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21888. * @param buffer defines the vertex buffer to use
  21889. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21890. */
  21891. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21892. /**
  21893. * Update a specific vertex buffer
  21894. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21895. * It will do nothing if the buffer is not updatable
  21896. * @param kind defines the data kind (Position, normal, etc...)
  21897. * @param data defines the data to use
  21898. * @param offset defines the offset in the target buffer where to store the data
  21899. * @param useBytes set to true if the offset is in bytes
  21900. */
  21901. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21902. /**
  21903. * Update a specific vertex buffer
  21904. * This function will create a new buffer if the current one is not updatable
  21905. * @param kind defines the data kind (Position, normal, etc...)
  21906. * @param data defines the data to use
  21907. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21908. */
  21909. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21910. private _updateBoundingInfo;
  21911. /** @hidden */
  21912. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21913. /**
  21914. * Gets total number of vertices
  21915. * @returns the total number of vertices
  21916. */
  21917. getTotalVertices(): number;
  21918. /**
  21919. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21920. * @param kind defines the data kind (Position, normal, etc...)
  21921. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21922. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21923. * @returns a float array containing vertex data
  21924. */
  21925. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21926. /**
  21927. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21928. * @param kind defines the data kind (Position, normal, etc...)
  21929. * @returns true if the vertex buffer with the specified kind is updatable
  21930. */
  21931. isVertexBufferUpdatable(kind: string): boolean;
  21932. /**
  21933. * Gets a specific vertex buffer
  21934. * @param kind defines the data kind (Position, normal, etc...)
  21935. * @returns a VertexBuffer
  21936. */
  21937. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21938. /**
  21939. * Returns all vertex buffers
  21940. * @return an object holding all vertex buffers indexed by kind
  21941. */
  21942. getVertexBuffers(): Nullable<{
  21943. [key: string]: VertexBuffer;
  21944. }>;
  21945. /**
  21946. * Gets a boolean indicating if specific vertex buffer is present
  21947. * @param kind defines the data kind (Position, normal, etc...)
  21948. * @returns true if data is present
  21949. */
  21950. isVerticesDataPresent(kind: string): boolean;
  21951. /**
  21952. * Gets a list of all attached data kinds (Position, normal, etc...)
  21953. * @returns a list of string containing all kinds
  21954. */
  21955. getVerticesDataKinds(): string[];
  21956. /**
  21957. * Update index buffer
  21958. * @param indices defines the indices to store in the index buffer
  21959. * @param offset defines the offset in the target buffer where to store the data
  21960. * @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)
  21961. */
  21962. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21963. /**
  21964. * Creates a new index buffer
  21965. * @param indices defines the indices to store in the index buffer
  21966. * @param totalVertices defines the total number of vertices (could be null)
  21967. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21968. */
  21969. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21970. /**
  21971. * Return the total number of indices
  21972. * @returns the total number of indices
  21973. */
  21974. getTotalIndices(): number;
  21975. /**
  21976. * Gets the index buffer array
  21977. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21978. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21979. * @returns the index buffer array
  21980. */
  21981. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21982. /**
  21983. * Gets the index buffer
  21984. * @return the index buffer
  21985. */
  21986. getIndexBuffer(): Nullable<DataBuffer>;
  21987. /** @hidden */
  21988. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21989. /**
  21990. * Release the associated resources for a specific mesh
  21991. * @param mesh defines the source mesh
  21992. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21993. */
  21994. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21995. /**
  21996. * Apply current geometry to a given mesh
  21997. * @param mesh defines the mesh to apply geometry to
  21998. */
  21999. applyToMesh(mesh: Mesh): void;
  22000. private _updateExtend;
  22001. private _applyToMesh;
  22002. private notifyUpdate;
  22003. /**
  22004. * Load the geometry if it was flagged as delay loaded
  22005. * @param scene defines the hosting scene
  22006. * @param onLoaded defines a callback called when the geometry is loaded
  22007. */
  22008. load(scene: Scene, onLoaded?: () => void): void;
  22009. private _queueLoad;
  22010. /**
  22011. * Invert the geometry to move from a right handed system to a left handed one.
  22012. */
  22013. toLeftHanded(): void;
  22014. /** @hidden */
  22015. _resetPointsArrayCache(): void;
  22016. /** @hidden */
  22017. _generatePointsArray(): boolean;
  22018. /**
  22019. * Gets a value indicating if the geometry is disposed
  22020. * @returns true if the geometry was disposed
  22021. */
  22022. isDisposed(): boolean;
  22023. private _disposeVertexArrayObjects;
  22024. /**
  22025. * Free all associated resources
  22026. */
  22027. dispose(): void;
  22028. /**
  22029. * Clone the current geometry into a new geometry
  22030. * @param id defines the unique ID of the new geometry
  22031. * @returns a new geometry object
  22032. */
  22033. copy(id: string): Geometry;
  22034. /**
  22035. * Serialize the current geometry info (and not the vertices data) into a JSON object
  22036. * @return a JSON representation of the current geometry data (without the vertices data)
  22037. */
  22038. serialize(): any;
  22039. private toNumberArray;
  22040. /**
  22041. * Serialize all vertices data into a JSON oject
  22042. * @returns a JSON representation of the current geometry data
  22043. */
  22044. serializeVerticeData(): any;
  22045. /**
  22046. * Extracts a clone of a mesh geometry
  22047. * @param mesh defines the source mesh
  22048. * @param id defines the unique ID of the new geometry object
  22049. * @returns the new geometry object
  22050. */
  22051. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  22052. /**
  22053. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  22054. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  22055. * Be aware Math.random() could cause collisions, but:
  22056. * "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"
  22057. * @returns a string containing a new GUID
  22058. */
  22059. static RandomId(): string;
  22060. /** @hidden */
  22061. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  22062. private static _CleanMatricesWeights;
  22063. /**
  22064. * Create a new geometry from persisted data (Using .babylon file format)
  22065. * @param parsedVertexData defines the persisted data
  22066. * @param scene defines the hosting scene
  22067. * @param rootUrl defines the root url to use to load assets (like delayed data)
  22068. * @returns the new geometry object
  22069. */
  22070. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  22071. }
  22072. }
  22073. declare module "babylonjs/Meshes/mesh.vertexData" {
  22074. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  22075. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  22076. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  22077. import { Geometry } from "babylonjs/Meshes/geometry";
  22078. import { Mesh } from "babylonjs/Meshes/mesh";
  22079. /**
  22080. * Define an interface for all classes that will get and set the data on vertices
  22081. */
  22082. export interface IGetSetVerticesData {
  22083. /**
  22084. * Gets a boolean indicating if specific vertex data is present
  22085. * @param kind defines the vertex data kind to use
  22086. * @returns true is data kind is present
  22087. */
  22088. isVerticesDataPresent(kind: string): boolean;
  22089. /**
  22090. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22091. * @param kind defines the data kind (Position, normal, etc...)
  22092. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22093. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22094. * @returns a float array containing vertex data
  22095. */
  22096. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22097. /**
  22098. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  22099. * @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.
  22100. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22101. * @returns the indices array or an empty array if the mesh has no geometry
  22102. */
  22103. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22104. /**
  22105. * Set specific vertex data
  22106. * @param kind defines the data kind (Position, normal, etc...)
  22107. * @param data defines the vertex data to use
  22108. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22109. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22110. */
  22111. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  22112. /**
  22113. * Update a specific associated vertex buffer
  22114. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  22115. * - VertexBuffer.PositionKind
  22116. * - VertexBuffer.UVKind
  22117. * - VertexBuffer.UV2Kind
  22118. * - VertexBuffer.UV3Kind
  22119. * - VertexBuffer.UV4Kind
  22120. * - VertexBuffer.UV5Kind
  22121. * - VertexBuffer.UV6Kind
  22122. * - VertexBuffer.ColorKind
  22123. * - VertexBuffer.MatricesIndicesKind
  22124. * - VertexBuffer.MatricesIndicesExtraKind
  22125. * - VertexBuffer.MatricesWeightsKind
  22126. * - VertexBuffer.MatricesWeightsExtraKind
  22127. * @param data defines the data source
  22128. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  22129. * @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)
  22130. */
  22131. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  22132. /**
  22133. * Creates a new index buffer
  22134. * @param indices defines the indices to store in the index buffer
  22135. * @param totalVertices defines the total number of vertices (could be null)
  22136. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22137. */
  22138. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  22139. }
  22140. /**
  22141. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  22142. */
  22143. export class VertexData {
  22144. /**
  22145. * Mesh side orientation : usually the external or front surface
  22146. */
  22147. static readonly FRONTSIDE: number;
  22148. /**
  22149. * Mesh side orientation : usually the internal or back surface
  22150. */
  22151. static readonly BACKSIDE: number;
  22152. /**
  22153. * Mesh side orientation : both internal and external or front and back surfaces
  22154. */
  22155. static readonly DOUBLESIDE: number;
  22156. /**
  22157. * Mesh side orientation : by default, `FRONTSIDE`
  22158. */
  22159. static readonly DEFAULTSIDE: number;
  22160. /**
  22161. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  22162. */
  22163. positions: Nullable<FloatArray>;
  22164. /**
  22165. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  22166. */
  22167. normals: Nullable<FloatArray>;
  22168. /**
  22169. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  22170. */
  22171. tangents: Nullable<FloatArray>;
  22172. /**
  22173. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22174. */
  22175. uvs: Nullable<FloatArray>;
  22176. /**
  22177. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22178. */
  22179. uvs2: Nullable<FloatArray>;
  22180. /**
  22181. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22182. */
  22183. uvs3: Nullable<FloatArray>;
  22184. /**
  22185. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22186. */
  22187. uvs4: Nullable<FloatArray>;
  22188. /**
  22189. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22190. */
  22191. uvs5: Nullable<FloatArray>;
  22192. /**
  22193. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22194. */
  22195. uvs6: Nullable<FloatArray>;
  22196. /**
  22197. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  22198. */
  22199. colors: Nullable<FloatArray>;
  22200. /**
  22201. * 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).
  22202. */
  22203. matricesIndices: Nullable<FloatArray>;
  22204. /**
  22205. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  22206. */
  22207. matricesWeights: Nullable<FloatArray>;
  22208. /**
  22209. * An array extending the number of possible indices
  22210. */
  22211. matricesIndicesExtra: Nullable<FloatArray>;
  22212. /**
  22213. * An array extending the number of possible weights when the number of indices is extended
  22214. */
  22215. matricesWeightsExtra: Nullable<FloatArray>;
  22216. /**
  22217. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  22218. */
  22219. indices: Nullable<IndicesArray>;
  22220. /**
  22221. * Uses the passed data array to set the set the values for the specified kind of data
  22222. * @param data a linear array of floating numbers
  22223. * @param kind the type of data that is being set, eg positions, colors etc
  22224. */
  22225. set(data: FloatArray, kind: string): void;
  22226. /**
  22227. * Associates the vertexData to the passed Mesh.
  22228. * Sets it as updatable or not (default `false`)
  22229. * @param mesh the mesh the vertexData is applied to
  22230. * @param updatable when used and having the value true allows new data to update the vertexData
  22231. * @returns the VertexData
  22232. */
  22233. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  22234. /**
  22235. * Associates the vertexData to the passed Geometry.
  22236. * Sets it as updatable or not (default `false`)
  22237. * @param geometry the geometry the vertexData is applied to
  22238. * @param updatable when used and having the value true allows new data to update the vertexData
  22239. * @returns VertexData
  22240. */
  22241. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  22242. /**
  22243. * Updates the associated mesh
  22244. * @param mesh the mesh to be updated
  22245. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22246. * @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
  22247. * @returns VertexData
  22248. */
  22249. updateMesh(mesh: Mesh): VertexData;
  22250. /**
  22251. * Updates the associated geometry
  22252. * @param geometry the geometry to be updated
  22253. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22254. * @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
  22255. * @returns VertexData.
  22256. */
  22257. updateGeometry(geometry: Geometry): VertexData;
  22258. private _applyTo;
  22259. private _update;
  22260. /**
  22261. * Transforms each position and each normal of the vertexData according to the passed Matrix
  22262. * @param matrix the transforming matrix
  22263. * @returns the VertexData
  22264. */
  22265. transform(matrix: Matrix): VertexData;
  22266. /**
  22267. * Merges the passed VertexData into the current one
  22268. * @param other the VertexData to be merged into the current one
  22269. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  22270. * @returns the modified VertexData
  22271. */
  22272. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  22273. private _mergeElement;
  22274. private _validate;
  22275. /**
  22276. * Serializes the VertexData
  22277. * @returns a serialized object
  22278. */
  22279. serialize(): any;
  22280. /**
  22281. * Extracts the vertexData from a mesh
  22282. * @param mesh the mesh from which to extract the VertexData
  22283. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  22284. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22285. * @returns the object VertexData associated to the passed mesh
  22286. */
  22287. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22288. /**
  22289. * Extracts the vertexData from the geometry
  22290. * @param geometry the geometry from which to extract the VertexData
  22291. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  22292. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22293. * @returns the object VertexData associated to the passed mesh
  22294. */
  22295. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22296. private static _ExtractFrom;
  22297. /**
  22298. * Creates the VertexData for a Ribbon
  22299. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  22300. * * pathArray array of paths, each of which an array of successive Vector3
  22301. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  22302. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  22303. * * 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
  22304. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22305. * * 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)
  22306. * * 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)
  22307. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  22308. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  22309. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  22310. * @returns the VertexData of the ribbon
  22311. */
  22312. static CreateRibbon(options: {
  22313. pathArray: Vector3[][];
  22314. closeArray?: boolean;
  22315. closePath?: boolean;
  22316. offset?: number;
  22317. sideOrientation?: number;
  22318. frontUVs?: Vector4;
  22319. backUVs?: Vector4;
  22320. invertUV?: boolean;
  22321. uvs?: Vector2[];
  22322. colors?: Color4[];
  22323. }): VertexData;
  22324. /**
  22325. * Creates the VertexData for a box
  22326. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22327. * * size sets the width, height and depth of the box to the value of size, optional default 1
  22328. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  22329. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  22330. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  22331. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22332. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22333. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22334. * * 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)
  22335. * * 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)
  22336. * @returns the VertexData of the box
  22337. */
  22338. static CreateBox(options: {
  22339. size?: number;
  22340. width?: number;
  22341. height?: number;
  22342. depth?: number;
  22343. faceUV?: Vector4[];
  22344. faceColors?: Color4[];
  22345. sideOrientation?: number;
  22346. frontUVs?: Vector4;
  22347. backUVs?: Vector4;
  22348. }): VertexData;
  22349. /**
  22350. * Creates the VertexData for a tiled box
  22351. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22352. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22353. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22354. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22355. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22356. * @returns the VertexData of the box
  22357. */
  22358. static CreateTiledBox(options: {
  22359. pattern?: number;
  22360. width?: number;
  22361. height?: number;
  22362. depth?: number;
  22363. tileSize?: number;
  22364. tileWidth?: number;
  22365. tileHeight?: number;
  22366. alignHorizontal?: number;
  22367. alignVertical?: number;
  22368. faceUV?: Vector4[];
  22369. faceColors?: Color4[];
  22370. sideOrientation?: number;
  22371. }): VertexData;
  22372. /**
  22373. * Creates the VertexData for a tiled plane
  22374. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22375. * * pattern a limited pattern arrangement depending on the number
  22376. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22377. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22378. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22379. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22380. * * 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)
  22381. * * 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)
  22382. * @returns the VertexData of the tiled plane
  22383. */
  22384. static CreateTiledPlane(options: {
  22385. pattern?: number;
  22386. tileSize?: number;
  22387. tileWidth?: number;
  22388. tileHeight?: number;
  22389. size?: number;
  22390. width?: number;
  22391. height?: number;
  22392. alignHorizontal?: number;
  22393. alignVertical?: number;
  22394. sideOrientation?: number;
  22395. frontUVs?: Vector4;
  22396. backUVs?: Vector4;
  22397. }): VertexData;
  22398. /**
  22399. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22400. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22401. * * segments sets the number of horizontal strips optional, default 32
  22402. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22403. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22404. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22405. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22406. * * 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
  22407. * * 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
  22408. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22409. * * 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)
  22410. * * 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)
  22411. * @returns the VertexData of the ellipsoid
  22412. */
  22413. static CreateSphere(options: {
  22414. segments?: number;
  22415. diameter?: number;
  22416. diameterX?: number;
  22417. diameterY?: number;
  22418. diameterZ?: number;
  22419. arc?: number;
  22420. slice?: number;
  22421. sideOrientation?: number;
  22422. frontUVs?: Vector4;
  22423. backUVs?: Vector4;
  22424. }): VertexData;
  22425. /**
  22426. * Creates the VertexData for a cylinder, cone or prism
  22427. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22428. * * height sets the height (y direction) of the cylinder, optional, default 2
  22429. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22430. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22431. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22432. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22433. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22434. * * 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
  22435. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22436. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22437. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22438. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22439. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22440. * * 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)
  22441. * * 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)
  22442. * @returns the VertexData of the cylinder, cone or prism
  22443. */
  22444. static CreateCylinder(options: {
  22445. height?: number;
  22446. diameterTop?: number;
  22447. diameterBottom?: number;
  22448. diameter?: number;
  22449. tessellation?: number;
  22450. subdivisions?: number;
  22451. arc?: number;
  22452. faceColors?: Color4[];
  22453. faceUV?: Vector4[];
  22454. hasRings?: boolean;
  22455. enclose?: boolean;
  22456. sideOrientation?: number;
  22457. frontUVs?: Vector4;
  22458. backUVs?: Vector4;
  22459. }): VertexData;
  22460. /**
  22461. * Creates the VertexData for a torus
  22462. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22463. * * diameter the diameter of the torus, optional default 1
  22464. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22465. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22466. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22467. * * 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)
  22468. * * 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)
  22469. * @returns the VertexData of the torus
  22470. */
  22471. static CreateTorus(options: {
  22472. diameter?: number;
  22473. thickness?: number;
  22474. tessellation?: number;
  22475. sideOrientation?: number;
  22476. frontUVs?: Vector4;
  22477. backUVs?: Vector4;
  22478. }): VertexData;
  22479. /**
  22480. * Creates the VertexData of the LineSystem
  22481. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22482. * - lines an array of lines, each line being an array of successive Vector3
  22483. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22484. * @returns the VertexData of the LineSystem
  22485. */
  22486. static CreateLineSystem(options: {
  22487. lines: Vector3[][];
  22488. colors?: Nullable<Color4[][]>;
  22489. }): VertexData;
  22490. /**
  22491. * Create the VertexData for a DashedLines
  22492. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22493. * - points an array successive Vector3
  22494. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22495. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22496. * - dashNb the intended total number of dashes, optional, default 200
  22497. * @returns the VertexData for the DashedLines
  22498. */
  22499. static CreateDashedLines(options: {
  22500. points: Vector3[];
  22501. dashSize?: number;
  22502. gapSize?: number;
  22503. dashNb?: number;
  22504. }): VertexData;
  22505. /**
  22506. * Creates the VertexData for a Ground
  22507. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22508. * - width the width (x direction) of the ground, optional, default 1
  22509. * - height the height (z direction) of the ground, optional, default 1
  22510. * - subdivisions the number of subdivisions per side, optional, default 1
  22511. * @returns the VertexData of the Ground
  22512. */
  22513. static CreateGround(options: {
  22514. width?: number;
  22515. height?: number;
  22516. subdivisions?: number;
  22517. subdivisionsX?: number;
  22518. subdivisionsY?: number;
  22519. }): VertexData;
  22520. /**
  22521. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22522. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22523. * * xmin the ground minimum X coordinate, optional, default -1
  22524. * * zmin the ground minimum Z coordinate, optional, default -1
  22525. * * xmax the ground maximum X coordinate, optional, default 1
  22526. * * zmax the ground maximum Z coordinate, optional, default 1
  22527. * * 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}
  22528. * * 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}
  22529. * @returns the VertexData of the TiledGround
  22530. */
  22531. static CreateTiledGround(options: {
  22532. xmin: number;
  22533. zmin: number;
  22534. xmax: number;
  22535. zmax: number;
  22536. subdivisions?: {
  22537. w: number;
  22538. h: number;
  22539. };
  22540. precision?: {
  22541. w: number;
  22542. h: number;
  22543. };
  22544. }): VertexData;
  22545. /**
  22546. * Creates the VertexData of the Ground designed from a heightmap
  22547. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22548. * * width the width (x direction) of the ground
  22549. * * height the height (z direction) of the ground
  22550. * * subdivisions the number of subdivisions per side
  22551. * * minHeight the minimum altitude on the ground, optional, default 0
  22552. * * maxHeight the maximum altitude on the ground, optional default 1
  22553. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22554. * * buffer the array holding the image color data
  22555. * * bufferWidth the width of image
  22556. * * bufferHeight the height of image
  22557. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22558. * @returns the VertexData of the Ground designed from a heightmap
  22559. */
  22560. static CreateGroundFromHeightMap(options: {
  22561. width: number;
  22562. height: number;
  22563. subdivisions: number;
  22564. minHeight: number;
  22565. maxHeight: number;
  22566. colorFilter: Color3;
  22567. buffer: Uint8Array;
  22568. bufferWidth: number;
  22569. bufferHeight: number;
  22570. alphaFilter: number;
  22571. }): VertexData;
  22572. /**
  22573. * Creates the VertexData for a Plane
  22574. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22575. * * size sets the width and height of the plane to the value of size, optional default 1
  22576. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22577. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22578. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22579. * * 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)
  22580. * * 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)
  22581. * @returns the VertexData of the box
  22582. */
  22583. static CreatePlane(options: {
  22584. size?: number;
  22585. width?: number;
  22586. height?: number;
  22587. sideOrientation?: number;
  22588. frontUVs?: Vector4;
  22589. backUVs?: Vector4;
  22590. }): VertexData;
  22591. /**
  22592. * Creates the VertexData of the Disc or regular Polygon
  22593. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22594. * * radius the radius of the disc, optional default 0.5
  22595. * * tessellation the number of polygon sides, optional, default 64
  22596. * * 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
  22597. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22598. * * 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)
  22599. * * 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)
  22600. * @returns the VertexData of the box
  22601. */
  22602. static CreateDisc(options: {
  22603. radius?: number;
  22604. tessellation?: number;
  22605. arc?: number;
  22606. sideOrientation?: number;
  22607. frontUVs?: Vector4;
  22608. backUVs?: Vector4;
  22609. }): VertexData;
  22610. /**
  22611. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22612. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22613. * @param polygon a mesh built from polygonTriangulation.build()
  22614. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22615. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22616. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22617. * @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)
  22618. * @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)
  22619. * @returns the VertexData of the Polygon
  22620. */
  22621. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22622. /**
  22623. * Creates the VertexData of the IcoSphere
  22624. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22625. * * radius the radius of the IcoSphere, optional default 1
  22626. * * radiusX allows stretching in the x direction, optional, default radius
  22627. * * radiusY allows stretching in the y direction, optional, default radius
  22628. * * radiusZ allows stretching in the z direction, optional, default radius
  22629. * * flat when true creates a flat shaded mesh, optional, default true
  22630. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22631. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22632. * * 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)
  22633. * * 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)
  22634. * @returns the VertexData of the IcoSphere
  22635. */
  22636. static CreateIcoSphere(options: {
  22637. radius?: number;
  22638. radiusX?: number;
  22639. radiusY?: number;
  22640. radiusZ?: number;
  22641. flat?: boolean;
  22642. subdivisions?: number;
  22643. sideOrientation?: number;
  22644. frontUVs?: Vector4;
  22645. backUVs?: Vector4;
  22646. }): VertexData;
  22647. /**
  22648. * Creates the VertexData for a Polyhedron
  22649. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22650. * * type provided types are:
  22651. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22652. * * 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)
  22653. * * size the size of the IcoSphere, optional default 1
  22654. * * sizeX allows stretching in the x direction, optional, default size
  22655. * * sizeY allows stretching in the y direction, optional, default size
  22656. * * sizeZ allows stretching in the z direction, optional, default size
  22657. * * 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
  22658. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22659. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22660. * * flat when true creates a flat shaded mesh, optional, default true
  22661. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22662. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22663. * * 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)
  22664. * * 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)
  22665. * @returns the VertexData of the Polyhedron
  22666. */
  22667. static CreatePolyhedron(options: {
  22668. type?: number;
  22669. size?: number;
  22670. sizeX?: number;
  22671. sizeY?: number;
  22672. sizeZ?: number;
  22673. custom?: any;
  22674. faceUV?: Vector4[];
  22675. faceColors?: Color4[];
  22676. flat?: boolean;
  22677. sideOrientation?: number;
  22678. frontUVs?: Vector4;
  22679. backUVs?: Vector4;
  22680. }): VertexData;
  22681. /**
  22682. * Creates the VertexData for a TorusKnot
  22683. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22684. * * radius the radius of the torus knot, optional, default 2
  22685. * * tube the thickness of the tube, optional, default 0.5
  22686. * * radialSegments the number of sides on each tube segments, optional, default 32
  22687. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22688. * * p the number of windings around the z axis, optional, default 2
  22689. * * q the number of windings around the x axis, optional, default 3
  22690. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22691. * * 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)
  22692. * * 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)
  22693. * @returns the VertexData of the Torus Knot
  22694. */
  22695. static CreateTorusKnot(options: {
  22696. radius?: number;
  22697. tube?: number;
  22698. radialSegments?: number;
  22699. tubularSegments?: number;
  22700. p?: number;
  22701. q?: number;
  22702. sideOrientation?: number;
  22703. frontUVs?: Vector4;
  22704. backUVs?: Vector4;
  22705. }): VertexData;
  22706. /**
  22707. * Compute normals for given positions and indices
  22708. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22709. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22710. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22711. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22712. * * facetNormals : optional array of facet normals (vector3)
  22713. * * facetPositions : optional array of facet positions (vector3)
  22714. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22715. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22716. * * bInfo : optional bounding info, required for facetPartitioning computation
  22717. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22718. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22719. * * useRightHandedSystem: optional boolean to for right handed system computation
  22720. * * depthSort : optional boolean to enable the facet depth sort computation
  22721. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22722. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22723. */
  22724. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22725. facetNormals?: any;
  22726. facetPositions?: any;
  22727. facetPartitioning?: any;
  22728. ratio?: number;
  22729. bInfo?: any;
  22730. bbSize?: Vector3;
  22731. subDiv?: any;
  22732. useRightHandedSystem?: boolean;
  22733. depthSort?: boolean;
  22734. distanceTo?: Vector3;
  22735. depthSortedFacets?: any;
  22736. }): void;
  22737. /** @hidden */
  22738. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22739. /**
  22740. * Applies VertexData created from the imported parameters to the geometry
  22741. * @param parsedVertexData the parsed data from an imported file
  22742. * @param geometry the geometry to apply the VertexData to
  22743. */
  22744. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22745. }
  22746. }
  22747. declare module "babylonjs/Morph/morphTarget" {
  22748. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22749. import { Observable } from "babylonjs/Misc/observable";
  22750. import { Nullable, FloatArray } from "babylonjs/types";
  22751. import { Scene } from "babylonjs/scene";
  22752. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22753. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22754. /**
  22755. * Defines a target to use with MorphTargetManager
  22756. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22757. */
  22758. export class MorphTarget implements IAnimatable {
  22759. /** defines the name of the target */
  22760. name: string;
  22761. /**
  22762. * Gets or sets the list of animations
  22763. */
  22764. animations: import("babylonjs/Animations/animation").Animation[];
  22765. private _scene;
  22766. private _positions;
  22767. private _normals;
  22768. private _tangents;
  22769. private _uvs;
  22770. private _influence;
  22771. private _uniqueId;
  22772. /**
  22773. * Observable raised when the influence changes
  22774. */
  22775. onInfluenceChanged: Observable<boolean>;
  22776. /** @hidden */
  22777. _onDataLayoutChanged: Observable<void>;
  22778. /**
  22779. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22780. */
  22781. influence: number;
  22782. /**
  22783. * Gets or sets the id of the morph Target
  22784. */
  22785. id: string;
  22786. private _animationPropertiesOverride;
  22787. /**
  22788. * Gets or sets the animation properties override
  22789. */
  22790. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22791. /**
  22792. * Creates a new MorphTarget
  22793. * @param name defines the name of the target
  22794. * @param influence defines the influence to use
  22795. * @param scene defines the scene the morphtarget belongs to
  22796. */
  22797. constructor(
  22798. /** defines the name of the target */
  22799. name: string, influence?: number, scene?: Nullable<Scene>);
  22800. /**
  22801. * Gets the unique ID of this manager
  22802. */
  22803. readonly uniqueId: number;
  22804. /**
  22805. * Gets a boolean defining if the target contains position data
  22806. */
  22807. readonly hasPositions: boolean;
  22808. /**
  22809. * Gets a boolean defining if the target contains normal data
  22810. */
  22811. readonly hasNormals: boolean;
  22812. /**
  22813. * Gets a boolean defining if the target contains tangent data
  22814. */
  22815. readonly hasTangents: boolean;
  22816. /**
  22817. * Gets a boolean defining if the target contains texture coordinates data
  22818. */
  22819. readonly hasUVs: boolean;
  22820. /**
  22821. * Affects position data to this target
  22822. * @param data defines the position data to use
  22823. */
  22824. setPositions(data: Nullable<FloatArray>): void;
  22825. /**
  22826. * Gets the position data stored in this target
  22827. * @returns a FloatArray containing the position data (or null if not present)
  22828. */
  22829. getPositions(): Nullable<FloatArray>;
  22830. /**
  22831. * Affects normal data to this target
  22832. * @param data defines the normal data to use
  22833. */
  22834. setNormals(data: Nullable<FloatArray>): void;
  22835. /**
  22836. * Gets the normal data stored in this target
  22837. * @returns a FloatArray containing the normal data (or null if not present)
  22838. */
  22839. getNormals(): Nullable<FloatArray>;
  22840. /**
  22841. * Affects tangent data to this target
  22842. * @param data defines the tangent data to use
  22843. */
  22844. setTangents(data: Nullable<FloatArray>): void;
  22845. /**
  22846. * Gets the tangent data stored in this target
  22847. * @returns a FloatArray containing the tangent data (or null if not present)
  22848. */
  22849. getTangents(): Nullable<FloatArray>;
  22850. /**
  22851. * Affects texture coordinates data to this target
  22852. * @param data defines the texture coordinates data to use
  22853. */
  22854. setUVs(data: Nullable<FloatArray>): void;
  22855. /**
  22856. * Gets the texture coordinates data stored in this target
  22857. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22858. */
  22859. getUVs(): Nullable<FloatArray>;
  22860. /**
  22861. * Clone the current target
  22862. * @returns a new MorphTarget
  22863. */
  22864. clone(): MorphTarget;
  22865. /**
  22866. * Serializes the current target into a Serialization object
  22867. * @returns the serialized object
  22868. */
  22869. serialize(): any;
  22870. /**
  22871. * Returns the string "MorphTarget"
  22872. * @returns "MorphTarget"
  22873. */
  22874. getClassName(): string;
  22875. /**
  22876. * Creates a new target from serialized data
  22877. * @param serializationObject defines the serialized data to use
  22878. * @returns a new MorphTarget
  22879. */
  22880. static Parse(serializationObject: any): MorphTarget;
  22881. /**
  22882. * Creates a MorphTarget from mesh data
  22883. * @param mesh defines the source mesh
  22884. * @param name defines the name to use for the new target
  22885. * @param influence defines the influence to attach to the target
  22886. * @returns a new MorphTarget
  22887. */
  22888. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22889. }
  22890. }
  22891. declare module "babylonjs/Morph/morphTargetManager" {
  22892. import { Nullable } from "babylonjs/types";
  22893. import { Scene } from "babylonjs/scene";
  22894. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22895. /**
  22896. * This class is used to deform meshes using morphing between different targets
  22897. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22898. */
  22899. export class MorphTargetManager {
  22900. private _targets;
  22901. private _targetInfluenceChangedObservers;
  22902. private _targetDataLayoutChangedObservers;
  22903. private _activeTargets;
  22904. private _scene;
  22905. private _influences;
  22906. private _supportsNormals;
  22907. private _supportsTangents;
  22908. private _supportsUVs;
  22909. private _vertexCount;
  22910. private _uniqueId;
  22911. private _tempInfluences;
  22912. /**
  22913. * Gets or sets a boolean indicating if normals must be morphed
  22914. */
  22915. enableNormalMorphing: boolean;
  22916. /**
  22917. * Gets or sets a boolean indicating if tangents must be morphed
  22918. */
  22919. enableTangentMorphing: boolean;
  22920. /**
  22921. * Gets or sets a boolean indicating if UV must be morphed
  22922. */
  22923. enableUVMorphing: boolean;
  22924. /**
  22925. * Creates a new MorphTargetManager
  22926. * @param scene defines the current scene
  22927. */
  22928. constructor(scene?: Nullable<Scene>);
  22929. /**
  22930. * Gets the unique ID of this manager
  22931. */
  22932. readonly uniqueId: number;
  22933. /**
  22934. * Gets the number of vertices handled by this manager
  22935. */
  22936. readonly vertexCount: number;
  22937. /**
  22938. * Gets a boolean indicating if this manager supports morphing of normals
  22939. */
  22940. readonly supportsNormals: boolean;
  22941. /**
  22942. * Gets a boolean indicating if this manager supports morphing of tangents
  22943. */
  22944. readonly supportsTangents: boolean;
  22945. /**
  22946. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22947. */
  22948. readonly supportsUVs: boolean;
  22949. /**
  22950. * Gets the number of targets stored in this manager
  22951. */
  22952. readonly numTargets: number;
  22953. /**
  22954. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22955. */
  22956. readonly numInfluencers: number;
  22957. /**
  22958. * Gets the list of influences (one per target)
  22959. */
  22960. readonly influences: Float32Array;
  22961. /**
  22962. * Gets the active target at specified index. An active target is a target with an influence > 0
  22963. * @param index defines the index to check
  22964. * @returns the requested target
  22965. */
  22966. getActiveTarget(index: number): MorphTarget;
  22967. /**
  22968. * Gets the target at specified index
  22969. * @param index defines the index to check
  22970. * @returns the requested target
  22971. */
  22972. getTarget(index: number): MorphTarget;
  22973. /**
  22974. * Add a new target to this manager
  22975. * @param target defines the target to add
  22976. */
  22977. addTarget(target: MorphTarget): void;
  22978. /**
  22979. * Removes a target from the manager
  22980. * @param target defines the target to remove
  22981. */
  22982. removeTarget(target: MorphTarget): void;
  22983. /**
  22984. * Clone the current manager
  22985. * @returns a new MorphTargetManager
  22986. */
  22987. clone(): MorphTargetManager;
  22988. /**
  22989. * Serializes the current manager into a Serialization object
  22990. * @returns the serialized object
  22991. */
  22992. serialize(): any;
  22993. private _syncActiveTargets;
  22994. /**
  22995. * Syncrhonize the targets with all the meshes using this morph target manager
  22996. */
  22997. synchronize(): void;
  22998. /**
  22999. * Creates a new MorphTargetManager from serialized data
  23000. * @param serializationObject defines the serialized data
  23001. * @param scene defines the hosting scene
  23002. * @returns the new MorphTargetManager
  23003. */
  23004. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  23005. }
  23006. }
  23007. declare module "babylonjs/Meshes/meshLODLevel" {
  23008. import { Mesh } from "babylonjs/Meshes/mesh";
  23009. import { Nullable } from "babylonjs/types";
  23010. /**
  23011. * Class used to represent a specific level of detail of a mesh
  23012. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  23013. */
  23014. export class MeshLODLevel {
  23015. /** Defines the distance where this level should start being displayed */
  23016. distance: number;
  23017. /** Defines the mesh to use to render this level */
  23018. mesh: Nullable<Mesh>;
  23019. /**
  23020. * Creates a new LOD level
  23021. * @param distance defines the distance where this level should star being displayed
  23022. * @param mesh defines the mesh to use to render this level
  23023. */
  23024. constructor(
  23025. /** Defines the distance where this level should start being displayed */
  23026. distance: number,
  23027. /** Defines the mesh to use to render this level */
  23028. mesh: Nullable<Mesh>);
  23029. }
  23030. }
  23031. declare module "babylonjs/Meshes/groundMesh" {
  23032. import { Scene } from "babylonjs/scene";
  23033. import { Vector3 } from "babylonjs/Maths/math.vector";
  23034. import { Mesh } from "babylonjs/Meshes/mesh";
  23035. /**
  23036. * Mesh representing the gorund
  23037. */
  23038. export class GroundMesh extends Mesh {
  23039. /** If octree should be generated */
  23040. generateOctree: boolean;
  23041. private _heightQuads;
  23042. /** @hidden */
  23043. _subdivisionsX: number;
  23044. /** @hidden */
  23045. _subdivisionsY: number;
  23046. /** @hidden */
  23047. _width: number;
  23048. /** @hidden */
  23049. _height: number;
  23050. /** @hidden */
  23051. _minX: number;
  23052. /** @hidden */
  23053. _maxX: number;
  23054. /** @hidden */
  23055. _minZ: number;
  23056. /** @hidden */
  23057. _maxZ: number;
  23058. constructor(name: string, scene: Scene);
  23059. /**
  23060. * "GroundMesh"
  23061. * @returns "GroundMesh"
  23062. */
  23063. getClassName(): string;
  23064. /**
  23065. * The minimum of x and y subdivisions
  23066. */
  23067. readonly subdivisions: number;
  23068. /**
  23069. * X subdivisions
  23070. */
  23071. readonly subdivisionsX: number;
  23072. /**
  23073. * Y subdivisions
  23074. */
  23075. readonly subdivisionsY: number;
  23076. /**
  23077. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  23078. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  23079. * @param chunksCount the number of subdivisions for x and y
  23080. * @param octreeBlocksSize (Default: 32)
  23081. */
  23082. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  23083. /**
  23084. * Returns a height (y) value in the Worl system :
  23085. * the ground altitude at the coordinates (x, z) expressed in the World system.
  23086. * @param x x coordinate
  23087. * @param z z coordinate
  23088. * @returns the ground y position if (x, z) are outside the ground surface.
  23089. */
  23090. getHeightAtCoordinates(x: number, z: number): number;
  23091. /**
  23092. * Returns a normalized vector (Vector3) orthogonal to the ground
  23093. * at the ground coordinates (x, z) expressed in the World system.
  23094. * @param x x coordinate
  23095. * @param z z coordinate
  23096. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  23097. */
  23098. getNormalAtCoordinates(x: number, z: number): Vector3;
  23099. /**
  23100. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  23101. * at the ground coordinates (x, z) expressed in the World system.
  23102. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  23103. * @param x x coordinate
  23104. * @param z z coordinate
  23105. * @param ref vector to store the result
  23106. * @returns the GroundMesh.
  23107. */
  23108. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  23109. /**
  23110. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  23111. * if the ground has been updated.
  23112. * This can be used in the render loop.
  23113. * @returns the GroundMesh.
  23114. */
  23115. updateCoordinateHeights(): GroundMesh;
  23116. private _getFacetAt;
  23117. private _initHeightQuads;
  23118. private _computeHeightQuads;
  23119. /**
  23120. * Serializes this ground mesh
  23121. * @param serializationObject object to write serialization to
  23122. */
  23123. serialize(serializationObject: any): void;
  23124. /**
  23125. * Parses a serialized ground mesh
  23126. * @param parsedMesh the serialized mesh
  23127. * @param scene the scene to create the ground mesh in
  23128. * @returns the created ground mesh
  23129. */
  23130. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  23131. }
  23132. }
  23133. declare module "babylonjs/Physics/physicsJoint" {
  23134. import { Vector3 } from "babylonjs/Maths/math.vector";
  23135. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  23136. /**
  23137. * Interface for Physics-Joint data
  23138. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23139. */
  23140. export interface PhysicsJointData {
  23141. /**
  23142. * The main pivot of the joint
  23143. */
  23144. mainPivot?: Vector3;
  23145. /**
  23146. * The connected pivot of the joint
  23147. */
  23148. connectedPivot?: Vector3;
  23149. /**
  23150. * The main axis of the joint
  23151. */
  23152. mainAxis?: Vector3;
  23153. /**
  23154. * The connected axis of the joint
  23155. */
  23156. connectedAxis?: Vector3;
  23157. /**
  23158. * The collision of the joint
  23159. */
  23160. collision?: boolean;
  23161. /**
  23162. * Native Oimo/Cannon/Energy data
  23163. */
  23164. nativeParams?: any;
  23165. }
  23166. /**
  23167. * This is a holder class for the physics joint created by the physics plugin
  23168. * It holds a set of functions to control the underlying joint
  23169. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23170. */
  23171. export class PhysicsJoint {
  23172. /**
  23173. * The type of the physics joint
  23174. */
  23175. type: number;
  23176. /**
  23177. * The data for the physics joint
  23178. */
  23179. jointData: PhysicsJointData;
  23180. private _physicsJoint;
  23181. protected _physicsPlugin: IPhysicsEnginePlugin;
  23182. /**
  23183. * Initializes the physics joint
  23184. * @param type The type of the physics joint
  23185. * @param jointData The data for the physics joint
  23186. */
  23187. constructor(
  23188. /**
  23189. * The type of the physics joint
  23190. */
  23191. type: number,
  23192. /**
  23193. * The data for the physics joint
  23194. */
  23195. jointData: PhysicsJointData);
  23196. /**
  23197. * Gets the physics joint
  23198. */
  23199. /**
  23200. * Sets the physics joint
  23201. */
  23202. physicsJoint: any;
  23203. /**
  23204. * Sets the physics plugin
  23205. */
  23206. physicsPlugin: IPhysicsEnginePlugin;
  23207. /**
  23208. * Execute a function that is physics-plugin specific.
  23209. * @param {Function} func the function that will be executed.
  23210. * It accepts two parameters: the physics world and the physics joint
  23211. */
  23212. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  23213. /**
  23214. * Distance-Joint type
  23215. */
  23216. static DistanceJoint: number;
  23217. /**
  23218. * Hinge-Joint type
  23219. */
  23220. static HingeJoint: number;
  23221. /**
  23222. * Ball-and-Socket joint type
  23223. */
  23224. static BallAndSocketJoint: number;
  23225. /**
  23226. * Wheel-Joint type
  23227. */
  23228. static WheelJoint: number;
  23229. /**
  23230. * Slider-Joint type
  23231. */
  23232. static SliderJoint: number;
  23233. /**
  23234. * Prismatic-Joint type
  23235. */
  23236. static PrismaticJoint: number;
  23237. /**
  23238. * Universal-Joint type
  23239. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  23240. */
  23241. static UniversalJoint: number;
  23242. /**
  23243. * Hinge-Joint 2 type
  23244. */
  23245. static Hinge2Joint: number;
  23246. /**
  23247. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  23248. */
  23249. static PointToPointJoint: number;
  23250. /**
  23251. * Spring-Joint type
  23252. */
  23253. static SpringJoint: number;
  23254. /**
  23255. * Lock-Joint type
  23256. */
  23257. static LockJoint: number;
  23258. }
  23259. /**
  23260. * A class representing a physics distance joint
  23261. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23262. */
  23263. export class DistanceJoint extends PhysicsJoint {
  23264. /**
  23265. *
  23266. * @param jointData The data for the Distance-Joint
  23267. */
  23268. constructor(jointData: DistanceJointData);
  23269. /**
  23270. * Update the predefined distance.
  23271. * @param maxDistance The maximum preferred distance
  23272. * @param minDistance The minimum preferred distance
  23273. */
  23274. updateDistance(maxDistance: number, minDistance?: number): void;
  23275. }
  23276. /**
  23277. * Represents a Motor-Enabled Joint
  23278. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23279. */
  23280. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  23281. /**
  23282. * Initializes the Motor-Enabled Joint
  23283. * @param type The type of the joint
  23284. * @param jointData The physica joint data for the joint
  23285. */
  23286. constructor(type: number, jointData: PhysicsJointData);
  23287. /**
  23288. * Set the motor values.
  23289. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23290. * @param force the force to apply
  23291. * @param maxForce max force for this motor.
  23292. */
  23293. setMotor(force?: number, maxForce?: number): void;
  23294. /**
  23295. * Set the motor's limits.
  23296. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23297. * @param upperLimit The upper limit of the motor
  23298. * @param lowerLimit The lower limit of the motor
  23299. */
  23300. setLimit(upperLimit: number, lowerLimit?: number): void;
  23301. }
  23302. /**
  23303. * This class represents a single physics Hinge-Joint
  23304. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23305. */
  23306. export class HingeJoint extends MotorEnabledJoint {
  23307. /**
  23308. * Initializes the Hinge-Joint
  23309. * @param jointData The joint data for the Hinge-Joint
  23310. */
  23311. constructor(jointData: PhysicsJointData);
  23312. /**
  23313. * Set the motor values.
  23314. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23315. * @param {number} force the force to apply
  23316. * @param {number} maxForce max force for this motor.
  23317. */
  23318. setMotor(force?: number, maxForce?: number): void;
  23319. /**
  23320. * Set the motor's limits.
  23321. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23322. * @param upperLimit The upper limit of the motor
  23323. * @param lowerLimit The lower limit of the motor
  23324. */
  23325. setLimit(upperLimit: number, lowerLimit?: number): void;
  23326. }
  23327. /**
  23328. * This class represents a dual hinge physics joint (same as wheel joint)
  23329. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23330. */
  23331. export class Hinge2Joint extends MotorEnabledJoint {
  23332. /**
  23333. * Initializes the Hinge2-Joint
  23334. * @param jointData The joint data for the Hinge2-Joint
  23335. */
  23336. constructor(jointData: PhysicsJointData);
  23337. /**
  23338. * Set the motor values.
  23339. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23340. * @param {number} targetSpeed the speed the motor is to reach
  23341. * @param {number} maxForce max force for this motor.
  23342. * @param {motorIndex} the motor's index, 0 or 1.
  23343. */
  23344. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  23345. /**
  23346. * Set the motor limits.
  23347. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23348. * @param {number} upperLimit the upper limit
  23349. * @param {number} lowerLimit lower limit
  23350. * @param {motorIndex} the motor's index, 0 or 1.
  23351. */
  23352. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23353. }
  23354. /**
  23355. * Interface for a motor enabled joint
  23356. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23357. */
  23358. export interface IMotorEnabledJoint {
  23359. /**
  23360. * Physics joint
  23361. */
  23362. physicsJoint: any;
  23363. /**
  23364. * Sets the motor of the motor-enabled joint
  23365. * @param force The force of the motor
  23366. * @param maxForce The maximum force of the motor
  23367. * @param motorIndex The index of the motor
  23368. */
  23369. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23370. /**
  23371. * Sets the limit of the motor
  23372. * @param upperLimit The upper limit of the motor
  23373. * @param lowerLimit The lower limit of the motor
  23374. * @param motorIndex The index of the motor
  23375. */
  23376. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23377. }
  23378. /**
  23379. * Joint data for a Distance-Joint
  23380. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23381. */
  23382. export interface DistanceJointData extends PhysicsJointData {
  23383. /**
  23384. * Max distance the 2 joint objects can be apart
  23385. */
  23386. maxDistance: number;
  23387. }
  23388. /**
  23389. * Joint data from a spring joint
  23390. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23391. */
  23392. export interface SpringJointData extends PhysicsJointData {
  23393. /**
  23394. * Length of the spring
  23395. */
  23396. length: number;
  23397. /**
  23398. * Stiffness of the spring
  23399. */
  23400. stiffness: number;
  23401. /**
  23402. * Damping of the spring
  23403. */
  23404. damping: number;
  23405. /** this callback will be called when applying the force to the impostors. */
  23406. forceApplicationCallback: () => void;
  23407. }
  23408. }
  23409. declare module "babylonjs/Physics/physicsRaycastResult" {
  23410. import { Vector3 } from "babylonjs/Maths/math.vector";
  23411. /**
  23412. * Holds the data for the raycast result
  23413. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23414. */
  23415. export class PhysicsRaycastResult {
  23416. private _hasHit;
  23417. private _hitDistance;
  23418. private _hitNormalWorld;
  23419. private _hitPointWorld;
  23420. private _rayFromWorld;
  23421. private _rayToWorld;
  23422. /**
  23423. * Gets if there was a hit
  23424. */
  23425. readonly hasHit: boolean;
  23426. /**
  23427. * Gets the distance from the hit
  23428. */
  23429. readonly hitDistance: number;
  23430. /**
  23431. * Gets the hit normal/direction in the world
  23432. */
  23433. readonly hitNormalWorld: Vector3;
  23434. /**
  23435. * Gets the hit point in the world
  23436. */
  23437. readonly hitPointWorld: Vector3;
  23438. /**
  23439. * Gets the ray "start point" of the ray in the world
  23440. */
  23441. readonly rayFromWorld: Vector3;
  23442. /**
  23443. * Gets the ray "end point" of the ray in the world
  23444. */
  23445. readonly rayToWorld: Vector3;
  23446. /**
  23447. * Sets the hit data (normal & point in world space)
  23448. * @param hitNormalWorld defines the normal in world space
  23449. * @param hitPointWorld defines the point in world space
  23450. */
  23451. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23452. /**
  23453. * Sets the distance from the start point to the hit point
  23454. * @param distance
  23455. */
  23456. setHitDistance(distance: number): void;
  23457. /**
  23458. * Calculates the distance manually
  23459. */
  23460. calculateHitDistance(): void;
  23461. /**
  23462. * Resets all the values to default
  23463. * @param from The from point on world space
  23464. * @param to The to point on world space
  23465. */
  23466. reset(from?: Vector3, to?: Vector3): void;
  23467. }
  23468. /**
  23469. * Interface for the size containing width and height
  23470. */
  23471. interface IXYZ {
  23472. /**
  23473. * X
  23474. */
  23475. x: number;
  23476. /**
  23477. * Y
  23478. */
  23479. y: number;
  23480. /**
  23481. * Z
  23482. */
  23483. z: number;
  23484. }
  23485. }
  23486. declare module "babylonjs/Physics/IPhysicsEngine" {
  23487. import { Nullable } from "babylonjs/types";
  23488. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23489. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23490. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23491. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23492. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23493. /**
  23494. * Interface used to describe a physics joint
  23495. */
  23496. export interface PhysicsImpostorJoint {
  23497. /** Defines the main impostor to which the joint is linked */
  23498. mainImpostor: PhysicsImpostor;
  23499. /** Defines the impostor that is connected to the main impostor using this joint */
  23500. connectedImpostor: PhysicsImpostor;
  23501. /** Defines the joint itself */
  23502. joint: PhysicsJoint;
  23503. }
  23504. /** @hidden */
  23505. export interface IPhysicsEnginePlugin {
  23506. world: any;
  23507. name: string;
  23508. setGravity(gravity: Vector3): void;
  23509. setTimeStep(timeStep: number): void;
  23510. getTimeStep(): number;
  23511. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23512. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23513. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23514. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23515. removePhysicsBody(impostor: PhysicsImpostor): void;
  23516. generateJoint(joint: PhysicsImpostorJoint): void;
  23517. removeJoint(joint: PhysicsImpostorJoint): void;
  23518. isSupported(): boolean;
  23519. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23520. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23521. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23522. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23523. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23524. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23525. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23526. getBodyMass(impostor: PhysicsImpostor): number;
  23527. getBodyFriction(impostor: PhysicsImpostor): number;
  23528. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23529. getBodyRestitution(impostor: PhysicsImpostor): number;
  23530. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23531. getBodyPressure?(impostor: PhysicsImpostor): number;
  23532. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23533. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23534. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23535. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23536. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23537. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23538. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23539. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23540. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23541. sleepBody(impostor: PhysicsImpostor): void;
  23542. wakeUpBody(impostor: PhysicsImpostor): void;
  23543. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23544. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23545. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23546. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23547. getRadius(impostor: PhysicsImpostor): number;
  23548. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23549. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23550. dispose(): void;
  23551. }
  23552. /**
  23553. * Interface used to define a physics engine
  23554. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23555. */
  23556. export interface IPhysicsEngine {
  23557. /**
  23558. * Gets the gravity vector used by the simulation
  23559. */
  23560. gravity: Vector3;
  23561. /**
  23562. * Sets the gravity vector used by the simulation
  23563. * @param gravity defines the gravity vector to use
  23564. */
  23565. setGravity(gravity: Vector3): void;
  23566. /**
  23567. * Set the time step of the physics engine.
  23568. * Default is 1/60.
  23569. * To slow it down, enter 1/600 for example.
  23570. * To speed it up, 1/30
  23571. * @param newTimeStep the new timestep to apply to this world.
  23572. */
  23573. setTimeStep(newTimeStep: number): void;
  23574. /**
  23575. * Get the time step of the physics engine.
  23576. * @returns the current time step
  23577. */
  23578. getTimeStep(): number;
  23579. /**
  23580. * Release all resources
  23581. */
  23582. dispose(): void;
  23583. /**
  23584. * Gets the name of the current physics plugin
  23585. * @returns the name of the plugin
  23586. */
  23587. getPhysicsPluginName(): string;
  23588. /**
  23589. * Adding a new impostor for the impostor tracking.
  23590. * This will be done by the impostor itself.
  23591. * @param impostor the impostor to add
  23592. */
  23593. addImpostor(impostor: PhysicsImpostor): void;
  23594. /**
  23595. * Remove an impostor from the engine.
  23596. * This impostor and its mesh will not longer be updated by the physics engine.
  23597. * @param impostor the impostor to remove
  23598. */
  23599. removeImpostor(impostor: PhysicsImpostor): void;
  23600. /**
  23601. * Add a joint to the physics engine
  23602. * @param mainImpostor defines the main impostor to which the joint is added.
  23603. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23604. * @param joint defines the joint that will connect both impostors.
  23605. */
  23606. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23607. /**
  23608. * Removes a joint from the simulation
  23609. * @param mainImpostor defines the impostor used with the joint
  23610. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23611. * @param joint defines the joint to remove
  23612. */
  23613. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23614. /**
  23615. * Gets the current plugin used to run the simulation
  23616. * @returns current plugin
  23617. */
  23618. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23619. /**
  23620. * Gets the list of physic impostors
  23621. * @returns an array of PhysicsImpostor
  23622. */
  23623. getImpostors(): Array<PhysicsImpostor>;
  23624. /**
  23625. * Gets the impostor for a physics enabled object
  23626. * @param object defines the object impersonated by the impostor
  23627. * @returns the PhysicsImpostor or null if not found
  23628. */
  23629. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23630. /**
  23631. * Gets the impostor for a physics body object
  23632. * @param body defines physics body used by the impostor
  23633. * @returns the PhysicsImpostor or null if not found
  23634. */
  23635. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23636. /**
  23637. * Does a raycast in the physics world
  23638. * @param from when should the ray start?
  23639. * @param to when should the ray end?
  23640. * @returns PhysicsRaycastResult
  23641. */
  23642. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23643. /**
  23644. * Called by the scene. No need to call it.
  23645. * @param delta defines the timespam between frames
  23646. */
  23647. _step(delta: number): void;
  23648. }
  23649. }
  23650. declare module "babylonjs/Physics/physicsImpostor" {
  23651. import { Nullable, IndicesArray } from "babylonjs/types";
  23652. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23653. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23654. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23655. import { Scene } from "babylonjs/scene";
  23656. import { Bone } from "babylonjs/Bones/bone";
  23657. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23658. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23659. import { Space } from "babylonjs/Maths/math.axis";
  23660. /**
  23661. * The interface for the physics imposter parameters
  23662. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23663. */
  23664. export interface PhysicsImpostorParameters {
  23665. /**
  23666. * The mass of the physics imposter
  23667. */
  23668. mass: number;
  23669. /**
  23670. * The friction of the physics imposter
  23671. */
  23672. friction?: number;
  23673. /**
  23674. * The coefficient of restitution of the physics imposter
  23675. */
  23676. restitution?: number;
  23677. /**
  23678. * The native options of the physics imposter
  23679. */
  23680. nativeOptions?: any;
  23681. /**
  23682. * Specifies if the parent should be ignored
  23683. */
  23684. ignoreParent?: boolean;
  23685. /**
  23686. * Specifies if bi-directional transformations should be disabled
  23687. */
  23688. disableBidirectionalTransformation?: boolean;
  23689. /**
  23690. * The pressure inside the physics imposter, soft object only
  23691. */
  23692. pressure?: number;
  23693. /**
  23694. * The stiffness the physics imposter, soft object only
  23695. */
  23696. stiffness?: number;
  23697. /**
  23698. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23699. */
  23700. velocityIterations?: number;
  23701. /**
  23702. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23703. */
  23704. positionIterations?: number;
  23705. /**
  23706. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23707. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23708. * Add to fix multiple points
  23709. */
  23710. fixedPoints?: number;
  23711. /**
  23712. * The collision margin around a soft object
  23713. */
  23714. margin?: number;
  23715. /**
  23716. * The collision margin around a soft object
  23717. */
  23718. damping?: number;
  23719. /**
  23720. * The path for a rope based on an extrusion
  23721. */
  23722. path?: any;
  23723. /**
  23724. * The shape of an extrusion used for a rope based on an extrusion
  23725. */
  23726. shape?: any;
  23727. }
  23728. /**
  23729. * Interface for a physics-enabled object
  23730. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23731. */
  23732. export interface IPhysicsEnabledObject {
  23733. /**
  23734. * The position of the physics-enabled object
  23735. */
  23736. position: Vector3;
  23737. /**
  23738. * The rotation of the physics-enabled object
  23739. */
  23740. rotationQuaternion: Nullable<Quaternion>;
  23741. /**
  23742. * The scale of the physics-enabled object
  23743. */
  23744. scaling: Vector3;
  23745. /**
  23746. * The rotation of the physics-enabled object
  23747. */
  23748. rotation?: Vector3;
  23749. /**
  23750. * The parent of the physics-enabled object
  23751. */
  23752. parent?: any;
  23753. /**
  23754. * The bounding info of the physics-enabled object
  23755. * @returns The bounding info of the physics-enabled object
  23756. */
  23757. getBoundingInfo(): BoundingInfo;
  23758. /**
  23759. * Computes the world matrix
  23760. * @param force Specifies if the world matrix should be computed by force
  23761. * @returns A world matrix
  23762. */
  23763. computeWorldMatrix(force: boolean): Matrix;
  23764. /**
  23765. * Gets the world matrix
  23766. * @returns A world matrix
  23767. */
  23768. getWorldMatrix?(): Matrix;
  23769. /**
  23770. * Gets the child meshes
  23771. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23772. * @returns An array of abstract meshes
  23773. */
  23774. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23775. /**
  23776. * Gets the vertex data
  23777. * @param kind The type of vertex data
  23778. * @returns A nullable array of numbers, or a float32 array
  23779. */
  23780. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23781. /**
  23782. * Gets the indices from the mesh
  23783. * @returns A nullable array of index arrays
  23784. */
  23785. getIndices?(): Nullable<IndicesArray>;
  23786. /**
  23787. * Gets the scene from the mesh
  23788. * @returns the indices array or null
  23789. */
  23790. getScene?(): Scene;
  23791. /**
  23792. * Gets the absolute position from the mesh
  23793. * @returns the absolute position
  23794. */
  23795. getAbsolutePosition(): Vector3;
  23796. /**
  23797. * Gets the absolute pivot point from the mesh
  23798. * @returns the absolute pivot point
  23799. */
  23800. getAbsolutePivotPoint(): Vector3;
  23801. /**
  23802. * Rotates the mesh
  23803. * @param axis The axis of rotation
  23804. * @param amount The amount of rotation
  23805. * @param space The space of the rotation
  23806. * @returns The rotation transform node
  23807. */
  23808. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23809. /**
  23810. * Translates the mesh
  23811. * @param axis The axis of translation
  23812. * @param distance The distance of translation
  23813. * @param space The space of the translation
  23814. * @returns The transform node
  23815. */
  23816. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23817. /**
  23818. * Sets the absolute position of the mesh
  23819. * @param absolutePosition The absolute position of the mesh
  23820. * @returns The transform node
  23821. */
  23822. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23823. /**
  23824. * Gets the class name of the mesh
  23825. * @returns The class name
  23826. */
  23827. getClassName(): string;
  23828. }
  23829. /**
  23830. * Represents a physics imposter
  23831. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23832. */
  23833. export class PhysicsImpostor {
  23834. /**
  23835. * The physics-enabled object used as the physics imposter
  23836. */
  23837. object: IPhysicsEnabledObject;
  23838. /**
  23839. * The type of the physics imposter
  23840. */
  23841. type: number;
  23842. private _options;
  23843. private _scene?;
  23844. /**
  23845. * The default object size of the imposter
  23846. */
  23847. static DEFAULT_OBJECT_SIZE: Vector3;
  23848. /**
  23849. * The identity quaternion of the imposter
  23850. */
  23851. static IDENTITY_QUATERNION: Quaternion;
  23852. /** @hidden */
  23853. _pluginData: any;
  23854. private _physicsEngine;
  23855. private _physicsBody;
  23856. private _bodyUpdateRequired;
  23857. private _onBeforePhysicsStepCallbacks;
  23858. private _onAfterPhysicsStepCallbacks;
  23859. /** @hidden */
  23860. _onPhysicsCollideCallbacks: Array<{
  23861. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23862. otherImpostors: Array<PhysicsImpostor>;
  23863. }>;
  23864. private _deltaPosition;
  23865. private _deltaRotation;
  23866. private _deltaRotationConjugated;
  23867. /** @hidden */
  23868. _isFromLine: boolean;
  23869. private _parent;
  23870. private _isDisposed;
  23871. private static _tmpVecs;
  23872. private static _tmpQuat;
  23873. /**
  23874. * Specifies if the physics imposter is disposed
  23875. */
  23876. readonly isDisposed: boolean;
  23877. /**
  23878. * Gets the mass of the physics imposter
  23879. */
  23880. mass: number;
  23881. /**
  23882. * Gets the coefficient of friction
  23883. */
  23884. /**
  23885. * Sets the coefficient of friction
  23886. */
  23887. friction: number;
  23888. /**
  23889. * Gets the coefficient of restitution
  23890. */
  23891. /**
  23892. * Sets the coefficient of restitution
  23893. */
  23894. restitution: number;
  23895. /**
  23896. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23897. */
  23898. /**
  23899. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23900. */
  23901. pressure: number;
  23902. /**
  23903. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23904. */
  23905. /**
  23906. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23907. */
  23908. stiffness: number;
  23909. /**
  23910. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23911. */
  23912. /**
  23913. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23914. */
  23915. velocityIterations: number;
  23916. /**
  23917. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23918. */
  23919. /**
  23920. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23921. */
  23922. positionIterations: number;
  23923. /**
  23924. * The unique id of the physics imposter
  23925. * set by the physics engine when adding this impostor to the array
  23926. */
  23927. uniqueId: number;
  23928. /**
  23929. * @hidden
  23930. */
  23931. soft: boolean;
  23932. /**
  23933. * @hidden
  23934. */
  23935. segments: number;
  23936. private _joints;
  23937. /**
  23938. * Initializes the physics imposter
  23939. * @param object The physics-enabled object used as the physics imposter
  23940. * @param type The type of the physics imposter
  23941. * @param _options The options for the physics imposter
  23942. * @param _scene The Babylon scene
  23943. */
  23944. constructor(
  23945. /**
  23946. * The physics-enabled object used as the physics imposter
  23947. */
  23948. object: IPhysicsEnabledObject,
  23949. /**
  23950. * The type of the physics imposter
  23951. */
  23952. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23953. /**
  23954. * This function will completly initialize this impostor.
  23955. * It will create a new body - but only if this mesh has no parent.
  23956. * If it has, this impostor will not be used other than to define the impostor
  23957. * of the child mesh.
  23958. * @hidden
  23959. */
  23960. _init(): void;
  23961. private _getPhysicsParent;
  23962. /**
  23963. * Should a new body be generated.
  23964. * @returns boolean specifying if body initialization is required
  23965. */
  23966. isBodyInitRequired(): boolean;
  23967. /**
  23968. * Sets the updated scaling
  23969. * @param updated Specifies if the scaling is updated
  23970. */
  23971. setScalingUpdated(): void;
  23972. /**
  23973. * Force a regeneration of this or the parent's impostor's body.
  23974. * Use under cautious - This will remove all joints already implemented.
  23975. */
  23976. forceUpdate(): void;
  23977. /**
  23978. * Gets the body that holds this impostor. Either its own, or its parent.
  23979. */
  23980. /**
  23981. * Set the physics body. Used mainly by the physics engine/plugin
  23982. */
  23983. physicsBody: any;
  23984. /**
  23985. * Get the parent of the physics imposter
  23986. * @returns Physics imposter or null
  23987. */
  23988. /**
  23989. * Sets the parent of the physics imposter
  23990. */
  23991. parent: Nullable<PhysicsImpostor>;
  23992. /**
  23993. * Resets the update flags
  23994. */
  23995. resetUpdateFlags(): void;
  23996. /**
  23997. * Gets the object extend size
  23998. * @returns the object extend size
  23999. */
  24000. getObjectExtendSize(): Vector3;
  24001. /**
  24002. * Gets the object center
  24003. * @returns The object center
  24004. */
  24005. getObjectCenter(): Vector3;
  24006. /**
  24007. * Get a specific parametes from the options parameter
  24008. * @param paramName The object parameter name
  24009. * @returns The object parameter
  24010. */
  24011. getParam(paramName: string): any;
  24012. /**
  24013. * Sets a specific parameter in the options given to the physics plugin
  24014. * @param paramName The parameter name
  24015. * @param value The value of the parameter
  24016. */
  24017. setParam(paramName: string, value: number): void;
  24018. /**
  24019. * Specifically change the body's mass option. Won't recreate the physics body object
  24020. * @param mass The mass of the physics imposter
  24021. */
  24022. setMass(mass: number): void;
  24023. /**
  24024. * Gets the linear velocity
  24025. * @returns linear velocity or null
  24026. */
  24027. getLinearVelocity(): Nullable<Vector3>;
  24028. /**
  24029. * Sets the linear velocity
  24030. * @param velocity linear velocity or null
  24031. */
  24032. setLinearVelocity(velocity: Nullable<Vector3>): void;
  24033. /**
  24034. * Gets the angular velocity
  24035. * @returns angular velocity or null
  24036. */
  24037. getAngularVelocity(): Nullable<Vector3>;
  24038. /**
  24039. * Sets the angular velocity
  24040. * @param velocity The velocity or null
  24041. */
  24042. setAngularVelocity(velocity: Nullable<Vector3>): void;
  24043. /**
  24044. * Execute a function with the physics plugin native code
  24045. * Provide a function the will have two variables - the world object and the physics body object
  24046. * @param func The function to execute with the physics plugin native code
  24047. */
  24048. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  24049. /**
  24050. * Register a function that will be executed before the physics world is stepping forward
  24051. * @param func The function to execute before the physics world is stepped forward
  24052. */
  24053. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24054. /**
  24055. * Unregister a function that will be executed before the physics world is stepping forward
  24056. * @param func The function to execute before the physics world is stepped forward
  24057. */
  24058. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24059. /**
  24060. * Register a function that will be executed after the physics step
  24061. * @param func The function to execute after physics step
  24062. */
  24063. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24064. /**
  24065. * Unregisters a function that will be executed after the physics step
  24066. * @param func The function to execute after physics step
  24067. */
  24068. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24069. /**
  24070. * register a function that will be executed when this impostor collides against a different body
  24071. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  24072. * @param func Callback that is executed on collision
  24073. */
  24074. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  24075. /**
  24076. * Unregisters the physics imposter on contact
  24077. * @param collideAgainst The physics object to collide against
  24078. * @param func Callback to execute on collision
  24079. */
  24080. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  24081. private _tmpQuat;
  24082. private _tmpQuat2;
  24083. /**
  24084. * Get the parent rotation
  24085. * @returns The parent rotation
  24086. */
  24087. getParentsRotation(): Quaternion;
  24088. /**
  24089. * this function is executed by the physics engine.
  24090. */
  24091. beforeStep: () => void;
  24092. /**
  24093. * this function is executed by the physics engine
  24094. */
  24095. afterStep: () => void;
  24096. /**
  24097. * Legacy collision detection event support
  24098. */
  24099. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  24100. /**
  24101. * event and body object due to cannon's event-based architecture.
  24102. */
  24103. onCollide: (e: {
  24104. body: any;
  24105. }) => void;
  24106. /**
  24107. * Apply a force
  24108. * @param force The force to apply
  24109. * @param contactPoint The contact point for the force
  24110. * @returns The physics imposter
  24111. */
  24112. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24113. /**
  24114. * Apply an impulse
  24115. * @param force The impulse force
  24116. * @param contactPoint The contact point for the impulse force
  24117. * @returns The physics imposter
  24118. */
  24119. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24120. /**
  24121. * A help function to create a joint
  24122. * @param otherImpostor A physics imposter used to create a joint
  24123. * @param jointType The type of joint
  24124. * @param jointData The data for the joint
  24125. * @returns The physics imposter
  24126. */
  24127. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  24128. /**
  24129. * Add a joint to this impostor with a different impostor
  24130. * @param otherImpostor A physics imposter used to add a joint
  24131. * @param joint The joint to add
  24132. * @returns The physics imposter
  24133. */
  24134. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  24135. /**
  24136. * Add an anchor to a cloth impostor
  24137. * @param otherImpostor rigid impostor to anchor to
  24138. * @param width ratio across width from 0 to 1
  24139. * @param height ratio up height from 0 to 1
  24140. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  24141. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  24142. * @returns impostor the soft imposter
  24143. */
  24144. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24145. /**
  24146. * Add a hook to a rope impostor
  24147. * @param otherImpostor rigid impostor to anchor to
  24148. * @param length ratio across rope from 0 to 1
  24149. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  24150. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  24151. * @returns impostor the rope imposter
  24152. */
  24153. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24154. /**
  24155. * Will keep this body still, in a sleep mode.
  24156. * @returns the physics imposter
  24157. */
  24158. sleep(): PhysicsImpostor;
  24159. /**
  24160. * Wake the body up.
  24161. * @returns The physics imposter
  24162. */
  24163. wakeUp(): PhysicsImpostor;
  24164. /**
  24165. * Clones the physics imposter
  24166. * @param newObject The physics imposter clones to this physics-enabled object
  24167. * @returns A nullable physics imposter
  24168. */
  24169. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  24170. /**
  24171. * Disposes the physics imposter
  24172. */
  24173. dispose(): void;
  24174. /**
  24175. * Sets the delta position
  24176. * @param position The delta position amount
  24177. */
  24178. setDeltaPosition(position: Vector3): void;
  24179. /**
  24180. * Sets the delta rotation
  24181. * @param rotation The delta rotation amount
  24182. */
  24183. setDeltaRotation(rotation: Quaternion): void;
  24184. /**
  24185. * Gets the box size of the physics imposter and stores the result in the input parameter
  24186. * @param result Stores the box size
  24187. * @returns The physics imposter
  24188. */
  24189. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  24190. /**
  24191. * Gets the radius of the physics imposter
  24192. * @returns Radius of the physics imposter
  24193. */
  24194. getRadius(): number;
  24195. /**
  24196. * Sync a bone with this impostor
  24197. * @param bone The bone to sync to the impostor.
  24198. * @param boneMesh The mesh that the bone is influencing.
  24199. * @param jointPivot The pivot of the joint / bone in local space.
  24200. * @param distToJoint Optional distance from the impostor to the joint.
  24201. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24202. */
  24203. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  24204. /**
  24205. * Sync impostor to a bone
  24206. * @param bone The bone that the impostor will be synced to.
  24207. * @param boneMesh The mesh that the bone is influencing.
  24208. * @param jointPivot The pivot of the joint / bone in local space.
  24209. * @param distToJoint Optional distance from the impostor to the joint.
  24210. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24211. * @param boneAxis Optional vector3 axis the bone is aligned with
  24212. */
  24213. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  24214. /**
  24215. * No-Imposter type
  24216. */
  24217. static NoImpostor: number;
  24218. /**
  24219. * Sphere-Imposter type
  24220. */
  24221. static SphereImpostor: number;
  24222. /**
  24223. * Box-Imposter type
  24224. */
  24225. static BoxImpostor: number;
  24226. /**
  24227. * Plane-Imposter type
  24228. */
  24229. static PlaneImpostor: number;
  24230. /**
  24231. * Mesh-imposter type
  24232. */
  24233. static MeshImpostor: number;
  24234. /**
  24235. * Capsule-Impostor type (Ammo.js plugin only)
  24236. */
  24237. static CapsuleImpostor: number;
  24238. /**
  24239. * Cylinder-Imposter type
  24240. */
  24241. static CylinderImpostor: number;
  24242. /**
  24243. * Particle-Imposter type
  24244. */
  24245. static ParticleImpostor: number;
  24246. /**
  24247. * Heightmap-Imposter type
  24248. */
  24249. static HeightmapImpostor: number;
  24250. /**
  24251. * ConvexHull-Impostor type (Ammo.js plugin only)
  24252. */
  24253. static ConvexHullImpostor: number;
  24254. /**
  24255. * Rope-Imposter type
  24256. */
  24257. static RopeImpostor: number;
  24258. /**
  24259. * Cloth-Imposter type
  24260. */
  24261. static ClothImpostor: number;
  24262. /**
  24263. * Softbody-Imposter type
  24264. */
  24265. static SoftbodyImpostor: number;
  24266. }
  24267. }
  24268. declare module "babylonjs/Meshes/mesh" {
  24269. import { Observable } from "babylonjs/Misc/observable";
  24270. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  24271. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  24272. import { Camera } from "babylonjs/Cameras/camera";
  24273. import { Scene } from "babylonjs/scene";
  24274. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  24275. import { Color4 } from "babylonjs/Maths/math.color";
  24276. import { Engine } from "babylonjs/Engines/engine";
  24277. import { Node } from "babylonjs/node";
  24278. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  24279. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  24280. import { Buffer } from "babylonjs/Meshes/buffer";
  24281. import { Geometry } from "babylonjs/Meshes/geometry";
  24282. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  24283. import { SubMesh } from "babylonjs/Meshes/subMesh";
  24284. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  24285. import { Effect } from "babylonjs/Materials/effect";
  24286. import { Material } from "babylonjs/Materials/material";
  24287. import { Skeleton } from "babylonjs/Bones/skeleton";
  24288. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  24289. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  24290. import { Path3D } from "babylonjs/Maths/math.path";
  24291. import { Plane } from "babylonjs/Maths/math.plane";
  24292. import { TransformNode } from "babylonjs/Meshes/transformNode";
  24293. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  24294. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  24295. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  24296. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  24297. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  24298. /**
  24299. * @hidden
  24300. **/
  24301. export class _CreationDataStorage {
  24302. closePath?: boolean;
  24303. closeArray?: boolean;
  24304. idx: number[];
  24305. dashSize: number;
  24306. gapSize: number;
  24307. path3D: Path3D;
  24308. pathArray: Vector3[][];
  24309. arc: number;
  24310. radius: number;
  24311. cap: number;
  24312. tessellation: number;
  24313. }
  24314. /**
  24315. * @hidden
  24316. **/
  24317. class _InstanceDataStorage {
  24318. visibleInstances: any;
  24319. batchCache: _InstancesBatch;
  24320. instancesBufferSize: number;
  24321. instancesBuffer: Nullable<Buffer>;
  24322. instancesData: Float32Array;
  24323. overridenInstanceCount: number;
  24324. isFrozen: boolean;
  24325. previousBatch: Nullable<_InstancesBatch>;
  24326. hardwareInstancedRendering: boolean;
  24327. sideOrientation: number;
  24328. }
  24329. /**
  24330. * @hidden
  24331. **/
  24332. export class _InstancesBatch {
  24333. mustReturn: boolean;
  24334. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  24335. renderSelf: boolean[];
  24336. hardwareInstancedRendering: boolean[];
  24337. }
  24338. /**
  24339. * Class used to represent renderable models
  24340. */
  24341. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  24342. /**
  24343. * Mesh side orientation : usually the external or front surface
  24344. */
  24345. static readonly FRONTSIDE: number;
  24346. /**
  24347. * Mesh side orientation : usually the internal or back surface
  24348. */
  24349. static readonly BACKSIDE: number;
  24350. /**
  24351. * Mesh side orientation : both internal and external or front and back surfaces
  24352. */
  24353. static readonly DOUBLESIDE: number;
  24354. /**
  24355. * Mesh side orientation : by default, `FRONTSIDE`
  24356. */
  24357. static readonly DEFAULTSIDE: number;
  24358. /**
  24359. * Mesh cap setting : no cap
  24360. */
  24361. static readonly NO_CAP: number;
  24362. /**
  24363. * Mesh cap setting : one cap at the beginning of the mesh
  24364. */
  24365. static readonly CAP_START: number;
  24366. /**
  24367. * Mesh cap setting : one cap at the end of the mesh
  24368. */
  24369. static readonly CAP_END: number;
  24370. /**
  24371. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24372. */
  24373. static readonly CAP_ALL: number;
  24374. /**
  24375. * Mesh pattern setting : no flip or rotate
  24376. */
  24377. static readonly NO_FLIP: number;
  24378. /**
  24379. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24380. */
  24381. static readonly FLIP_TILE: number;
  24382. /**
  24383. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24384. */
  24385. static readonly ROTATE_TILE: number;
  24386. /**
  24387. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24388. */
  24389. static readonly FLIP_ROW: number;
  24390. /**
  24391. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24392. */
  24393. static readonly ROTATE_ROW: number;
  24394. /**
  24395. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24396. */
  24397. static readonly FLIP_N_ROTATE_TILE: number;
  24398. /**
  24399. * Mesh pattern setting : rotate pattern and rotate
  24400. */
  24401. static readonly FLIP_N_ROTATE_ROW: number;
  24402. /**
  24403. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24404. */
  24405. static readonly CENTER: number;
  24406. /**
  24407. * Mesh tile positioning : part tiles on left
  24408. */
  24409. static readonly LEFT: number;
  24410. /**
  24411. * Mesh tile positioning : part tiles on right
  24412. */
  24413. static readonly RIGHT: number;
  24414. /**
  24415. * Mesh tile positioning : part tiles on top
  24416. */
  24417. static readonly TOP: number;
  24418. /**
  24419. * Mesh tile positioning : part tiles on bottom
  24420. */
  24421. static readonly BOTTOM: number;
  24422. /**
  24423. * Gets the default side orientation.
  24424. * @param orientation the orientation to value to attempt to get
  24425. * @returns the default orientation
  24426. * @hidden
  24427. */
  24428. static _GetDefaultSideOrientation(orientation?: number): number;
  24429. private _internalMeshDataInfo;
  24430. /**
  24431. * An event triggered before rendering the mesh
  24432. */
  24433. readonly onBeforeRenderObservable: Observable<Mesh>;
  24434. /**
  24435. * An event triggered before binding the mesh
  24436. */
  24437. readonly onBeforeBindObservable: Observable<Mesh>;
  24438. /**
  24439. * An event triggered after rendering the mesh
  24440. */
  24441. readonly onAfterRenderObservable: Observable<Mesh>;
  24442. /**
  24443. * An event triggered before drawing the mesh
  24444. */
  24445. readonly onBeforeDrawObservable: Observable<Mesh>;
  24446. private _onBeforeDrawObserver;
  24447. /**
  24448. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24449. */
  24450. onBeforeDraw: () => void;
  24451. readonly hasInstances: boolean;
  24452. /**
  24453. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24454. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24455. */
  24456. delayLoadState: number;
  24457. /**
  24458. * Gets the list of instances created from this mesh
  24459. * it is not supposed to be modified manually.
  24460. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24461. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24462. */
  24463. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24464. /**
  24465. * Gets the file containing delay loading data for this mesh
  24466. */
  24467. delayLoadingFile: string;
  24468. /** @hidden */
  24469. _binaryInfo: any;
  24470. /**
  24471. * User defined function used to change how LOD level selection is done
  24472. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24473. */
  24474. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24475. /**
  24476. * Gets or sets the morph target manager
  24477. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24478. */
  24479. morphTargetManager: Nullable<MorphTargetManager>;
  24480. /** @hidden */
  24481. _creationDataStorage: Nullable<_CreationDataStorage>;
  24482. /** @hidden */
  24483. _geometry: Nullable<Geometry>;
  24484. /** @hidden */
  24485. _delayInfo: Array<string>;
  24486. /** @hidden */
  24487. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24488. /** @hidden */
  24489. _instanceDataStorage: _InstanceDataStorage;
  24490. private _effectiveMaterial;
  24491. /** @hidden */
  24492. _shouldGenerateFlatShading: boolean;
  24493. /** @hidden */
  24494. _originalBuilderSideOrientation: number;
  24495. /**
  24496. * Use this property to change the original side orientation defined at construction time
  24497. */
  24498. overrideMaterialSideOrientation: Nullable<number>;
  24499. /**
  24500. * Gets the source mesh (the one used to clone this one from)
  24501. */
  24502. readonly source: Nullable<Mesh>;
  24503. /**
  24504. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24505. */
  24506. isUnIndexed: boolean;
  24507. /**
  24508. * @constructor
  24509. * @param name The value used by scene.getMeshByName() to do a lookup.
  24510. * @param scene The scene to add this mesh to.
  24511. * @param parent The parent of this mesh, if it has one
  24512. * @param source An optional Mesh from which geometry is shared, cloned.
  24513. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24514. * When false, achieved by calling a clone(), also passing False.
  24515. * This will make creation of children, recursive.
  24516. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24517. */
  24518. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24519. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  24520. doNotInstantiate: boolean;
  24521. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  24522. /**
  24523. * Gets the class name
  24524. * @returns the string "Mesh".
  24525. */
  24526. getClassName(): string;
  24527. /** @hidden */
  24528. readonly _isMesh: boolean;
  24529. /**
  24530. * Returns a description of this mesh
  24531. * @param fullDetails define if full details about this mesh must be used
  24532. * @returns a descriptive string representing this mesh
  24533. */
  24534. toString(fullDetails?: boolean): string;
  24535. /** @hidden */
  24536. _unBindEffect(): void;
  24537. /**
  24538. * Gets a boolean indicating if this mesh has LOD
  24539. */
  24540. readonly hasLODLevels: boolean;
  24541. /**
  24542. * Gets the list of MeshLODLevel associated with the current mesh
  24543. * @returns an array of MeshLODLevel
  24544. */
  24545. getLODLevels(): MeshLODLevel[];
  24546. private _sortLODLevels;
  24547. /**
  24548. * Add a mesh as LOD level triggered at the given distance.
  24549. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24550. * @param distance The distance from the center of the object to show this level
  24551. * @param mesh The mesh to be added as LOD level (can be null)
  24552. * @return This mesh (for chaining)
  24553. */
  24554. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24555. /**
  24556. * Returns the LOD level mesh at the passed distance or null if not found.
  24557. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24558. * @param distance The distance from the center of the object to show this level
  24559. * @returns a Mesh or `null`
  24560. */
  24561. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24562. /**
  24563. * Remove a mesh from the LOD array
  24564. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24565. * @param mesh defines the mesh to be removed
  24566. * @return This mesh (for chaining)
  24567. */
  24568. removeLODLevel(mesh: Mesh): Mesh;
  24569. /**
  24570. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24571. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24572. * @param camera defines the camera to use to compute distance
  24573. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24574. * @return This mesh (for chaining)
  24575. */
  24576. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24577. /**
  24578. * Gets the mesh internal Geometry object
  24579. */
  24580. readonly geometry: Nullable<Geometry>;
  24581. /**
  24582. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24583. * @returns the total number of vertices
  24584. */
  24585. getTotalVertices(): number;
  24586. /**
  24587. * Returns the content of an associated vertex buffer
  24588. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24589. * - VertexBuffer.PositionKind
  24590. * - VertexBuffer.UVKind
  24591. * - VertexBuffer.UV2Kind
  24592. * - VertexBuffer.UV3Kind
  24593. * - VertexBuffer.UV4Kind
  24594. * - VertexBuffer.UV5Kind
  24595. * - VertexBuffer.UV6Kind
  24596. * - VertexBuffer.ColorKind
  24597. * - VertexBuffer.MatricesIndicesKind
  24598. * - VertexBuffer.MatricesIndicesExtraKind
  24599. * - VertexBuffer.MatricesWeightsKind
  24600. * - VertexBuffer.MatricesWeightsExtraKind
  24601. * @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
  24602. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24603. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24604. */
  24605. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24606. /**
  24607. * Returns the mesh VertexBuffer object from the requested `kind`
  24608. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24609. * - VertexBuffer.PositionKind
  24610. * - VertexBuffer.NormalKind
  24611. * - VertexBuffer.UVKind
  24612. * - VertexBuffer.UV2Kind
  24613. * - VertexBuffer.UV3Kind
  24614. * - VertexBuffer.UV4Kind
  24615. * - VertexBuffer.UV5Kind
  24616. * - VertexBuffer.UV6Kind
  24617. * - VertexBuffer.ColorKind
  24618. * - VertexBuffer.MatricesIndicesKind
  24619. * - VertexBuffer.MatricesIndicesExtraKind
  24620. * - VertexBuffer.MatricesWeightsKind
  24621. * - VertexBuffer.MatricesWeightsExtraKind
  24622. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24623. */
  24624. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24625. /**
  24626. * Tests if a specific vertex buffer is associated with this mesh
  24627. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24628. * - VertexBuffer.PositionKind
  24629. * - VertexBuffer.NormalKind
  24630. * - VertexBuffer.UVKind
  24631. * - VertexBuffer.UV2Kind
  24632. * - VertexBuffer.UV3Kind
  24633. * - VertexBuffer.UV4Kind
  24634. * - VertexBuffer.UV5Kind
  24635. * - VertexBuffer.UV6Kind
  24636. * - VertexBuffer.ColorKind
  24637. * - VertexBuffer.MatricesIndicesKind
  24638. * - VertexBuffer.MatricesIndicesExtraKind
  24639. * - VertexBuffer.MatricesWeightsKind
  24640. * - VertexBuffer.MatricesWeightsExtraKind
  24641. * @returns a boolean
  24642. */
  24643. isVerticesDataPresent(kind: string): boolean;
  24644. /**
  24645. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24646. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24647. * - VertexBuffer.PositionKind
  24648. * - VertexBuffer.UVKind
  24649. * - VertexBuffer.UV2Kind
  24650. * - VertexBuffer.UV3Kind
  24651. * - VertexBuffer.UV4Kind
  24652. * - VertexBuffer.UV5Kind
  24653. * - VertexBuffer.UV6Kind
  24654. * - VertexBuffer.ColorKind
  24655. * - VertexBuffer.MatricesIndicesKind
  24656. * - VertexBuffer.MatricesIndicesExtraKind
  24657. * - VertexBuffer.MatricesWeightsKind
  24658. * - VertexBuffer.MatricesWeightsExtraKind
  24659. * @returns a boolean
  24660. */
  24661. isVertexBufferUpdatable(kind: string): boolean;
  24662. /**
  24663. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24664. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24665. * - VertexBuffer.PositionKind
  24666. * - VertexBuffer.NormalKind
  24667. * - VertexBuffer.UVKind
  24668. * - VertexBuffer.UV2Kind
  24669. * - VertexBuffer.UV3Kind
  24670. * - VertexBuffer.UV4Kind
  24671. * - VertexBuffer.UV5Kind
  24672. * - VertexBuffer.UV6Kind
  24673. * - VertexBuffer.ColorKind
  24674. * - VertexBuffer.MatricesIndicesKind
  24675. * - VertexBuffer.MatricesIndicesExtraKind
  24676. * - VertexBuffer.MatricesWeightsKind
  24677. * - VertexBuffer.MatricesWeightsExtraKind
  24678. * @returns an array of strings
  24679. */
  24680. getVerticesDataKinds(): string[];
  24681. /**
  24682. * Returns a positive integer : the total number of indices in this mesh geometry.
  24683. * @returns the numner of indices or zero if the mesh has no geometry.
  24684. */
  24685. getTotalIndices(): number;
  24686. /**
  24687. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24688. * @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.
  24689. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24690. * @returns the indices array or an empty array if the mesh has no geometry
  24691. */
  24692. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24693. readonly isBlocked: boolean;
  24694. /**
  24695. * Determine if the current mesh is ready to be rendered
  24696. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24697. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24698. * @returns true if all associated assets are ready (material, textures, shaders)
  24699. */
  24700. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24701. /**
  24702. * 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.
  24703. */
  24704. readonly areNormalsFrozen: boolean;
  24705. /**
  24706. * 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.
  24707. * @returns the current mesh
  24708. */
  24709. freezeNormals(): Mesh;
  24710. /**
  24711. * 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
  24712. * @returns the current mesh
  24713. */
  24714. unfreezeNormals(): Mesh;
  24715. /**
  24716. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24717. */
  24718. overridenInstanceCount: number;
  24719. /** @hidden */
  24720. _preActivate(): Mesh;
  24721. /** @hidden */
  24722. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24723. /** @hidden */
  24724. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24725. /**
  24726. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24727. * This means the mesh underlying bounding box and sphere are recomputed.
  24728. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24729. * @returns the current mesh
  24730. */
  24731. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24732. /** @hidden */
  24733. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24734. /**
  24735. * This function will subdivide the mesh into multiple submeshes
  24736. * @param count defines the expected number of submeshes
  24737. */
  24738. subdivide(count: number): void;
  24739. /**
  24740. * Copy a FloatArray into a specific associated vertex buffer
  24741. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24742. * - VertexBuffer.PositionKind
  24743. * - VertexBuffer.UVKind
  24744. * - VertexBuffer.UV2Kind
  24745. * - VertexBuffer.UV3Kind
  24746. * - VertexBuffer.UV4Kind
  24747. * - VertexBuffer.UV5Kind
  24748. * - VertexBuffer.UV6Kind
  24749. * - VertexBuffer.ColorKind
  24750. * - VertexBuffer.MatricesIndicesKind
  24751. * - VertexBuffer.MatricesIndicesExtraKind
  24752. * - VertexBuffer.MatricesWeightsKind
  24753. * - VertexBuffer.MatricesWeightsExtraKind
  24754. * @param data defines the data source
  24755. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24756. * @param stride defines the data stride size (can be null)
  24757. * @returns the current mesh
  24758. */
  24759. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24760. /**
  24761. * Delete a vertex buffer associated with this mesh
  24762. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  24763. * - VertexBuffer.PositionKind
  24764. * - VertexBuffer.UVKind
  24765. * - VertexBuffer.UV2Kind
  24766. * - VertexBuffer.UV3Kind
  24767. * - VertexBuffer.UV4Kind
  24768. * - VertexBuffer.UV5Kind
  24769. * - VertexBuffer.UV6Kind
  24770. * - VertexBuffer.ColorKind
  24771. * - VertexBuffer.MatricesIndicesKind
  24772. * - VertexBuffer.MatricesIndicesExtraKind
  24773. * - VertexBuffer.MatricesWeightsKind
  24774. * - VertexBuffer.MatricesWeightsExtraKind
  24775. */
  24776. removeVerticesData(kind: string): void;
  24777. /**
  24778. * Flags an associated vertex buffer as updatable
  24779. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24780. * - VertexBuffer.PositionKind
  24781. * - VertexBuffer.UVKind
  24782. * - VertexBuffer.UV2Kind
  24783. * - VertexBuffer.UV3Kind
  24784. * - VertexBuffer.UV4Kind
  24785. * - VertexBuffer.UV5Kind
  24786. * - VertexBuffer.UV6Kind
  24787. * - VertexBuffer.ColorKind
  24788. * - VertexBuffer.MatricesIndicesKind
  24789. * - VertexBuffer.MatricesIndicesExtraKind
  24790. * - VertexBuffer.MatricesWeightsKind
  24791. * - VertexBuffer.MatricesWeightsExtraKind
  24792. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24793. */
  24794. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24795. /**
  24796. * Sets the mesh global Vertex Buffer
  24797. * @param buffer defines the buffer to use
  24798. * @returns the current mesh
  24799. */
  24800. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24801. /**
  24802. * Update a specific associated vertex buffer
  24803. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24804. * - VertexBuffer.PositionKind
  24805. * - VertexBuffer.UVKind
  24806. * - VertexBuffer.UV2Kind
  24807. * - VertexBuffer.UV3Kind
  24808. * - VertexBuffer.UV4Kind
  24809. * - VertexBuffer.UV5Kind
  24810. * - VertexBuffer.UV6Kind
  24811. * - VertexBuffer.ColorKind
  24812. * - VertexBuffer.MatricesIndicesKind
  24813. * - VertexBuffer.MatricesIndicesExtraKind
  24814. * - VertexBuffer.MatricesWeightsKind
  24815. * - VertexBuffer.MatricesWeightsExtraKind
  24816. * @param data defines the data source
  24817. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24818. * @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)
  24819. * @returns the current mesh
  24820. */
  24821. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24822. /**
  24823. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24824. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24825. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24826. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24827. * @returns the current mesh
  24828. */
  24829. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24830. /**
  24831. * Creates a un-shared specific occurence of the geometry for the mesh.
  24832. * @returns the current mesh
  24833. */
  24834. makeGeometryUnique(): Mesh;
  24835. /**
  24836. * Set the index buffer of this mesh
  24837. * @param indices defines the source data
  24838. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24839. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24840. * @returns the current mesh
  24841. */
  24842. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  24843. /**
  24844. * Update the current index buffer
  24845. * @param indices defines the source data
  24846. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24847. * @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)
  24848. * @returns the current mesh
  24849. */
  24850. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  24851. /**
  24852. * Invert the geometry to move from a right handed system to a left handed one.
  24853. * @returns the current mesh
  24854. */
  24855. toLeftHanded(): Mesh;
  24856. /** @hidden */
  24857. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24858. /** @hidden */
  24859. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24860. /**
  24861. * Registers for this mesh a javascript function called just before the rendering process
  24862. * @param func defines the function to call before rendering this mesh
  24863. * @returns the current mesh
  24864. */
  24865. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24866. /**
  24867. * Disposes a previously registered javascript function called before the rendering
  24868. * @param func defines the function to remove
  24869. * @returns the current mesh
  24870. */
  24871. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24872. /**
  24873. * Registers for this mesh a javascript function called just after the rendering is complete
  24874. * @param func defines the function to call after rendering this mesh
  24875. * @returns the current mesh
  24876. */
  24877. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24878. /**
  24879. * Disposes a previously registered javascript function called after the rendering.
  24880. * @param func defines the function to remove
  24881. * @returns the current mesh
  24882. */
  24883. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24884. /** @hidden */
  24885. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24886. /** @hidden */
  24887. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24888. /** @hidden */
  24889. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  24890. /** @hidden */
  24891. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24892. /** @hidden */
  24893. _rebuild(): void;
  24894. /** @hidden */
  24895. _freeze(): void;
  24896. /** @hidden */
  24897. _unFreeze(): void;
  24898. /**
  24899. * 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
  24900. * @param subMesh defines the subMesh to render
  24901. * @param enableAlphaMode defines if alpha mode can be changed
  24902. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  24903. * @returns the current mesh
  24904. */
  24905. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  24906. private _onBeforeDraw;
  24907. /**
  24908. * Renormalize the mesh and patch it up if there are no weights
  24909. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24910. * However in the case of zero weights then we set just a single influence to 1.
  24911. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24912. */
  24913. cleanMatrixWeights(): void;
  24914. private normalizeSkinFourWeights;
  24915. private normalizeSkinWeightsAndExtra;
  24916. /**
  24917. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24918. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24919. * the user know there was an issue with importing the mesh
  24920. * @returns a validation object with skinned, valid and report string
  24921. */
  24922. validateSkinning(): {
  24923. skinned: boolean;
  24924. valid: boolean;
  24925. report: string;
  24926. };
  24927. /** @hidden */
  24928. _checkDelayState(): Mesh;
  24929. private _queueLoad;
  24930. /**
  24931. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24932. * A mesh is in the frustum if its bounding box intersects the frustum
  24933. * @param frustumPlanes defines the frustum to test
  24934. * @returns true if the mesh is in the frustum planes
  24935. */
  24936. isInFrustum(frustumPlanes: Plane[]): boolean;
  24937. /**
  24938. * Sets the mesh material by the material or multiMaterial `id` property
  24939. * @param id is a string identifying the material or the multiMaterial
  24940. * @returns the current mesh
  24941. */
  24942. setMaterialByID(id: string): Mesh;
  24943. /**
  24944. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24945. * @returns an array of IAnimatable
  24946. */
  24947. getAnimatables(): IAnimatable[];
  24948. /**
  24949. * Modifies the mesh geometry according to the passed transformation matrix.
  24950. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24951. * The mesh normals are modified using the same transformation.
  24952. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24953. * @param transform defines the transform matrix to use
  24954. * @see http://doc.babylonjs.com/resources/baking_transformations
  24955. * @returns the current mesh
  24956. */
  24957. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24958. /**
  24959. * Modifies the mesh geometry according to its own current World Matrix.
  24960. * The mesh World Matrix is then reset.
  24961. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24962. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24963. * @see http://doc.babylonjs.com/resources/baking_transformations
  24964. * @returns the current mesh
  24965. */
  24966. bakeCurrentTransformIntoVertices(): Mesh;
  24967. /** @hidden */
  24968. readonly _positions: Nullable<Vector3[]>;
  24969. /** @hidden */
  24970. _resetPointsArrayCache(): Mesh;
  24971. /** @hidden */
  24972. _generatePointsArray(): boolean;
  24973. /**
  24974. * Returns a new Mesh object generated from the current mesh properties.
  24975. * This method must not get confused with createInstance()
  24976. * @param name is a string, the name given to the new mesh
  24977. * @param newParent can be any Node object (default `null`)
  24978. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24979. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24980. * @returns a new mesh
  24981. */
  24982. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  24983. /**
  24984. * Releases resources associated with this mesh.
  24985. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24986. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24987. */
  24988. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24989. /** @hidden */
  24990. _disposeInstanceSpecificData(): void;
  24991. /**
  24992. * Modifies the mesh geometry according to a displacement map.
  24993. * 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.
  24994. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24995. * @param url is a string, the URL from the image file is to be downloaded.
  24996. * @param minHeight is the lower limit of the displacement.
  24997. * @param maxHeight is the upper limit of the displacement.
  24998. * @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.
  24999. * @param uvOffset is an optional vector2 used to offset UV.
  25000. * @param uvScale is an optional vector2 used to scale UV.
  25001. * @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.
  25002. * @returns the Mesh.
  25003. */
  25004. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25005. /**
  25006. * Modifies the mesh geometry according to a displacementMap buffer.
  25007. * 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.
  25008. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25009. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  25010. * @param heightMapWidth is the width of the buffer image.
  25011. * @param heightMapHeight is the height of the buffer image.
  25012. * @param minHeight is the lower limit of the displacement.
  25013. * @param maxHeight is the upper limit of the displacement.
  25014. * @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.
  25015. * @param uvOffset is an optional vector2 used to offset UV.
  25016. * @param uvScale is an optional vector2 used to scale UV.
  25017. * @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.
  25018. * @returns the Mesh.
  25019. */
  25020. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25021. /**
  25022. * Modify the mesh to get a flat shading rendering.
  25023. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  25024. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  25025. * @returns current mesh
  25026. */
  25027. convertToFlatShadedMesh(): Mesh;
  25028. /**
  25029. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  25030. * In other words, more vertices, no more indices and a single bigger VBO.
  25031. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  25032. * @returns current mesh
  25033. */
  25034. convertToUnIndexedMesh(): Mesh;
  25035. /**
  25036. * Inverses facet orientations.
  25037. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25038. * @param flipNormals will also inverts the normals
  25039. * @returns current mesh
  25040. */
  25041. flipFaces(flipNormals?: boolean): Mesh;
  25042. /**
  25043. * Increase the number of facets and hence vertices in a mesh
  25044. * Vertex normals are interpolated from existing vertex normals
  25045. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25046. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  25047. */
  25048. increaseVertices(numberPerEdge: number): void;
  25049. /**
  25050. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  25051. * This will undo any application of covertToFlatShadedMesh
  25052. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25053. */
  25054. forceSharedVertices(): void;
  25055. /** @hidden */
  25056. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  25057. /** @hidden */
  25058. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  25059. /**
  25060. * Creates a new InstancedMesh object from the mesh model.
  25061. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  25062. * @param name defines the name of the new instance
  25063. * @returns a new InstancedMesh
  25064. */
  25065. createInstance(name: string): InstancedMesh;
  25066. /**
  25067. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  25068. * After this call, all the mesh instances have the same submeshes than the current mesh.
  25069. * @returns the current mesh
  25070. */
  25071. synchronizeInstances(): Mesh;
  25072. /**
  25073. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  25074. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  25075. * This should be used together with the simplification to avoid disappearing triangles.
  25076. * @param successCallback an optional success callback to be called after the optimization finished.
  25077. * @returns the current mesh
  25078. */
  25079. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  25080. /**
  25081. * Serialize current mesh
  25082. * @param serializationObject defines the object which will receive the serialization data
  25083. */
  25084. serialize(serializationObject: any): void;
  25085. /** @hidden */
  25086. _syncGeometryWithMorphTargetManager(): void;
  25087. /** @hidden */
  25088. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  25089. /**
  25090. * Returns a new Mesh object parsed from the source provided.
  25091. * @param parsedMesh is the source
  25092. * @param scene defines the hosting scene
  25093. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  25094. * @returns a new Mesh
  25095. */
  25096. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  25097. /**
  25098. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  25099. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25100. * @param name defines the name of the mesh to create
  25101. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  25102. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  25103. * @param closePath creates a seam between the first and the last points of each path of the path array
  25104. * @param offset is taken in account only if the `pathArray` is containing a single path
  25105. * @param scene defines the hosting scene
  25106. * @param updatable defines if the mesh must be flagged as updatable
  25107. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25108. * @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)
  25109. * @returns a new Mesh
  25110. */
  25111. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25112. /**
  25113. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  25114. * @param name defines the name of the mesh to create
  25115. * @param radius sets the radius size (float) of the polygon (default 0.5)
  25116. * @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
  25117. * @param scene defines the hosting scene
  25118. * @param updatable defines if the mesh must be flagged as updatable
  25119. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25120. * @returns a new Mesh
  25121. */
  25122. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25123. /**
  25124. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  25125. * @param name defines the name of the mesh to create
  25126. * @param size sets the size (float) of each box side (default 1)
  25127. * @param scene defines the hosting scene
  25128. * @param updatable defines if the mesh must be flagged as updatable
  25129. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25130. * @returns a new Mesh
  25131. */
  25132. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25133. /**
  25134. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  25135. * @param name defines the name of the mesh to create
  25136. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25137. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25138. * @param scene defines the hosting scene
  25139. * @param updatable defines if the mesh must be flagged as updatable
  25140. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25141. * @returns a new Mesh
  25142. */
  25143. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25144. /**
  25145. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  25146. * @param name defines the name of the mesh to create
  25147. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25148. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25149. * @param scene defines the hosting scene
  25150. * @returns a new Mesh
  25151. */
  25152. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  25153. /**
  25154. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  25155. * @param name defines the name of the mesh to create
  25156. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  25157. * @param diameterTop set the top cap diameter (floats, default 1)
  25158. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  25159. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  25160. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  25161. * @param scene defines the hosting scene
  25162. * @param updatable defines if the mesh must be flagged as updatable
  25163. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25164. * @returns a new Mesh
  25165. */
  25166. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  25167. /**
  25168. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  25169. * @param name defines the name of the mesh to create
  25170. * @param diameter sets the diameter size (float) of the torus (default 1)
  25171. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  25172. * @param tessellation sets the number of torus sides (postive integer, default 16)
  25173. * @param scene defines the hosting scene
  25174. * @param updatable defines if the mesh must be flagged as updatable
  25175. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25176. * @returns a new Mesh
  25177. */
  25178. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25179. /**
  25180. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  25181. * @param name defines the name of the mesh to create
  25182. * @param radius sets the global radius size (float) of the torus knot (default 2)
  25183. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  25184. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  25185. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  25186. * @param p the number of windings on X axis (positive integers, default 2)
  25187. * @param q the number of windings on Y axis (positive integers, default 3)
  25188. * @param scene defines the hosting scene
  25189. * @param updatable defines if the mesh must be flagged as updatable
  25190. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25191. * @returns a new Mesh
  25192. */
  25193. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25194. /**
  25195. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  25196. * @param name defines the name of the mesh to create
  25197. * @param points is an array successive Vector3
  25198. * @param scene defines the hosting scene
  25199. * @param updatable defines if the mesh must be flagged as updatable
  25200. * @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).
  25201. * @returns a new Mesh
  25202. */
  25203. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  25204. /**
  25205. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  25206. * @param name defines the name of the mesh to create
  25207. * @param points is an array successive Vector3
  25208. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  25209. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  25210. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  25211. * @param scene defines the hosting scene
  25212. * @param updatable defines if the mesh must be flagged as updatable
  25213. * @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)
  25214. * @returns a new Mesh
  25215. */
  25216. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  25217. /**
  25218. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  25219. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  25220. * 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.
  25221. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25222. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  25223. * Remember you can only change the shape positions, not their number when updating a polygon.
  25224. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  25225. * @param name defines the name of the mesh to create
  25226. * @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
  25227. * @param scene defines the hosting scene
  25228. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25229. * @param updatable defines if the mesh must be flagged as updatable
  25230. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25231. * @param earcutInjection can be used to inject your own earcut reference
  25232. * @returns a new Mesh
  25233. */
  25234. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25235. /**
  25236. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  25237. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  25238. * @param name defines the name of the mesh to create
  25239. * @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
  25240. * @param depth defines the height of extrusion
  25241. * @param scene defines the hosting scene
  25242. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25243. * @param updatable defines if the mesh must be flagged as updatable
  25244. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25245. * @param earcutInjection can be used to inject your own earcut reference
  25246. * @returns a new Mesh
  25247. */
  25248. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25249. /**
  25250. * Creates an extruded shape mesh.
  25251. * 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
  25252. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25253. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25254. * @param name defines the name of the mesh to create
  25255. * @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
  25256. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25257. * @param scale is the value to scale the shape
  25258. * @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
  25259. * @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
  25260. * @param scene defines the hosting scene
  25261. * @param updatable defines if the mesh must be flagged as updatable
  25262. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25263. * @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)
  25264. * @returns a new Mesh
  25265. */
  25266. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25267. /**
  25268. * Creates an custom extruded shape mesh.
  25269. * The custom extrusion is a parametric shape.
  25270. * It has no predefined shape. Its final shape will depend on the input parameters.
  25271. * Please consider using the same method from the MeshBuilder class instead
  25272. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25273. * @param name defines the name of the mesh to create
  25274. * @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
  25275. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25276. * @param scaleFunction is a custom Javascript function called on each path point
  25277. * @param rotationFunction is a custom Javascript function called on each path point
  25278. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  25279. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  25280. * @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
  25281. * @param scene defines the hosting scene
  25282. * @param updatable defines if the mesh must be flagged as updatable
  25283. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25284. * @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)
  25285. * @returns a new Mesh
  25286. */
  25287. 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;
  25288. /**
  25289. * Creates lathe mesh.
  25290. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  25291. * Please consider using the same method from the MeshBuilder class instead
  25292. * @param name defines the name of the mesh to create
  25293. * @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
  25294. * @param radius is the radius value of the lathe
  25295. * @param tessellation is the side number of the lathe.
  25296. * @param scene defines the hosting scene
  25297. * @param updatable defines if the mesh must be flagged as updatable
  25298. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25299. * @returns a new Mesh
  25300. */
  25301. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25302. /**
  25303. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  25304. * @param name defines the name of the mesh to create
  25305. * @param size sets the size (float) of both sides of the plane at once (default 1)
  25306. * @param scene defines the hosting scene
  25307. * @param updatable defines if the mesh must be flagged as updatable
  25308. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25309. * @returns a new Mesh
  25310. */
  25311. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25312. /**
  25313. * Creates a ground mesh.
  25314. * Please consider using the same method from the MeshBuilder class instead
  25315. * @param name defines the name of the mesh to create
  25316. * @param width set the width of the ground
  25317. * @param height set the height of the ground
  25318. * @param subdivisions sets the number of subdivisions per side
  25319. * @param scene defines the hosting scene
  25320. * @param updatable defines if the mesh must be flagged as updatable
  25321. * @returns a new Mesh
  25322. */
  25323. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  25324. /**
  25325. * Creates a tiled ground mesh.
  25326. * Please consider using the same method from the MeshBuilder class instead
  25327. * @param name defines the name of the mesh to create
  25328. * @param xmin set the ground minimum X coordinate
  25329. * @param zmin set the ground minimum Y coordinate
  25330. * @param xmax set the ground maximum X coordinate
  25331. * @param zmax set the ground maximum Z coordinate
  25332. * @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
  25333. * @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
  25334. * @param scene defines the hosting scene
  25335. * @param updatable defines if the mesh must be flagged as updatable
  25336. * @returns a new Mesh
  25337. */
  25338. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  25339. w: number;
  25340. h: number;
  25341. }, precision: {
  25342. w: number;
  25343. h: number;
  25344. }, scene: Scene, updatable?: boolean): Mesh;
  25345. /**
  25346. * Creates a ground mesh from a height map.
  25347. * Please consider using the same method from the MeshBuilder class instead
  25348. * @see http://doc.babylonjs.com/babylon101/height_map
  25349. * @param name defines the name of the mesh to create
  25350. * @param url sets the URL of the height map image resource
  25351. * @param width set the ground width size
  25352. * @param height set the ground height size
  25353. * @param subdivisions sets the number of subdivision per side
  25354. * @param minHeight is the minimum altitude on the ground
  25355. * @param maxHeight is the maximum altitude on the ground
  25356. * @param scene defines the hosting scene
  25357. * @param updatable defines if the mesh must be flagged as updatable
  25358. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  25359. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  25360. * @returns a new Mesh
  25361. */
  25362. 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;
  25363. /**
  25364. * Creates a tube mesh.
  25365. * The tube is a parametric shape.
  25366. * It has no predefined shape. Its final shape will depend on the input parameters.
  25367. * Please consider using the same method from the MeshBuilder class instead
  25368. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25369. * @param name defines the name of the mesh to create
  25370. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  25371. * @param radius sets the tube radius size
  25372. * @param tessellation is the number of sides on the tubular surface
  25373. * @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
  25374. * @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
  25375. * @param scene defines the hosting scene
  25376. * @param updatable defines if the mesh must be flagged as updatable
  25377. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25378. * @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)
  25379. * @returns a new Mesh
  25380. */
  25381. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  25382. (i: number, distance: number): number;
  25383. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25384. /**
  25385. * Creates a polyhedron mesh.
  25386. * Please consider using the same method from the MeshBuilder class instead.
  25387. * * 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
  25388. * * The parameter `size` (positive float, default 1) sets the polygon size
  25389. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25390. * * 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`
  25391. * * 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
  25392. * * 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)`)
  25393. * * 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
  25394. * * 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
  25395. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25396. * * If you create a double-sided mesh, you can choose what parts of 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
  25397. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25398. * @param name defines the name of the mesh to create
  25399. * @param options defines the options used to create the mesh
  25400. * @param scene defines the hosting scene
  25401. * @returns a new Mesh
  25402. */
  25403. static CreatePolyhedron(name: string, options: {
  25404. type?: number;
  25405. size?: number;
  25406. sizeX?: number;
  25407. sizeY?: number;
  25408. sizeZ?: number;
  25409. custom?: any;
  25410. faceUV?: Vector4[];
  25411. faceColors?: Color4[];
  25412. updatable?: boolean;
  25413. sideOrientation?: number;
  25414. }, scene: Scene): Mesh;
  25415. /**
  25416. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25417. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25418. * * 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`)
  25419. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25420. * * 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
  25421. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25422. * * If you create a double-sided mesh, you can choose what parts of 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
  25423. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25424. * @param name defines the name of the mesh
  25425. * @param options defines the options used to create the mesh
  25426. * @param scene defines the hosting scene
  25427. * @returns a new Mesh
  25428. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25429. */
  25430. static CreateIcoSphere(name: string, options: {
  25431. radius?: number;
  25432. flat?: boolean;
  25433. subdivisions?: number;
  25434. sideOrientation?: number;
  25435. updatable?: boolean;
  25436. }, scene: Scene): Mesh;
  25437. /**
  25438. * Creates a decal mesh.
  25439. * Please consider using the same method from the MeshBuilder class instead.
  25440. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25441. * @param name defines the name of the mesh
  25442. * @param sourceMesh defines the mesh receiving the decal
  25443. * @param position sets the position of the decal in world coordinates
  25444. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25445. * @param size sets the decal scaling
  25446. * @param angle sets the angle to rotate the decal
  25447. * @returns a new Mesh
  25448. */
  25449. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25450. /**
  25451. * Prepare internal position array for software CPU skinning
  25452. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25453. */
  25454. setPositionsForCPUSkinning(): Float32Array;
  25455. /**
  25456. * Prepare internal normal array for software CPU skinning
  25457. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25458. */
  25459. setNormalsForCPUSkinning(): Float32Array;
  25460. /**
  25461. * Updates the vertex buffer by applying transformation from the bones
  25462. * @param skeleton defines the skeleton to apply to current mesh
  25463. * @returns the current mesh
  25464. */
  25465. applySkeleton(skeleton: Skeleton): Mesh;
  25466. /**
  25467. * 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
  25468. * @param meshes defines the list of meshes to scan
  25469. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25470. */
  25471. static MinMax(meshes: AbstractMesh[]): {
  25472. min: Vector3;
  25473. max: Vector3;
  25474. };
  25475. /**
  25476. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25477. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25478. * @returns a vector3
  25479. */
  25480. static Center(meshesOrMinMaxVector: {
  25481. min: Vector3;
  25482. max: Vector3;
  25483. } | AbstractMesh[]): Vector3;
  25484. /**
  25485. * Merge the array of meshes into a single mesh for performance reasons.
  25486. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25487. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25488. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25489. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25490. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25491. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25492. * @returns a new mesh
  25493. */
  25494. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25495. /** @hidden */
  25496. addInstance(instance: InstancedMesh): void;
  25497. /** @hidden */
  25498. removeInstance(instance: InstancedMesh): void;
  25499. }
  25500. }
  25501. declare module "babylonjs/Cameras/camera" {
  25502. import { SmartArray } from "babylonjs/Misc/smartArray";
  25503. import { Observable } from "babylonjs/Misc/observable";
  25504. import { Nullable } from "babylonjs/types";
  25505. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25506. import { Scene } from "babylonjs/scene";
  25507. import { Matrix, Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  25508. import { Node } from "babylonjs/node";
  25509. import { Mesh } from "babylonjs/Meshes/mesh";
  25510. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25511. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25512. import { Viewport } from "babylonjs/Maths/math.viewport";
  25513. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25514. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25515. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25516. import { Ray } from "babylonjs/Culling/ray";
  25517. /**
  25518. * This is the base class of all the camera used in the application.
  25519. * @see http://doc.babylonjs.com/features/cameras
  25520. */
  25521. export class Camera extends Node {
  25522. /** @hidden */
  25523. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25524. /**
  25525. * This is the default projection mode used by the cameras.
  25526. * It helps recreating a feeling of perspective and better appreciate depth.
  25527. * This is the best way to simulate real life cameras.
  25528. */
  25529. static readonly PERSPECTIVE_CAMERA: number;
  25530. /**
  25531. * This helps creating camera with an orthographic mode.
  25532. * 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.
  25533. */
  25534. static readonly ORTHOGRAPHIC_CAMERA: number;
  25535. /**
  25536. * This is the default FOV mode for perspective cameras.
  25537. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25538. */
  25539. static readonly FOVMODE_VERTICAL_FIXED: number;
  25540. /**
  25541. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25542. */
  25543. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25544. /**
  25545. * This specifies ther is no need for a camera rig.
  25546. * Basically only one eye is rendered corresponding to the camera.
  25547. */
  25548. static readonly RIG_MODE_NONE: number;
  25549. /**
  25550. * Simulates a camera Rig with one blue eye and one red eye.
  25551. * This can be use with 3d blue and red glasses.
  25552. */
  25553. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25554. /**
  25555. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25556. */
  25557. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25558. /**
  25559. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25560. */
  25561. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25562. /**
  25563. * Defines that both eyes of the camera will be rendered over under each other.
  25564. */
  25565. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25566. /**
  25567. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25568. */
  25569. static readonly RIG_MODE_VR: number;
  25570. /**
  25571. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25572. */
  25573. static readonly RIG_MODE_WEBVR: number;
  25574. /**
  25575. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25576. */
  25577. static readonly RIG_MODE_CUSTOM: number;
  25578. /**
  25579. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25580. */
  25581. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25582. /**
  25583. * Define the input manager associated with the camera.
  25584. */
  25585. inputs: CameraInputsManager<Camera>;
  25586. /** @hidden */
  25587. _position: Vector3;
  25588. /**
  25589. * Define the current local position of the camera in the scene
  25590. */
  25591. position: Vector3;
  25592. /**
  25593. * The vector the camera should consider as up.
  25594. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25595. */
  25596. upVector: Vector3;
  25597. /**
  25598. * Define the current limit on the left side for an orthographic camera
  25599. * In scene unit
  25600. */
  25601. orthoLeft: Nullable<number>;
  25602. /**
  25603. * Define the current limit on the right side for an orthographic camera
  25604. * In scene unit
  25605. */
  25606. orthoRight: Nullable<number>;
  25607. /**
  25608. * Define the current limit on the bottom side for an orthographic camera
  25609. * In scene unit
  25610. */
  25611. orthoBottom: Nullable<number>;
  25612. /**
  25613. * Define the current limit on the top side for an orthographic camera
  25614. * In scene unit
  25615. */
  25616. orthoTop: Nullable<number>;
  25617. /**
  25618. * Field Of View is set in Radians. (default is 0.8)
  25619. */
  25620. fov: number;
  25621. /**
  25622. * Define the minimum distance the camera can see from.
  25623. * This is important to note that the depth buffer are not infinite and the closer it starts
  25624. * the more your scene might encounter depth fighting issue.
  25625. */
  25626. minZ: number;
  25627. /**
  25628. * Define the maximum distance the camera can see to.
  25629. * This is important to note that the depth buffer are not infinite and the further it end
  25630. * the more your scene might encounter depth fighting issue.
  25631. */
  25632. maxZ: number;
  25633. /**
  25634. * Define the default inertia of the camera.
  25635. * This helps giving a smooth feeling to the camera movement.
  25636. */
  25637. inertia: number;
  25638. /**
  25639. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25640. */
  25641. mode: number;
  25642. /**
  25643. * Define wether the camera is intermediate.
  25644. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25645. */
  25646. isIntermediate: boolean;
  25647. /**
  25648. * Define the viewport of the camera.
  25649. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25650. */
  25651. viewport: Viewport;
  25652. /**
  25653. * Restricts the camera to viewing objects with the same layerMask.
  25654. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25655. */
  25656. layerMask: number;
  25657. /**
  25658. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25659. */
  25660. fovMode: number;
  25661. /**
  25662. * Rig mode of the camera.
  25663. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25664. * This is normally controlled byt the camera themselves as internal use.
  25665. */
  25666. cameraRigMode: number;
  25667. /**
  25668. * Defines the distance between both "eyes" in case of a RIG
  25669. */
  25670. interaxialDistance: number;
  25671. /**
  25672. * Defines if stereoscopic rendering is done side by side or over under.
  25673. */
  25674. isStereoscopicSideBySide: boolean;
  25675. /**
  25676. * 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
  25677. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25678. * else in the scene. (Eg. security camera)
  25679. *
  25680. * 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)
  25681. */
  25682. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25683. /**
  25684. * When set, the camera will render to this render target instead of the default canvas
  25685. *
  25686. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25687. */
  25688. outputRenderTarget: Nullable<RenderTargetTexture>;
  25689. /**
  25690. * Observable triggered when the camera view matrix has changed.
  25691. */
  25692. onViewMatrixChangedObservable: Observable<Camera>;
  25693. /**
  25694. * Observable triggered when the camera Projection matrix has changed.
  25695. */
  25696. onProjectionMatrixChangedObservable: Observable<Camera>;
  25697. /**
  25698. * Observable triggered when the inputs have been processed.
  25699. */
  25700. onAfterCheckInputsObservable: Observable<Camera>;
  25701. /**
  25702. * Observable triggered when reset has been called and applied to the camera.
  25703. */
  25704. onRestoreStateObservable: Observable<Camera>;
  25705. /** @hidden */
  25706. _cameraRigParams: any;
  25707. /** @hidden */
  25708. _rigCameras: Camera[];
  25709. /** @hidden */
  25710. _rigPostProcess: Nullable<PostProcess>;
  25711. protected _webvrViewMatrix: Matrix;
  25712. /** @hidden */
  25713. _skipRendering: boolean;
  25714. /** @hidden */
  25715. _projectionMatrix: Matrix;
  25716. /** @hidden */
  25717. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25718. /** @hidden */
  25719. _activeMeshes: SmartArray<AbstractMesh>;
  25720. protected _globalPosition: Vector3;
  25721. /** @hidden */
  25722. _computedViewMatrix: Matrix;
  25723. private _doNotComputeProjectionMatrix;
  25724. private _transformMatrix;
  25725. private _frustumPlanes;
  25726. private _refreshFrustumPlanes;
  25727. private _storedFov;
  25728. private _stateStored;
  25729. /**
  25730. * Instantiates a new camera object.
  25731. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25732. * @see http://doc.babylonjs.com/features/cameras
  25733. * @param name Defines the name of the camera in the scene
  25734. * @param position Defines the position of the camera
  25735. * @param scene Defines the scene the camera belongs too
  25736. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25737. */
  25738. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25739. /**
  25740. * Store current camera state (fov, position, etc..)
  25741. * @returns the camera
  25742. */
  25743. storeState(): Camera;
  25744. /**
  25745. * Restores the camera state values if it has been stored. You must call storeState() first
  25746. */
  25747. protected _restoreStateValues(): boolean;
  25748. /**
  25749. * Restored camera state. You must call storeState() first.
  25750. * @returns true if restored and false otherwise
  25751. */
  25752. restoreState(): boolean;
  25753. /**
  25754. * Gets the class name of the camera.
  25755. * @returns the class name
  25756. */
  25757. getClassName(): string;
  25758. /** @hidden */
  25759. readonly _isCamera: boolean;
  25760. /**
  25761. * Gets a string representation of the camera useful for debug purpose.
  25762. * @param fullDetails Defines that a more verboe level of logging is required
  25763. * @returns the string representation
  25764. */
  25765. toString(fullDetails?: boolean): string;
  25766. /**
  25767. * Gets the current world space position of the camera.
  25768. */
  25769. readonly globalPosition: Vector3;
  25770. /**
  25771. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25772. * @returns the active meshe list
  25773. */
  25774. getActiveMeshes(): SmartArray<AbstractMesh>;
  25775. /**
  25776. * Check wether a mesh is part of the current active mesh list of the camera
  25777. * @param mesh Defines the mesh to check
  25778. * @returns true if active, false otherwise
  25779. */
  25780. isActiveMesh(mesh: Mesh): boolean;
  25781. /**
  25782. * Is this camera ready to be used/rendered
  25783. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25784. * @return true if the camera is ready
  25785. */
  25786. isReady(completeCheck?: boolean): boolean;
  25787. /** @hidden */
  25788. _initCache(): void;
  25789. /** @hidden */
  25790. _updateCache(ignoreParentClass?: boolean): void;
  25791. /** @hidden */
  25792. _isSynchronized(): boolean;
  25793. /** @hidden */
  25794. _isSynchronizedViewMatrix(): boolean;
  25795. /** @hidden */
  25796. _isSynchronizedProjectionMatrix(): boolean;
  25797. /**
  25798. * Attach the input controls to a specific dom element to get the input from.
  25799. * @param element Defines the element the controls should be listened from
  25800. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25801. */
  25802. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25803. /**
  25804. * Detach the current controls from the specified dom element.
  25805. * @param element Defines the element to stop listening the inputs from
  25806. */
  25807. detachControl(element: HTMLElement): void;
  25808. /**
  25809. * Update the camera state according to the different inputs gathered during the frame.
  25810. */
  25811. update(): void;
  25812. /** @hidden */
  25813. _checkInputs(): void;
  25814. /** @hidden */
  25815. readonly rigCameras: Camera[];
  25816. /**
  25817. * Gets the post process used by the rig cameras
  25818. */
  25819. readonly rigPostProcess: Nullable<PostProcess>;
  25820. /**
  25821. * Internal, gets the first post proces.
  25822. * @returns the first post process to be run on this camera.
  25823. */
  25824. _getFirstPostProcess(): Nullable<PostProcess>;
  25825. private _cascadePostProcessesToRigCams;
  25826. /**
  25827. * Attach a post process to the camera.
  25828. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25829. * @param postProcess The post process to attach to the camera
  25830. * @param insertAt The position of the post process in case several of them are in use in the scene
  25831. * @returns the position the post process has been inserted at
  25832. */
  25833. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25834. /**
  25835. * Detach a post process to the camera.
  25836. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25837. * @param postProcess The post process to detach from the camera
  25838. */
  25839. detachPostProcess(postProcess: PostProcess): void;
  25840. /**
  25841. * Gets the current world matrix of the camera
  25842. */
  25843. getWorldMatrix(): Matrix;
  25844. /** @hidden */
  25845. _getViewMatrix(): Matrix;
  25846. /**
  25847. * Gets the current view matrix of the camera.
  25848. * @param force forces the camera to recompute the matrix without looking at the cached state
  25849. * @returns the view matrix
  25850. */
  25851. getViewMatrix(force?: boolean): Matrix;
  25852. /**
  25853. * Freeze the projection matrix.
  25854. * It will prevent the cache check of the camera projection compute and can speed up perf
  25855. * if no parameter of the camera are meant to change
  25856. * @param projection Defines manually a projection if necessary
  25857. */
  25858. freezeProjectionMatrix(projection?: Matrix): void;
  25859. /**
  25860. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25861. */
  25862. unfreezeProjectionMatrix(): void;
  25863. /**
  25864. * Gets the current projection matrix of the camera.
  25865. * @param force forces the camera to recompute the matrix without looking at the cached state
  25866. * @returns the projection matrix
  25867. */
  25868. getProjectionMatrix(force?: boolean): Matrix;
  25869. /**
  25870. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25871. * @returns a Matrix
  25872. */
  25873. getTransformationMatrix(): Matrix;
  25874. private _updateFrustumPlanes;
  25875. /**
  25876. * Checks if a cullable object (mesh...) is in the camera frustum
  25877. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25878. * @param target The object to check
  25879. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25880. * @returns true if the object is in frustum otherwise false
  25881. */
  25882. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25883. /**
  25884. * Checks if a cullable object (mesh...) is in the camera frustum
  25885. * Unlike isInFrustum this cheks the full bounding box
  25886. * @param target The object to check
  25887. * @returns true if the object is in frustum otherwise false
  25888. */
  25889. isCompletelyInFrustum(target: ICullable): boolean;
  25890. /**
  25891. * Gets a ray in the forward direction from the camera.
  25892. * @param length Defines the length of the ray to create
  25893. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25894. * @param origin Defines the start point of the ray which defaults to the camera position
  25895. * @returns the forward ray
  25896. */
  25897. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25898. /**
  25899. * Releases resources associated with this node.
  25900. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25901. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25902. */
  25903. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25904. /** @hidden */
  25905. _isLeftCamera: boolean;
  25906. /**
  25907. * Gets the left camera of a rig setup in case of Rigged Camera
  25908. */
  25909. readonly isLeftCamera: boolean;
  25910. /** @hidden */
  25911. _isRightCamera: boolean;
  25912. /**
  25913. * Gets the right camera of a rig setup in case of Rigged Camera
  25914. */
  25915. readonly isRightCamera: boolean;
  25916. /**
  25917. * Gets the left camera of a rig setup in case of Rigged Camera
  25918. */
  25919. readonly leftCamera: Nullable<FreeCamera>;
  25920. /**
  25921. * Gets the right camera of a rig setup in case of Rigged Camera
  25922. */
  25923. readonly rightCamera: Nullable<FreeCamera>;
  25924. /**
  25925. * Gets the left camera target of a rig setup in case of Rigged Camera
  25926. * @returns the target position
  25927. */
  25928. getLeftTarget(): Nullable<Vector3>;
  25929. /**
  25930. * Gets the right camera target of a rig setup in case of Rigged Camera
  25931. * @returns the target position
  25932. */
  25933. getRightTarget(): Nullable<Vector3>;
  25934. /**
  25935. * @hidden
  25936. */
  25937. setCameraRigMode(mode: number, rigParams: any): void;
  25938. /** @hidden */
  25939. static _setStereoscopicRigMode(camera: Camera): void;
  25940. /** @hidden */
  25941. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25942. /** @hidden */
  25943. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25944. /** @hidden */
  25945. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25946. /** @hidden */
  25947. _getVRProjectionMatrix(): Matrix;
  25948. protected _updateCameraRotationMatrix(): void;
  25949. protected _updateWebVRCameraRotationMatrix(): void;
  25950. /**
  25951. * This function MUST be overwritten by the different WebVR cameras available.
  25952. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25953. * @hidden
  25954. */
  25955. _getWebVRProjectionMatrix(): Matrix;
  25956. /**
  25957. * This function MUST be overwritten by the different WebVR cameras available.
  25958. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25959. * @hidden
  25960. */
  25961. _getWebVRViewMatrix(): Matrix;
  25962. /** @hidden */
  25963. setCameraRigParameter(name: string, value: any): void;
  25964. /**
  25965. * needs to be overridden by children so sub has required properties to be copied
  25966. * @hidden
  25967. */
  25968. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25969. /**
  25970. * May need to be overridden by children
  25971. * @hidden
  25972. */
  25973. _updateRigCameras(): void;
  25974. /** @hidden */
  25975. _setupInputs(): void;
  25976. /**
  25977. * Serialiaze the camera setup to a json represention
  25978. * @returns the JSON representation
  25979. */
  25980. serialize(): any;
  25981. /**
  25982. * Clones the current camera.
  25983. * @param name The cloned camera name
  25984. * @returns the cloned camera
  25985. */
  25986. clone(name: string): Camera;
  25987. /**
  25988. * Gets the direction of the camera relative to a given local axis.
  25989. * @param localAxis Defines the reference axis to provide a relative direction.
  25990. * @return the direction
  25991. */
  25992. getDirection(localAxis: Vector3): Vector3;
  25993. /**
  25994. * Returns the current camera absolute rotation
  25995. */
  25996. readonly absoluteRotation: Quaternion;
  25997. /**
  25998. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25999. * @param localAxis Defines the reference axis to provide a relative direction.
  26000. * @param result Defines the vector to store the result in
  26001. */
  26002. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  26003. /**
  26004. * Gets a camera constructor for a given camera type
  26005. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  26006. * @param name The name of the camera the result will be able to instantiate
  26007. * @param scene The scene the result will construct the camera in
  26008. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  26009. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  26010. * @returns a factory method to construc the camera
  26011. */
  26012. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  26013. /**
  26014. * Compute the world matrix of the camera.
  26015. * @returns the camera world matrix
  26016. */
  26017. computeWorldMatrix(): Matrix;
  26018. /**
  26019. * Parse a JSON and creates the camera from the parsed information
  26020. * @param parsedCamera The JSON to parse
  26021. * @param scene The scene to instantiate the camera in
  26022. * @returns the newly constructed camera
  26023. */
  26024. static Parse(parsedCamera: any, scene: Scene): Camera;
  26025. }
  26026. }
  26027. declare module "babylonjs/Meshes/Builders/discBuilder" {
  26028. import { Nullable } from "babylonjs/types";
  26029. import { Scene } from "babylonjs/scene";
  26030. import { Vector4 } from "babylonjs/Maths/math.vector";
  26031. import { Mesh } from "babylonjs/Meshes/mesh";
  26032. /**
  26033. * Class containing static functions to help procedurally build meshes
  26034. */
  26035. export class DiscBuilder {
  26036. /**
  26037. * Creates a plane polygonal mesh. By default, this is a disc
  26038. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  26039. * * 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
  26040. * * 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
  26041. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  26042. * * If you create a double-sided mesh, you can choose what parts of 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
  26043. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  26044. * @param name defines the name of the mesh
  26045. * @param options defines the options used to create the mesh
  26046. * @param scene defines the hosting scene
  26047. * @returns the plane polygonal mesh
  26048. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  26049. */
  26050. static CreateDisc(name: string, options: {
  26051. radius?: number;
  26052. tessellation?: number;
  26053. arc?: number;
  26054. updatable?: boolean;
  26055. sideOrientation?: number;
  26056. frontUVs?: Vector4;
  26057. backUVs?: Vector4;
  26058. }, scene?: Nullable<Scene>): Mesh;
  26059. }
  26060. }
  26061. declare module "babylonjs/Particles/solidParticleSystem" {
  26062. import { Vector3 } from "babylonjs/Maths/math.vector";
  26063. import { Mesh } from "babylonjs/Meshes/mesh";
  26064. import { Scene, IDisposable } from "babylonjs/scene";
  26065. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  26066. /**
  26067. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  26068. *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.
  26069. * The SPS is also a particle system. It provides some methods to manage the particles.
  26070. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  26071. *
  26072. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  26073. */
  26074. export class SolidParticleSystem implements IDisposable {
  26075. /**
  26076. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  26077. * Example : var p = SPS.particles[i];
  26078. */
  26079. particles: SolidParticle[];
  26080. /**
  26081. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  26082. */
  26083. nbParticles: number;
  26084. /**
  26085. * If the particles must ever face the camera (default false). Useful for planar particles.
  26086. */
  26087. billboard: boolean;
  26088. /**
  26089. * Recompute normals when adding a shape
  26090. */
  26091. recomputeNormals: boolean;
  26092. /**
  26093. * This a counter ofr your own usage. It's not set by any SPS functions.
  26094. */
  26095. counter: number;
  26096. /**
  26097. * The SPS name. This name is also given to the underlying mesh.
  26098. */
  26099. name: string;
  26100. /**
  26101. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  26102. */
  26103. mesh: Mesh;
  26104. /**
  26105. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  26106. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  26107. */
  26108. vars: any;
  26109. /**
  26110. * This array is populated when the SPS is set as 'pickable'.
  26111. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  26112. * Each element of this array is an object `{idx: int, faceId: int}`.
  26113. * `idx` is the picked particle index in the `SPS.particles` array
  26114. * `faceId` is the picked face index counted within this particle.
  26115. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  26116. */
  26117. pickedParticles: {
  26118. idx: number;
  26119. faceId: number;
  26120. }[];
  26121. /**
  26122. * This array is populated when `enableDepthSort` is set to true.
  26123. * Each element of this array is an instance of the class DepthSortedParticle.
  26124. */
  26125. depthSortedParticles: DepthSortedParticle[];
  26126. /**
  26127. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  26128. * @hidden
  26129. */
  26130. _bSphereOnly: boolean;
  26131. /**
  26132. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  26133. * @hidden
  26134. */
  26135. _bSphereRadiusFactor: number;
  26136. private _scene;
  26137. private _positions;
  26138. private _indices;
  26139. private _normals;
  26140. private _colors;
  26141. private _uvs;
  26142. private _indices32;
  26143. private _positions32;
  26144. private _normals32;
  26145. private _fixedNormal32;
  26146. private _colors32;
  26147. private _uvs32;
  26148. private _index;
  26149. private _updatable;
  26150. private _pickable;
  26151. private _isVisibilityBoxLocked;
  26152. private _alwaysVisible;
  26153. private _depthSort;
  26154. private _expandable;
  26155. private _shapeCounter;
  26156. private _copy;
  26157. private _color;
  26158. private _computeParticleColor;
  26159. private _computeParticleTexture;
  26160. private _computeParticleRotation;
  26161. private _computeParticleVertex;
  26162. private _computeBoundingBox;
  26163. private _depthSortParticles;
  26164. private _camera;
  26165. private _mustUnrotateFixedNormals;
  26166. private _particlesIntersect;
  26167. private _needs32Bits;
  26168. private _isNotBuilt;
  26169. /**
  26170. * Creates a SPS (Solid Particle System) object.
  26171. * @param name (String) is the SPS name, this will be the underlying mesh name.
  26172. * @param scene (Scene) is the scene in which the SPS is added.
  26173. * @param options defines the options of the sps e.g.
  26174. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  26175. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  26176. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  26177. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  26178. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  26179. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  26180. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  26181. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  26182. */
  26183. constructor(name: string, scene: Scene, options?: {
  26184. updatable?: boolean;
  26185. isPickable?: boolean;
  26186. enableDepthSort?: boolean;
  26187. particleIntersection?: boolean;
  26188. boundingSphereOnly?: boolean;
  26189. bSphereRadiusFactor?: number;
  26190. expandable?: boolean;
  26191. });
  26192. /**
  26193. * Builds the SPS underlying mesh. Returns a standard Mesh.
  26194. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  26195. * @returns the created mesh
  26196. */
  26197. buildMesh(): Mesh;
  26198. /**
  26199. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  26200. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  26201. * Thus the particles generated from `digest()` have their property `position` set yet.
  26202. * @param mesh ( Mesh ) is the mesh to be digested
  26203. * @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
  26204. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  26205. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  26206. * @returns the current SPS
  26207. */
  26208. digest(mesh: Mesh, options?: {
  26209. facetNb?: number;
  26210. number?: number;
  26211. delta?: number;
  26212. }): SolidParticleSystem;
  26213. private _unrotateFixedNormals;
  26214. private _resetCopy;
  26215. private _meshBuilder;
  26216. private _posToShape;
  26217. private _uvsToShapeUV;
  26218. private _addParticle;
  26219. /**
  26220. * Adds some particles to the SPS from the model shape. Returns the shape id.
  26221. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  26222. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  26223. * @param nb (positive integer) the number of particles to be created from this model
  26224. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  26225. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  26226. * @returns the number of shapes in the system
  26227. */
  26228. addShape(mesh: Mesh, nb: number, options?: {
  26229. positionFunction?: any;
  26230. vertexFunction?: any;
  26231. }): number;
  26232. private _rebuildParticle;
  26233. /**
  26234. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  26235. * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.
  26236. * @returns the SPS.
  26237. */
  26238. rebuildMesh(reset?: boolean): SolidParticleSystem;
  26239. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  26240. * Returns an array with the removed particles.
  26241. * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.
  26242. * The SPS can't be empty so at least one particle needs to remain in place.
  26243. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  26244. * @param start index of the first particle to remove
  26245. * @param end index of the last particle to remove (included)
  26246. * @returns an array populated with the removed particles
  26247. */
  26248. removeParticles(start: number, end: number): SolidParticle[];
  26249. /**
  26250. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  26251. * This method calls `updateParticle()` for each particle of the SPS.
  26252. * For an animated SPS, it is usually called within the render loop.
  26253. * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.
  26254. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  26255. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  26256. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  26257. * @returns the SPS.
  26258. */
  26259. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  26260. /**
  26261. * Disposes the SPS.
  26262. */
  26263. dispose(): void;
  26264. /**
  26265. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  26266. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26267. * @returns the SPS.
  26268. */
  26269. refreshVisibleSize(): SolidParticleSystem;
  26270. /**
  26271. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  26272. * @param size the size (float) of the visibility box
  26273. * note : this doesn't lock the SPS mesh bounding box.
  26274. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26275. */
  26276. setVisibilityBox(size: number): void;
  26277. /**
  26278. * Gets whether the SPS as always visible or not
  26279. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26280. */
  26281. /**
  26282. * Sets the SPS as always visible or not
  26283. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26284. */
  26285. isAlwaysVisible: boolean;
  26286. /**
  26287. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26288. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26289. */
  26290. /**
  26291. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26292. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26293. */
  26294. isVisibilityBoxLocked: boolean;
  26295. /**
  26296. * Tells to `setParticles()` to compute the particle rotations or not.
  26297. * Default value : true. The SPS is faster when it's set to false.
  26298. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26299. */
  26300. /**
  26301. * Gets if `setParticles()` computes the particle rotations or not.
  26302. * Default value : true. The SPS is faster when it's set to false.
  26303. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26304. */
  26305. computeParticleRotation: boolean;
  26306. /**
  26307. * Tells to `setParticles()` to compute the particle colors or not.
  26308. * Default value : true. The SPS is faster when it's set to false.
  26309. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26310. */
  26311. /**
  26312. * Gets if `setParticles()` computes the particle colors or not.
  26313. * Default value : true. The SPS is faster when it's set to false.
  26314. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26315. */
  26316. computeParticleColor: boolean;
  26317. /**
  26318. * Gets if `setParticles()` computes the particle textures or not.
  26319. * Default value : true. The SPS is faster when it's set to false.
  26320. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  26321. */
  26322. computeParticleTexture: boolean;
  26323. /**
  26324. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  26325. * Default value : false. The SPS is faster when it's set to false.
  26326. * Note : the particle custom vertex positions aren't stored values.
  26327. */
  26328. /**
  26329. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  26330. * Default value : false. The SPS is faster when it's set to false.
  26331. * Note : the particle custom vertex positions aren't stored values.
  26332. */
  26333. computeParticleVertex: boolean;
  26334. /**
  26335. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  26336. */
  26337. /**
  26338. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  26339. */
  26340. computeBoundingBox: boolean;
  26341. /**
  26342. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  26343. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26344. * Default : `true`
  26345. */
  26346. /**
  26347. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  26348. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26349. * Default : `true`
  26350. */
  26351. depthSortParticles: boolean;
  26352. /**
  26353. * Gets if the SPS is created as expandable at construction time.
  26354. * Default : `false`
  26355. */
  26356. readonly expandable: boolean;
  26357. /**
  26358. * This function does nothing. It may be overwritten to set all the particle first values.
  26359. * The SPS doesn't call this function, you may have to call it by your own.
  26360. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26361. */
  26362. initParticles(): void;
  26363. /**
  26364. * This function does nothing. It may be overwritten to recycle a particle.
  26365. * The SPS doesn't call this function, you may have to call it by your own.
  26366. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26367. * @param particle The particle to recycle
  26368. * @returns the recycled particle
  26369. */
  26370. recycleParticle(particle: SolidParticle): SolidParticle;
  26371. /**
  26372. * Updates a particle : this function should be overwritten by the user.
  26373. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  26374. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26375. * @example : just set a particle position or velocity and recycle conditions
  26376. * @param particle The particle to update
  26377. * @returns the updated particle
  26378. */
  26379. updateParticle(particle: SolidParticle): SolidParticle;
  26380. /**
  26381. * Updates a vertex of a particle : it can be overwritten by the user.
  26382. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  26383. * @param particle the current particle
  26384. * @param vertex the current index of the current particle
  26385. * @param pt the index of the current vertex in the particle shape
  26386. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  26387. * @example : just set a vertex particle position
  26388. * @returns the updated vertex
  26389. */
  26390. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  26391. /**
  26392. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  26393. * This does nothing and may be overwritten by the user.
  26394. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26395. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26396. * @param update the boolean update value actually passed to setParticles()
  26397. */
  26398. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26399. /**
  26400. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  26401. * This will be passed three parameters.
  26402. * This does nothing and may be overwritten by the user.
  26403. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26404. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26405. * @param update the boolean update value actually passed to setParticles()
  26406. */
  26407. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26408. }
  26409. }
  26410. declare module "babylonjs/Particles/solidParticle" {
  26411. import { Nullable } from "babylonjs/types";
  26412. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  26413. import { Color4 } from "babylonjs/Maths/math.color";
  26414. import { Mesh } from "babylonjs/Meshes/mesh";
  26415. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26416. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  26417. import { Plane } from "babylonjs/Maths/math.plane";
  26418. /**
  26419. * Represents one particle of a solid particle system.
  26420. */
  26421. export class SolidParticle {
  26422. /**
  26423. * particle global index
  26424. */
  26425. idx: number;
  26426. /**
  26427. * The color of the particle
  26428. */
  26429. color: Nullable<Color4>;
  26430. /**
  26431. * The world space position of the particle.
  26432. */
  26433. position: Vector3;
  26434. /**
  26435. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  26436. */
  26437. rotation: Vector3;
  26438. /**
  26439. * The world space rotation quaternion of the particle.
  26440. */
  26441. rotationQuaternion: Nullable<Quaternion>;
  26442. /**
  26443. * The scaling of the particle.
  26444. */
  26445. scaling: Vector3;
  26446. /**
  26447. * The uvs of the particle.
  26448. */
  26449. uvs: Vector4;
  26450. /**
  26451. * The current speed of the particle.
  26452. */
  26453. velocity: Vector3;
  26454. /**
  26455. * The pivot point in the particle local space.
  26456. */
  26457. pivot: Vector3;
  26458. /**
  26459. * Must the particle be translated from its pivot point in its local space ?
  26460. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26461. * Default : false
  26462. */
  26463. translateFromPivot: boolean;
  26464. /**
  26465. * Is the particle active or not ?
  26466. */
  26467. alive: boolean;
  26468. /**
  26469. * Is the particle visible or not ?
  26470. */
  26471. isVisible: boolean;
  26472. /**
  26473. * Index of this particle in the global "positions" array (Internal use)
  26474. * @hidden
  26475. */
  26476. _pos: number;
  26477. /**
  26478. * @hidden Index of this particle in the global "indices" array (Internal use)
  26479. */
  26480. _ind: number;
  26481. /**
  26482. * @hidden ModelShape of this particle (Internal use)
  26483. */
  26484. _model: ModelShape;
  26485. /**
  26486. * ModelShape id of this particle
  26487. */
  26488. shapeId: number;
  26489. /**
  26490. * Index of the particle in its shape id
  26491. */
  26492. idxInShape: number;
  26493. /**
  26494. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26495. */
  26496. _modelBoundingInfo: BoundingInfo;
  26497. /**
  26498. * @hidden Particle BoundingInfo object (Internal use)
  26499. */
  26500. _boundingInfo: BoundingInfo;
  26501. /**
  26502. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26503. */
  26504. _sps: SolidParticleSystem;
  26505. /**
  26506. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26507. */
  26508. _stillInvisible: boolean;
  26509. /**
  26510. * @hidden Last computed particle rotation matrix
  26511. */
  26512. _rotationMatrix: number[];
  26513. /**
  26514. * Parent particle Id, if any.
  26515. * Default null.
  26516. */
  26517. parentId: Nullable<number>;
  26518. /**
  26519. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26520. * The possible values are :
  26521. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26522. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26523. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26524. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26525. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26526. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26527. * */
  26528. cullingStrategy: number;
  26529. /**
  26530. * @hidden Internal global position in the SPS.
  26531. */
  26532. _globalPosition: Vector3;
  26533. /**
  26534. * Creates a Solid Particle object.
  26535. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26536. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26537. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26538. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26539. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26540. * @param shapeId (integer) is the model shape identifier in the SPS.
  26541. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26542. * @param sps defines the sps it is associated to
  26543. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26544. */
  26545. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26546. /**
  26547. * Legacy support, changed scale to scaling
  26548. */
  26549. /**
  26550. * Legacy support, changed scale to scaling
  26551. */
  26552. scale: Vector3;
  26553. /**
  26554. * Legacy support, changed quaternion to rotationQuaternion
  26555. */
  26556. /**
  26557. * Legacy support, changed quaternion to rotationQuaternion
  26558. */
  26559. quaternion: Nullable<Quaternion>;
  26560. /**
  26561. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26562. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26563. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26564. * @returns true if it intersects
  26565. */
  26566. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26567. /**
  26568. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26569. * A particle is in the frustum if its bounding box intersects the frustum
  26570. * @param frustumPlanes defines the frustum to test
  26571. * @returns true if the particle is in the frustum planes
  26572. */
  26573. isInFrustum(frustumPlanes: Plane[]): boolean;
  26574. /**
  26575. * get the rotation matrix of the particle
  26576. * @hidden
  26577. */
  26578. getRotationMatrix(m: Matrix): void;
  26579. }
  26580. /**
  26581. * Represents the shape of the model used by one particle of a solid particle system.
  26582. * SPS internal tool, don't use it manually.
  26583. */
  26584. export class ModelShape {
  26585. /**
  26586. * The shape id
  26587. * @hidden
  26588. */
  26589. shapeID: number;
  26590. /**
  26591. * flat array of model positions (internal use)
  26592. * @hidden
  26593. */
  26594. _shape: Vector3[];
  26595. /**
  26596. * flat array of model UVs (internal use)
  26597. * @hidden
  26598. */
  26599. _shapeUV: number[];
  26600. /**
  26601. * color array of the model
  26602. * @hidden
  26603. */
  26604. _shapeColors: number[];
  26605. /**
  26606. * indices array of the model
  26607. * @hidden
  26608. */
  26609. _indices: number[];
  26610. /**
  26611. * normals array of the model
  26612. * @hidden
  26613. */
  26614. _normals: number[];
  26615. /**
  26616. * length of the shape in the model indices array (internal use)
  26617. * @hidden
  26618. */
  26619. _indicesLength: number;
  26620. /**
  26621. * Custom position function (internal use)
  26622. * @hidden
  26623. */
  26624. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26625. /**
  26626. * Custom vertex function (internal use)
  26627. * @hidden
  26628. */
  26629. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26630. /**
  26631. * 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.
  26632. * SPS internal tool, don't use it manually.
  26633. * @hidden
  26634. */
  26635. constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  26636. }
  26637. /**
  26638. * Represents a Depth Sorted Particle in the solid particle system.
  26639. */
  26640. export class DepthSortedParticle {
  26641. /**
  26642. * Index of the particle in the "indices" array
  26643. */
  26644. ind: number;
  26645. /**
  26646. * Length of the particle shape in the "indices" array
  26647. */
  26648. indicesLength: number;
  26649. /**
  26650. * Squared distance from the particle to the camera
  26651. */
  26652. sqDistance: number;
  26653. }
  26654. }
  26655. declare module "babylonjs/Collisions/meshCollisionData" {
  26656. import { Collider } from "babylonjs/Collisions/collider";
  26657. import { Vector3 } from "babylonjs/Maths/math.vector";
  26658. import { Nullable } from "babylonjs/types";
  26659. import { Observer } from "babylonjs/Misc/observable";
  26660. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26661. /**
  26662. * @hidden
  26663. */
  26664. export class _MeshCollisionData {
  26665. _checkCollisions: boolean;
  26666. _collisionMask: number;
  26667. _collisionGroup: number;
  26668. _collider: Nullable<Collider>;
  26669. _oldPositionForCollisions: Vector3;
  26670. _diffPositionForCollisions: Vector3;
  26671. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26672. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26673. }
  26674. }
  26675. declare module "babylonjs/Meshes/abstractMesh" {
  26676. import { Observable } from "babylonjs/Misc/observable";
  26677. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26678. import { Camera } from "babylonjs/Cameras/camera";
  26679. import { Scene, IDisposable } from "babylonjs/scene";
  26680. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26681. import { Node } from "babylonjs/node";
  26682. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26683. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26684. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26685. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26686. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26687. import { Material } from "babylonjs/Materials/material";
  26688. import { Light } from "babylonjs/Lights/light";
  26689. import { Skeleton } from "babylonjs/Bones/skeleton";
  26690. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26691. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26692. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26693. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26694. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26695. import { Plane } from "babylonjs/Maths/math.plane";
  26696. import { Ray } from "babylonjs/Culling/ray";
  26697. import { Collider } from "babylonjs/Collisions/collider";
  26698. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26699. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26700. /** @hidden */
  26701. class _FacetDataStorage {
  26702. facetPositions: Vector3[];
  26703. facetNormals: Vector3[];
  26704. facetPartitioning: number[][];
  26705. facetNb: number;
  26706. partitioningSubdivisions: number;
  26707. partitioningBBoxRatio: number;
  26708. facetDataEnabled: boolean;
  26709. facetParameters: any;
  26710. bbSize: Vector3;
  26711. subDiv: {
  26712. max: number;
  26713. X: number;
  26714. Y: number;
  26715. Z: number;
  26716. };
  26717. facetDepthSort: boolean;
  26718. facetDepthSortEnabled: boolean;
  26719. depthSortedIndices: IndicesArray;
  26720. depthSortedFacets: {
  26721. ind: number;
  26722. sqDistance: number;
  26723. }[];
  26724. facetDepthSortFunction: (f1: {
  26725. ind: number;
  26726. sqDistance: number;
  26727. }, f2: {
  26728. ind: number;
  26729. sqDistance: number;
  26730. }) => number;
  26731. facetDepthSortFrom: Vector3;
  26732. facetDepthSortOrigin: Vector3;
  26733. invertedMatrix: Matrix;
  26734. }
  26735. /**
  26736. * @hidden
  26737. **/
  26738. class _InternalAbstractMeshDataInfo {
  26739. _hasVertexAlpha: boolean;
  26740. _useVertexColors: boolean;
  26741. _numBoneInfluencers: number;
  26742. _applyFog: boolean;
  26743. _receiveShadows: boolean;
  26744. _facetData: _FacetDataStorage;
  26745. _visibility: number;
  26746. _skeleton: Nullable<Skeleton>;
  26747. _layerMask: number;
  26748. _computeBonesUsingShaders: boolean;
  26749. _isActive: boolean;
  26750. _onlyForInstances: boolean;
  26751. _isActiveIntermediate: boolean;
  26752. _onlyForInstancesIntermediate: boolean;
  26753. _actAsRegularMesh: boolean;
  26754. }
  26755. /**
  26756. * Class used to store all common mesh properties
  26757. */
  26758. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26759. /** No occlusion */
  26760. static OCCLUSION_TYPE_NONE: number;
  26761. /** Occlusion set to optimisitic */
  26762. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26763. /** Occlusion set to strict */
  26764. static OCCLUSION_TYPE_STRICT: number;
  26765. /** Use an accurante occlusion algorithm */
  26766. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26767. /** Use a conservative occlusion algorithm */
  26768. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26769. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26770. * Test order :
  26771. * Is the bounding sphere outside the frustum ?
  26772. * If not, are the bounding box vertices outside the frustum ?
  26773. * It not, then the cullable object is in the frustum.
  26774. */
  26775. static readonly CULLINGSTRATEGY_STANDARD: number;
  26776. /** Culling strategy : Bounding Sphere Only.
  26777. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26778. * It's also less accurate than the standard because some not visible objects can still be selected.
  26779. * Test : is the bounding sphere outside the frustum ?
  26780. * If not, then the cullable object is in the frustum.
  26781. */
  26782. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26783. /** Culling strategy : Optimistic Inclusion.
  26784. * This in an inclusion test first, then the standard exclusion test.
  26785. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26786. * 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.
  26787. * Anyway, it's as accurate as the standard strategy.
  26788. * Test :
  26789. * Is the cullable object bounding sphere center in the frustum ?
  26790. * If not, apply the default culling strategy.
  26791. */
  26792. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26793. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26794. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26795. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26796. * 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.
  26797. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26798. * Test :
  26799. * Is the cullable object bounding sphere center in the frustum ?
  26800. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26801. */
  26802. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26803. /**
  26804. * No billboard
  26805. */
  26806. static readonly BILLBOARDMODE_NONE: number;
  26807. /** Billboard on X axis */
  26808. static readonly BILLBOARDMODE_X: number;
  26809. /** Billboard on Y axis */
  26810. static readonly BILLBOARDMODE_Y: number;
  26811. /** Billboard on Z axis */
  26812. static readonly BILLBOARDMODE_Z: number;
  26813. /** Billboard on all axes */
  26814. static readonly BILLBOARDMODE_ALL: number;
  26815. /** Billboard on using position instead of orientation */
  26816. static readonly BILLBOARDMODE_USE_POSITION: number;
  26817. /** @hidden */
  26818. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26819. /**
  26820. * The culling strategy to use to check whether the mesh must be rendered or not.
  26821. * This value can be changed at any time and will be used on the next render mesh selection.
  26822. * The possible values are :
  26823. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26824. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26825. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26826. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26827. * Please read each static variable documentation to get details about the culling process.
  26828. * */
  26829. cullingStrategy: number;
  26830. /**
  26831. * Gets the number of facets in the mesh
  26832. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26833. */
  26834. readonly facetNb: number;
  26835. /**
  26836. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26837. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26838. */
  26839. partitioningSubdivisions: number;
  26840. /**
  26841. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26842. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26843. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26844. */
  26845. partitioningBBoxRatio: number;
  26846. /**
  26847. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26848. * Works only for updatable meshes.
  26849. * Doesn't work with multi-materials
  26850. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26851. */
  26852. mustDepthSortFacets: boolean;
  26853. /**
  26854. * The location (Vector3) where the facet depth sort must be computed from.
  26855. * By default, the active camera position.
  26856. * Used only when facet depth sort is enabled
  26857. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26858. */
  26859. facetDepthSortFrom: Vector3;
  26860. /**
  26861. * gets a boolean indicating if facetData is enabled
  26862. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26863. */
  26864. readonly isFacetDataEnabled: boolean;
  26865. /** @hidden */
  26866. _updateNonUniformScalingState(value: boolean): boolean;
  26867. /**
  26868. * An event triggered when this mesh collides with another one
  26869. */
  26870. onCollideObservable: Observable<AbstractMesh>;
  26871. /** Set a function to call when this mesh collides with another one */
  26872. onCollide: () => void;
  26873. /**
  26874. * An event triggered when the collision's position changes
  26875. */
  26876. onCollisionPositionChangeObservable: Observable<Vector3>;
  26877. /** Set a function to call when the collision's position changes */
  26878. onCollisionPositionChange: () => void;
  26879. /**
  26880. * An event triggered when material is changed
  26881. */
  26882. onMaterialChangedObservable: Observable<AbstractMesh>;
  26883. /**
  26884. * Gets or sets the orientation for POV movement & rotation
  26885. */
  26886. definedFacingForward: boolean;
  26887. /** @hidden */
  26888. _occlusionQuery: Nullable<WebGLQuery>;
  26889. /** @hidden */
  26890. _renderingGroup: Nullable<RenderingGroup>;
  26891. /**
  26892. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26893. */
  26894. /**
  26895. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26896. */
  26897. visibility: number;
  26898. /** Gets or sets the alpha index used to sort transparent meshes
  26899. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26900. */
  26901. alphaIndex: number;
  26902. /**
  26903. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26904. */
  26905. isVisible: boolean;
  26906. /**
  26907. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26908. */
  26909. isPickable: boolean;
  26910. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26911. showSubMeshesBoundingBox: boolean;
  26912. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26913. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26914. */
  26915. isBlocker: boolean;
  26916. /**
  26917. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26918. */
  26919. enablePointerMoveEvents: boolean;
  26920. /**
  26921. * Specifies the rendering group id for this mesh (0 by default)
  26922. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26923. */
  26924. renderingGroupId: number;
  26925. private _material;
  26926. /** Gets or sets current material */
  26927. material: Nullable<Material>;
  26928. /**
  26929. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26930. * @see http://doc.babylonjs.com/babylon101/shadows
  26931. */
  26932. receiveShadows: boolean;
  26933. /** Defines color to use when rendering outline */
  26934. outlineColor: Color3;
  26935. /** Define width to use when rendering outline */
  26936. outlineWidth: number;
  26937. /** Defines color to use when rendering overlay */
  26938. overlayColor: Color3;
  26939. /** Defines alpha to use when rendering overlay */
  26940. overlayAlpha: number;
  26941. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26942. hasVertexAlpha: boolean;
  26943. /** 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) */
  26944. useVertexColors: boolean;
  26945. /**
  26946. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26947. */
  26948. computeBonesUsingShaders: boolean;
  26949. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26950. numBoneInfluencers: number;
  26951. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26952. applyFog: boolean;
  26953. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26954. useOctreeForRenderingSelection: boolean;
  26955. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26956. useOctreeForPicking: boolean;
  26957. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26958. useOctreeForCollisions: boolean;
  26959. /**
  26960. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26961. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26962. */
  26963. layerMask: number;
  26964. /**
  26965. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26966. */
  26967. alwaysSelectAsActiveMesh: boolean;
  26968. /**
  26969. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26970. */
  26971. doNotSyncBoundingInfo: boolean;
  26972. /**
  26973. * Gets or sets the current action manager
  26974. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26975. */
  26976. actionManager: Nullable<AbstractActionManager>;
  26977. private _meshCollisionData;
  26978. /**
  26979. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26980. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26981. */
  26982. ellipsoid: Vector3;
  26983. /**
  26984. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26985. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26986. */
  26987. ellipsoidOffset: Vector3;
  26988. /**
  26989. * Gets or sets a collision mask used to mask collisions (default is -1).
  26990. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26991. */
  26992. collisionMask: number;
  26993. /**
  26994. * Gets or sets the current collision group mask (-1 by default).
  26995. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26996. */
  26997. collisionGroup: number;
  26998. /**
  26999. * Defines edge width used when edgesRenderer is enabled
  27000. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27001. */
  27002. edgesWidth: number;
  27003. /**
  27004. * Defines edge color used when edgesRenderer is enabled
  27005. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27006. */
  27007. edgesColor: Color4;
  27008. /** @hidden */
  27009. _edgesRenderer: Nullable<IEdgesRenderer>;
  27010. /** @hidden */
  27011. _masterMesh: Nullable<AbstractMesh>;
  27012. /** @hidden */
  27013. _boundingInfo: Nullable<BoundingInfo>;
  27014. /** @hidden */
  27015. _renderId: number;
  27016. /**
  27017. * Gets or sets the list of subMeshes
  27018. * @see http://doc.babylonjs.com/how_to/multi_materials
  27019. */
  27020. subMeshes: SubMesh[];
  27021. /** @hidden */
  27022. _intersectionsInProgress: AbstractMesh[];
  27023. /** @hidden */
  27024. _unIndexed: boolean;
  27025. /** @hidden */
  27026. _lightSources: Light[];
  27027. /** Gets the list of lights affecting that mesh */
  27028. readonly lightSources: Light[];
  27029. /** @hidden */
  27030. readonly _positions: Nullable<Vector3[]>;
  27031. /** @hidden */
  27032. _waitingData: {
  27033. lods: Nullable<any>;
  27034. actions: Nullable<any>;
  27035. freezeWorldMatrix: Nullable<boolean>;
  27036. };
  27037. /** @hidden */
  27038. _bonesTransformMatrices: Nullable<Float32Array>;
  27039. /** @hidden */
  27040. _transformMatrixTexture: Nullable<RawTexture>;
  27041. /**
  27042. * Gets or sets a skeleton to apply skining transformations
  27043. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  27044. */
  27045. skeleton: Nullable<Skeleton>;
  27046. /**
  27047. * An event triggered when the mesh is rebuilt.
  27048. */
  27049. onRebuildObservable: Observable<AbstractMesh>;
  27050. /**
  27051. * Creates a new AbstractMesh
  27052. * @param name defines the name of the mesh
  27053. * @param scene defines the hosting scene
  27054. */
  27055. constructor(name: string, scene?: Nullable<Scene>);
  27056. /**
  27057. * Returns the string "AbstractMesh"
  27058. * @returns "AbstractMesh"
  27059. */
  27060. getClassName(): string;
  27061. /**
  27062. * Gets a string representation of the current mesh
  27063. * @param fullDetails defines a boolean indicating if full details must be included
  27064. * @returns a string representation of the current mesh
  27065. */
  27066. toString(fullDetails?: boolean): string;
  27067. /**
  27068. * @hidden
  27069. */
  27070. protected _getEffectiveParent(): Nullable<Node>;
  27071. /** @hidden */
  27072. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27073. /** @hidden */
  27074. _rebuild(): void;
  27075. /** @hidden */
  27076. _resyncLightSources(): void;
  27077. /** @hidden */
  27078. _resyncLighSource(light: Light): void;
  27079. /** @hidden */
  27080. _unBindEffect(): void;
  27081. /** @hidden */
  27082. _removeLightSource(light: Light, dispose: boolean): void;
  27083. private _markSubMeshesAsDirty;
  27084. /** @hidden */
  27085. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  27086. /** @hidden */
  27087. _markSubMeshesAsAttributesDirty(): void;
  27088. /** @hidden */
  27089. _markSubMeshesAsMiscDirty(): void;
  27090. /**
  27091. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  27092. */
  27093. scaling: Vector3;
  27094. /**
  27095. * Returns true if the mesh is blocked. Implemented by child classes
  27096. */
  27097. readonly isBlocked: boolean;
  27098. /**
  27099. * Returns the mesh itself by default. Implemented by child classes
  27100. * @param camera defines the camera to use to pick the right LOD level
  27101. * @returns the currentAbstractMesh
  27102. */
  27103. getLOD(camera: Camera): Nullable<AbstractMesh>;
  27104. /**
  27105. * Returns 0 by default. Implemented by child classes
  27106. * @returns an integer
  27107. */
  27108. getTotalVertices(): number;
  27109. /**
  27110. * Returns a positive integer : the total number of indices in this mesh geometry.
  27111. * @returns the numner of indices or zero if the mesh has no geometry.
  27112. */
  27113. getTotalIndices(): number;
  27114. /**
  27115. * Returns null by default. Implemented by child classes
  27116. * @returns null
  27117. */
  27118. getIndices(): Nullable<IndicesArray>;
  27119. /**
  27120. * Returns the array of the requested vertex data kind. Implemented by child classes
  27121. * @param kind defines the vertex data kind to use
  27122. * @returns null
  27123. */
  27124. getVerticesData(kind: string): Nullable<FloatArray>;
  27125. /**
  27126. * Sets the vertex data of the mesh geometry for the requested `kind`.
  27127. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  27128. * Note that a new underlying VertexBuffer object is created each call.
  27129. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  27130. * @param kind defines vertex data kind:
  27131. * * VertexBuffer.PositionKind
  27132. * * VertexBuffer.UVKind
  27133. * * VertexBuffer.UV2Kind
  27134. * * VertexBuffer.UV3Kind
  27135. * * VertexBuffer.UV4Kind
  27136. * * VertexBuffer.UV5Kind
  27137. * * VertexBuffer.UV6Kind
  27138. * * VertexBuffer.ColorKind
  27139. * * VertexBuffer.MatricesIndicesKind
  27140. * * VertexBuffer.MatricesIndicesExtraKind
  27141. * * VertexBuffer.MatricesWeightsKind
  27142. * * VertexBuffer.MatricesWeightsExtraKind
  27143. * @param data defines the data source
  27144. * @param updatable defines if the data must be flagged as updatable (or static)
  27145. * @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
  27146. * @returns the current mesh
  27147. */
  27148. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  27149. /**
  27150. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  27151. * If the mesh has no geometry, it is simply returned as it is.
  27152. * @param kind defines vertex data kind:
  27153. * * VertexBuffer.PositionKind
  27154. * * VertexBuffer.UVKind
  27155. * * VertexBuffer.UV2Kind
  27156. * * VertexBuffer.UV3Kind
  27157. * * VertexBuffer.UV4Kind
  27158. * * VertexBuffer.UV5Kind
  27159. * * VertexBuffer.UV6Kind
  27160. * * VertexBuffer.ColorKind
  27161. * * VertexBuffer.MatricesIndicesKind
  27162. * * VertexBuffer.MatricesIndicesExtraKind
  27163. * * VertexBuffer.MatricesWeightsKind
  27164. * * VertexBuffer.MatricesWeightsExtraKind
  27165. * @param data defines the data source
  27166. * @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
  27167. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  27168. * @returns the current mesh
  27169. */
  27170. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  27171. /**
  27172. * Sets the mesh indices,
  27173. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  27174. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  27175. * @param totalVertices Defines the total number of vertices
  27176. * @returns the current mesh
  27177. */
  27178. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  27179. /**
  27180. * Gets a boolean indicating if specific vertex data is present
  27181. * @param kind defines the vertex data kind to use
  27182. * @returns true is data kind is present
  27183. */
  27184. isVerticesDataPresent(kind: string): boolean;
  27185. /**
  27186. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  27187. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  27188. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  27189. * @returns a BoundingInfo
  27190. */
  27191. getBoundingInfo(): BoundingInfo;
  27192. /**
  27193. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  27194. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  27195. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  27196. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  27197. * @returns the current mesh
  27198. */
  27199. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  27200. /**
  27201. * Overwrite the current bounding info
  27202. * @param boundingInfo defines the new bounding info
  27203. * @returns the current mesh
  27204. */
  27205. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  27206. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  27207. readonly useBones: boolean;
  27208. /** @hidden */
  27209. _preActivate(): void;
  27210. /** @hidden */
  27211. _preActivateForIntermediateRendering(renderId: number): void;
  27212. /** @hidden */
  27213. _activate(renderId: number, intermediateRendering: boolean): boolean;
  27214. /** @hidden */
  27215. _postActivate(): void;
  27216. /** @hidden */
  27217. _freeze(): void;
  27218. /** @hidden */
  27219. _unFreeze(): void;
  27220. /**
  27221. * Gets the current world matrix
  27222. * @returns a Matrix
  27223. */
  27224. getWorldMatrix(): Matrix;
  27225. /** @hidden */
  27226. _getWorldMatrixDeterminant(): number;
  27227. /**
  27228. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  27229. */
  27230. readonly isAnInstance: boolean;
  27231. /**
  27232. * Gets a boolean indicating if this mesh has instances
  27233. */
  27234. readonly hasInstances: boolean;
  27235. /**
  27236. * Perform relative position change from the point of view of behind the front of the mesh.
  27237. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27238. * Supports definition of mesh facing forward or backward
  27239. * @param amountRight defines the distance on the right axis
  27240. * @param amountUp defines the distance on the up axis
  27241. * @param amountForward defines the distance on the forward axis
  27242. * @returns the current mesh
  27243. */
  27244. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  27245. /**
  27246. * Calculate relative position change from the point of view of behind the front of the mesh.
  27247. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27248. * Supports definition of mesh facing forward or backward
  27249. * @param amountRight defines the distance on the right axis
  27250. * @param amountUp defines the distance on the up axis
  27251. * @param amountForward defines the distance on the forward axis
  27252. * @returns the new displacement vector
  27253. */
  27254. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  27255. /**
  27256. * Perform relative rotation change from the point of view of behind the front of the mesh.
  27257. * Supports definition of mesh facing forward or backward
  27258. * @param flipBack defines the flip
  27259. * @param twirlClockwise defines the twirl
  27260. * @param tiltRight defines the tilt
  27261. * @returns the current mesh
  27262. */
  27263. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  27264. /**
  27265. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  27266. * Supports definition of mesh facing forward or backward.
  27267. * @param flipBack defines the flip
  27268. * @param twirlClockwise defines the twirl
  27269. * @param tiltRight defines the tilt
  27270. * @returns the new rotation vector
  27271. */
  27272. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  27273. /**
  27274. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  27275. * This means the mesh underlying bounding box and sphere are recomputed.
  27276. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  27277. * @returns the current mesh
  27278. */
  27279. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  27280. /** @hidden */
  27281. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  27282. /** @hidden */
  27283. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  27284. /** @hidden */
  27285. _updateBoundingInfo(): AbstractMesh;
  27286. /** @hidden */
  27287. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  27288. /** @hidden */
  27289. protected _afterComputeWorldMatrix(): void;
  27290. /** @hidden */
  27291. readonly _effectiveMesh: AbstractMesh;
  27292. /**
  27293. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  27294. * A mesh is in the frustum if its bounding box intersects the frustum
  27295. * @param frustumPlanes defines the frustum to test
  27296. * @returns true if the mesh is in the frustum planes
  27297. */
  27298. isInFrustum(frustumPlanes: Plane[]): boolean;
  27299. /**
  27300. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  27301. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  27302. * @param frustumPlanes defines the frustum to test
  27303. * @returns true if the mesh is completely in the frustum planes
  27304. */
  27305. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  27306. /**
  27307. * True if the mesh intersects another mesh or a SolidParticle object
  27308. * @param mesh defines a target mesh or SolidParticle to test
  27309. * @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)
  27310. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  27311. * @returns true if there is an intersection
  27312. */
  27313. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  27314. /**
  27315. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  27316. * @param point defines the point to test
  27317. * @returns true if there is an intersection
  27318. */
  27319. intersectsPoint(point: Vector3): boolean;
  27320. /**
  27321. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  27322. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27323. */
  27324. checkCollisions: boolean;
  27325. /**
  27326. * Gets Collider object used to compute collisions (not physics)
  27327. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27328. */
  27329. readonly collider: Nullable<Collider>;
  27330. /**
  27331. * Move the mesh using collision engine
  27332. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27333. * @param displacement defines the requested displacement vector
  27334. * @returns the current mesh
  27335. */
  27336. moveWithCollisions(displacement: Vector3): AbstractMesh;
  27337. private _onCollisionPositionChange;
  27338. /** @hidden */
  27339. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  27340. /** @hidden */
  27341. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  27342. /** @hidden */
  27343. _checkCollision(collider: Collider): AbstractMesh;
  27344. /** @hidden */
  27345. _generatePointsArray(): boolean;
  27346. /**
  27347. * Checks if the passed Ray intersects with the mesh
  27348. * @param ray defines the ray to use
  27349. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  27350. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  27351. * @returns the picking info
  27352. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  27353. */
  27354. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  27355. /**
  27356. * Clones the current mesh
  27357. * @param name defines the mesh name
  27358. * @param newParent defines the new mesh parent
  27359. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  27360. * @returns the new mesh
  27361. */
  27362. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  27363. /**
  27364. * Disposes all the submeshes of the current meshnp
  27365. * @returns the current mesh
  27366. */
  27367. releaseSubMeshes(): AbstractMesh;
  27368. /**
  27369. * Releases resources associated with this abstract mesh.
  27370. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27371. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27372. */
  27373. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27374. /**
  27375. * Adds the passed mesh as a child to the current mesh
  27376. * @param mesh defines the child mesh
  27377. * @returns the current mesh
  27378. */
  27379. addChild(mesh: AbstractMesh): AbstractMesh;
  27380. /**
  27381. * Removes the passed mesh from the current mesh children list
  27382. * @param mesh defines the child mesh
  27383. * @returns the current mesh
  27384. */
  27385. removeChild(mesh: AbstractMesh): AbstractMesh;
  27386. /** @hidden */
  27387. private _initFacetData;
  27388. /**
  27389. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  27390. * This method can be called within the render loop.
  27391. * 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
  27392. * @returns the current mesh
  27393. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27394. */
  27395. updateFacetData(): AbstractMesh;
  27396. /**
  27397. * Returns the facetLocalNormals array.
  27398. * The normals are expressed in the mesh local spac
  27399. * @returns an array of Vector3
  27400. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27401. */
  27402. getFacetLocalNormals(): Vector3[];
  27403. /**
  27404. * Returns the facetLocalPositions array.
  27405. * The facet positions are expressed in the mesh local space
  27406. * @returns an array of Vector3
  27407. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27408. */
  27409. getFacetLocalPositions(): Vector3[];
  27410. /**
  27411. * Returns the facetLocalPartioning array
  27412. * @returns an array of array of numbers
  27413. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27414. */
  27415. getFacetLocalPartitioning(): number[][];
  27416. /**
  27417. * Returns the i-th facet position in the world system.
  27418. * This method allocates a new Vector3 per call
  27419. * @param i defines the facet index
  27420. * @returns a new Vector3
  27421. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27422. */
  27423. getFacetPosition(i: number): Vector3;
  27424. /**
  27425. * Sets the reference Vector3 with the i-th facet position in the world system
  27426. * @param i defines the facet index
  27427. * @param ref defines the target vector
  27428. * @returns the current mesh
  27429. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27430. */
  27431. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  27432. /**
  27433. * Returns the i-th facet normal in the world system.
  27434. * This method allocates a new Vector3 per call
  27435. * @param i defines the facet index
  27436. * @returns a new Vector3
  27437. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27438. */
  27439. getFacetNormal(i: number): Vector3;
  27440. /**
  27441. * Sets the reference Vector3 with the i-th facet normal in the world system
  27442. * @param i defines the facet index
  27443. * @param ref defines the target vector
  27444. * @returns the current mesh
  27445. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27446. */
  27447. getFacetNormalToRef(i: number, ref: Vector3): this;
  27448. /**
  27449. * 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)
  27450. * @param x defines x coordinate
  27451. * @param y defines y coordinate
  27452. * @param z defines z coordinate
  27453. * @returns the array of facet indexes
  27454. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27455. */
  27456. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  27457. /**
  27458. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  27459. * @param projected sets as the (x,y,z) world projection on the facet
  27460. * @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
  27461. * @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
  27462. * @param x defines x coordinate
  27463. * @param y defines y coordinate
  27464. * @param z defines z coordinate
  27465. * @returns the face index if found (or null instead)
  27466. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27467. */
  27468. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27469. /**
  27470. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27471. * @param projected sets as the (x,y,z) local projection on the facet
  27472. * @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
  27473. * @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
  27474. * @param x defines x coordinate
  27475. * @param y defines y coordinate
  27476. * @param z defines z coordinate
  27477. * @returns the face index if found (or null instead)
  27478. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27479. */
  27480. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27481. /**
  27482. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27483. * @returns the parameters
  27484. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27485. */
  27486. getFacetDataParameters(): any;
  27487. /**
  27488. * Disables the feature FacetData and frees the related memory
  27489. * @returns the current mesh
  27490. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27491. */
  27492. disableFacetData(): AbstractMesh;
  27493. /**
  27494. * Updates the AbstractMesh indices array
  27495. * @param indices defines the data source
  27496. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27497. * @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)
  27498. * @returns the current mesh
  27499. */
  27500. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27501. /**
  27502. * Creates new normals data for the mesh
  27503. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27504. * @returns the current mesh
  27505. */
  27506. createNormals(updatable: boolean): AbstractMesh;
  27507. /**
  27508. * Align the mesh with a normal
  27509. * @param normal defines the normal to use
  27510. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27511. * @returns the current mesh
  27512. */
  27513. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27514. /** @hidden */
  27515. _checkOcclusionQuery(): boolean;
  27516. /**
  27517. * Disables the mesh edge rendering mode
  27518. * @returns the currentAbstractMesh
  27519. */
  27520. disableEdgesRendering(): AbstractMesh;
  27521. /**
  27522. * Enables the edge rendering mode on the mesh.
  27523. * This mode makes the mesh edges visible
  27524. * @param epsilon defines the maximal distance between two angles to detect a face
  27525. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27526. * @returns the currentAbstractMesh
  27527. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27528. */
  27529. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27530. }
  27531. }
  27532. declare module "babylonjs/Actions/actionEvent" {
  27533. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27534. import { Nullable } from "babylonjs/types";
  27535. import { Sprite } from "babylonjs/Sprites/sprite";
  27536. import { Scene } from "babylonjs/scene";
  27537. import { Vector2 } from "babylonjs/Maths/math.vector";
  27538. /**
  27539. * Interface used to define ActionEvent
  27540. */
  27541. export interface IActionEvent {
  27542. /** The mesh or sprite that triggered the action */
  27543. source: any;
  27544. /** The X mouse cursor position at the time of the event */
  27545. pointerX: number;
  27546. /** The Y mouse cursor position at the time of the event */
  27547. pointerY: number;
  27548. /** The mesh that is currently pointed at (can be null) */
  27549. meshUnderPointer: Nullable<AbstractMesh>;
  27550. /** the original (browser) event that triggered the ActionEvent */
  27551. sourceEvent?: any;
  27552. /** additional data for the event */
  27553. additionalData?: any;
  27554. }
  27555. /**
  27556. * ActionEvent is the event being sent when an action is triggered.
  27557. */
  27558. export class ActionEvent implements IActionEvent {
  27559. /** The mesh or sprite that triggered the action */
  27560. source: any;
  27561. /** The X mouse cursor position at the time of the event */
  27562. pointerX: number;
  27563. /** The Y mouse cursor position at the time of the event */
  27564. pointerY: number;
  27565. /** The mesh that is currently pointed at (can be null) */
  27566. meshUnderPointer: Nullable<AbstractMesh>;
  27567. /** the original (browser) event that triggered the ActionEvent */
  27568. sourceEvent?: any;
  27569. /** additional data for the event */
  27570. additionalData?: any;
  27571. /**
  27572. * Creates a new ActionEvent
  27573. * @param source The mesh or sprite that triggered the action
  27574. * @param pointerX The X mouse cursor position at the time of the event
  27575. * @param pointerY The Y mouse cursor position at the time of the event
  27576. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27577. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27578. * @param additionalData additional data for the event
  27579. */
  27580. constructor(
  27581. /** The mesh or sprite that triggered the action */
  27582. source: any,
  27583. /** The X mouse cursor position at the time of the event */
  27584. pointerX: number,
  27585. /** The Y mouse cursor position at the time of the event */
  27586. pointerY: number,
  27587. /** The mesh that is currently pointed at (can be null) */
  27588. meshUnderPointer: Nullable<AbstractMesh>,
  27589. /** the original (browser) event that triggered the ActionEvent */
  27590. sourceEvent?: any,
  27591. /** additional data for the event */
  27592. additionalData?: any);
  27593. /**
  27594. * Helper function to auto-create an ActionEvent from a source mesh.
  27595. * @param source The source mesh that triggered the event
  27596. * @param evt The original (browser) event
  27597. * @param additionalData additional data for the event
  27598. * @returns the new ActionEvent
  27599. */
  27600. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27601. /**
  27602. * Helper function to auto-create an ActionEvent from a source sprite
  27603. * @param source The source sprite that triggered the event
  27604. * @param scene Scene associated with the sprite
  27605. * @param evt The original (browser) event
  27606. * @param additionalData additional data for the event
  27607. * @returns the new ActionEvent
  27608. */
  27609. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27610. /**
  27611. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27612. * @param scene the scene where the event occurred
  27613. * @param evt The original (browser) event
  27614. * @returns the new ActionEvent
  27615. */
  27616. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27617. /**
  27618. * Helper function to auto-create an ActionEvent from a primitive
  27619. * @param prim defines the target primitive
  27620. * @param pointerPos defines the pointer position
  27621. * @param evt The original (browser) event
  27622. * @param additionalData additional data for the event
  27623. * @returns the new ActionEvent
  27624. */
  27625. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27626. }
  27627. }
  27628. declare module "babylonjs/Actions/abstractActionManager" {
  27629. import { IDisposable } from "babylonjs/scene";
  27630. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27631. import { IAction } from "babylonjs/Actions/action";
  27632. import { Nullable } from "babylonjs/types";
  27633. /**
  27634. * Abstract class used to decouple action Manager from scene and meshes.
  27635. * Do not instantiate.
  27636. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27637. */
  27638. export abstract class AbstractActionManager implements IDisposable {
  27639. /** Gets the list of active triggers */
  27640. static Triggers: {
  27641. [key: string]: number;
  27642. };
  27643. /** Gets the cursor to use when hovering items */
  27644. hoverCursor: string;
  27645. /** Gets the list of actions */
  27646. actions: IAction[];
  27647. /**
  27648. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27649. */
  27650. isRecursive: boolean;
  27651. /**
  27652. * Releases all associated resources
  27653. */
  27654. abstract dispose(): void;
  27655. /**
  27656. * Does this action manager has pointer triggers
  27657. */
  27658. abstract readonly hasPointerTriggers: boolean;
  27659. /**
  27660. * Does this action manager has pick triggers
  27661. */
  27662. abstract readonly hasPickTriggers: boolean;
  27663. /**
  27664. * Process a specific trigger
  27665. * @param trigger defines the trigger to process
  27666. * @param evt defines the event details to be processed
  27667. */
  27668. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27669. /**
  27670. * Does this action manager handles actions of any of the given triggers
  27671. * @param triggers defines the triggers to be tested
  27672. * @return a boolean indicating whether one (or more) of the triggers is handled
  27673. */
  27674. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27675. /**
  27676. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27677. * speed.
  27678. * @param triggerA defines the trigger to be tested
  27679. * @param triggerB defines the trigger to be tested
  27680. * @return a boolean indicating whether one (or more) of the triggers is handled
  27681. */
  27682. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27683. /**
  27684. * Does this action manager handles actions of a given trigger
  27685. * @param trigger defines the trigger to be tested
  27686. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27687. * @return whether the trigger is handled
  27688. */
  27689. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27690. /**
  27691. * Serialize this manager to a JSON object
  27692. * @param name defines the property name to store this manager
  27693. * @returns a JSON representation of this manager
  27694. */
  27695. abstract serialize(name: string): any;
  27696. /**
  27697. * Registers an action to this action manager
  27698. * @param action defines the action to be registered
  27699. * @return the action amended (prepared) after registration
  27700. */
  27701. abstract registerAction(action: IAction): Nullable<IAction>;
  27702. /**
  27703. * Unregisters an action to this action manager
  27704. * @param action defines the action to be unregistered
  27705. * @return a boolean indicating whether the action has been unregistered
  27706. */
  27707. abstract unregisterAction(action: IAction): Boolean;
  27708. /**
  27709. * Does exist one action manager with at least one trigger
  27710. **/
  27711. static readonly HasTriggers: boolean;
  27712. /**
  27713. * Does exist one action manager with at least one pick trigger
  27714. **/
  27715. static readonly HasPickTriggers: boolean;
  27716. /**
  27717. * Does exist one action manager that handles actions of a given trigger
  27718. * @param trigger defines the trigger to be tested
  27719. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27720. **/
  27721. static HasSpecificTrigger(trigger: number): boolean;
  27722. }
  27723. }
  27724. declare module "babylonjs/node" {
  27725. import { Scene } from "babylonjs/scene";
  27726. import { Nullable } from "babylonjs/types";
  27727. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27728. import { Engine } from "babylonjs/Engines/engine";
  27729. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27730. import { Observable } from "babylonjs/Misc/observable";
  27731. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27732. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27733. import { Animatable } from "babylonjs/Animations/animatable";
  27734. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27735. import { Animation } from "babylonjs/Animations/animation";
  27736. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27737. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27738. /**
  27739. * Defines how a node can be built from a string name.
  27740. */
  27741. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27742. /**
  27743. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27744. */
  27745. export class Node implements IBehaviorAware<Node> {
  27746. /** @hidden */
  27747. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27748. private static _NodeConstructors;
  27749. /**
  27750. * Add a new node constructor
  27751. * @param type defines the type name of the node to construct
  27752. * @param constructorFunc defines the constructor function
  27753. */
  27754. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27755. /**
  27756. * Returns a node constructor based on type name
  27757. * @param type defines the type name
  27758. * @param name defines the new node name
  27759. * @param scene defines the hosting scene
  27760. * @param options defines optional options to transmit to constructors
  27761. * @returns the new constructor or null
  27762. */
  27763. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27764. /**
  27765. * Gets or sets the name of the node
  27766. */
  27767. name: string;
  27768. /**
  27769. * Gets or sets the id of the node
  27770. */
  27771. id: string;
  27772. /**
  27773. * Gets or sets the unique id of the node
  27774. */
  27775. uniqueId: number;
  27776. /**
  27777. * Gets or sets a string used to store user defined state for the node
  27778. */
  27779. state: string;
  27780. /**
  27781. * Gets or sets an object used to store user defined information for the node
  27782. */
  27783. metadata: any;
  27784. /**
  27785. * For internal use only. Please do not use.
  27786. */
  27787. reservedDataStore: any;
  27788. /**
  27789. * List of inspectable custom properties (used by the Inspector)
  27790. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27791. */
  27792. inspectableCustomProperties: IInspectable[];
  27793. private _doNotSerialize;
  27794. /**
  27795. * Gets or sets a boolean used to define if the node must be serialized
  27796. */
  27797. doNotSerialize: boolean;
  27798. /** @hidden */
  27799. _isDisposed: boolean;
  27800. /**
  27801. * Gets a list of Animations associated with the node
  27802. */
  27803. animations: import("babylonjs/Animations/animation").Animation[];
  27804. protected _ranges: {
  27805. [name: string]: Nullable<AnimationRange>;
  27806. };
  27807. /**
  27808. * Callback raised when the node is ready to be used
  27809. */
  27810. onReady: Nullable<(node: Node) => void>;
  27811. private _isEnabled;
  27812. private _isParentEnabled;
  27813. private _isReady;
  27814. /** @hidden */
  27815. _currentRenderId: number;
  27816. private _parentUpdateId;
  27817. /** @hidden */
  27818. _childUpdateId: number;
  27819. /** @hidden */
  27820. _waitingParentId: Nullable<string>;
  27821. /** @hidden */
  27822. _scene: Scene;
  27823. /** @hidden */
  27824. _cache: any;
  27825. private _parentNode;
  27826. private _children;
  27827. /** @hidden */
  27828. _worldMatrix: Matrix;
  27829. /** @hidden */
  27830. _worldMatrixDeterminant: number;
  27831. /** @hidden */
  27832. _worldMatrixDeterminantIsDirty: boolean;
  27833. /** @hidden */
  27834. private _sceneRootNodesIndex;
  27835. /**
  27836. * Gets a boolean indicating if the node has been disposed
  27837. * @returns true if the node was disposed
  27838. */
  27839. isDisposed(): boolean;
  27840. /**
  27841. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27842. * @see https://doc.babylonjs.com/how_to/parenting
  27843. */
  27844. parent: Nullable<Node>;
  27845. /** @hidden */
  27846. _addToSceneRootNodes(): void;
  27847. /** @hidden */
  27848. _removeFromSceneRootNodes(): void;
  27849. private _animationPropertiesOverride;
  27850. /**
  27851. * Gets or sets the animation properties override
  27852. */
  27853. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27854. /**
  27855. * Gets a string idenfifying the name of the class
  27856. * @returns "Node" string
  27857. */
  27858. getClassName(): string;
  27859. /** @hidden */
  27860. readonly _isNode: boolean;
  27861. /**
  27862. * An event triggered when the mesh is disposed
  27863. */
  27864. onDisposeObservable: Observable<Node>;
  27865. private _onDisposeObserver;
  27866. /**
  27867. * Sets a callback that will be raised when the node will be disposed
  27868. */
  27869. onDispose: () => void;
  27870. /**
  27871. * Creates a new Node
  27872. * @param name the name and id to be given to this node
  27873. * @param scene the scene this node will be added to
  27874. */
  27875. constructor(name: string, scene?: Nullable<Scene>);
  27876. /**
  27877. * Gets the scene of the node
  27878. * @returns a scene
  27879. */
  27880. getScene(): Scene;
  27881. /**
  27882. * Gets the engine of the node
  27883. * @returns a Engine
  27884. */
  27885. getEngine(): Engine;
  27886. private _behaviors;
  27887. /**
  27888. * Attach a behavior to the node
  27889. * @see http://doc.babylonjs.com/features/behaviour
  27890. * @param behavior defines the behavior to attach
  27891. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27892. * @returns the current Node
  27893. */
  27894. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27895. /**
  27896. * Remove an attached behavior
  27897. * @see http://doc.babylonjs.com/features/behaviour
  27898. * @param behavior defines the behavior to attach
  27899. * @returns the current Node
  27900. */
  27901. removeBehavior(behavior: Behavior<Node>): Node;
  27902. /**
  27903. * Gets the list of attached behaviors
  27904. * @see http://doc.babylonjs.com/features/behaviour
  27905. */
  27906. readonly behaviors: Behavior<Node>[];
  27907. /**
  27908. * Gets an attached behavior by name
  27909. * @param name defines the name of the behavior to look for
  27910. * @see http://doc.babylonjs.com/features/behaviour
  27911. * @returns null if behavior was not found else the requested behavior
  27912. */
  27913. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27914. /**
  27915. * Returns the latest update of the World matrix
  27916. * @returns a Matrix
  27917. */
  27918. getWorldMatrix(): Matrix;
  27919. /** @hidden */
  27920. _getWorldMatrixDeterminant(): number;
  27921. /**
  27922. * Returns directly the latest state of the mesh World matrix.
  27923. * A Matrix is returned.
  27924. */
  27925. readonly worldMatrixFromCache: Matrix;
  27926. /** @hidden */
  27927. _initCache(): void;
  27928. /** @hidden */
  27929. updateCache(force?: boolean): void;
  27930. /** @hidden */
  27931. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27932. /** @hidden */
  27933. _updateCache(ignoreParentClass?: boolean): void;
  27934. /** @hidden */
  27935. _isSynchronized(): boolean;
  27936. /** @hidden */
  27937. _markSyncedWithParent(): void;
  27938. /** @hidden */
  27939. isSynchronizedWithParent(): boolean;
  27940. /** @hidden */
  27941. isSynchronized(): boolean;
  27942. /**
  27943. * Is this node ready to be used/rendered
  27944. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27945. * @return true if the node is ready
  27946. */
  27947. isReady(completeCheck?: boolean): boolean;
  27948. /**
  27949. * Is this node enabled?
  27950. * 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
  27951. * @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
  27952. * @return whether this node (and its parent) is enabled
  27953. */
  27954. isEnabled(checkAncestors?: boolean): boolean;
  27955. /** @hidden */
  27956. protected _syncParentEnabledState(): void;
  27957. /**
  27958. * Set the enabled state of this node
  27959. * @param value defines the new enabled state
  27960. */
  27961. setEnabled(value: boolean): void;
  27962. /**
  27963. * Is this node a descendant of the given node?
  27964. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27965. * @param ancestor defines the parent node to inspect
  27966. * @returns a boolean indicating if this node is a descendant of the given node
  27967. */
  27968. isDescendantOf(ancestor: Node): boolean;
  27969. /** @hidden */
  27970. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27971. /**
  27972. * Will return all nodes that have this node as ascendant
  27973. * @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
  27974. * @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
  27975. * @return all children nodes of all types
  27976. */
  27977. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27978. /**
  27979. * Get all child-meshes of this node
  27980. * @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)
  27981. * @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
  27982. * @returns an array of AbstractMesh
  27983. */
  27984. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27985. /**
  27986. * Get all direct children of this node
  27987. * @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
  27988. * @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)
  27989. * @returns an array of Node
  27990. */
  27991. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27992. /** @hidden */
  27993. _setReady(state: boolean): void;
  27994. /**
  27995. * Get an animation by name
  27996. * @param name defines the name of the animation to look for
  27997. * @returns null if not found else the requested animation
  27998. */
  27999. getAnimationByName(name: string): Nullable<Animation>;
  28000. /**
  28001. * Creates an animation range for this node
  28002. * @param name defines the name of the range
  28003. * @param from defines the starting key
  28004. * @param to defines the end key
  28005. */
  28006. createAnimationRange(name: string, from: number, to: number): void;
  28007. /**
  28008. * Delete a specific animation range
  28009. * @param name defines the name of the range to delete
  28010. * @param deleteFrames defines if animation frames from the range must be deleted as well
  28011. */
  28012. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  28013. /**
  28014. * Get an animation range by name
  28015. * @param name defines the name of the animation range to look for
  28016. * @returns null if not found else the requested animation range
  28017. */
  28018. getAnimationRange(name: string): Nullable<AnimationRange>;
  28019. /**
  28020. * Gets the list of all animation ranges defined on this node
  28021. * @returns an array
  28022. */
  28023. getAnimationRanges(): Nullable<AnimationRange>[];
  28024. /**
  28025. * Will start the animation sequence
  28026. * @param name defines the range frames for animation sequence
  28027. * @param loop defines if the animation should loop (false by default)
  28028. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  28029. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  28030. * @returns the object created for this animation. If range does not exist, it will return null
  28031. */
  28032. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  28033. /**
  28034. * Serialize animation ranges into a JSON compatible object
  28035. * @returns serialization object
  28036. */
  28037. serializeAnimationRanges(): any;
  28038. /**
  28039. * Computes the world matrix of the node
  28040. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  28041. * @returns the world matrix
  28042. */
  28043. computeWorldMatrix(force?: boolean): Matrix;
  28044. /**
  28045. * Releases resources associated with this node.
  28046. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  28047. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  28048. */
  28049. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  28050. /**
  28051. * Parse animation range data from a serialization object and store them into a given node
  28052. * @param node defines where to store the animation ranges
  28053. * @param parsedNode defines the serialization object to read data from
  28054. * @param scene defines the hosting scene
  28055. */
  28056. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  28057. /**
  28058. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  28059. * @param includeDescendants Include bounding info from descendants as well (true by default)
  28060. * @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
  28061. * @returns the new bounding vectors
  28062. */
  28063. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  28064. min: Vector3;
  28065. max: Vector3;
  28066. };
  28067. }
  28068. }
  28069. declare module "babylonjs/Animations/animation" {
  28070. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  28071. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  28072. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  28073. import { Nullable } from "babylonjs/types";
  28074. import { Scene } from "babylonjs/scene";
  28075. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  28076. import { AnimationRange } from "babylonjs/Animations/animationRange";
  28077. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  28078. import { Node } from "babylonjs/node";
  28079. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28080. import { Size } from "babylonjs/Maths/math.size";
  28081. import { Animatable } from "babylonjs/Animations/animatable";
  28082. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  28083. /**
  28084. * @hidden
  28085. */
  28086. export class _IAnimationState {
  28087. key: number;
  28088. repeatCount: number;
  28089. workValue?: any;
  28090. loopMode?: number;
  28091. offsetValue?: any;
  28092. highLimitValue?: any;
  28093. }
  28094. /**
  28095. * Class used to store any kind of animation
  28096. */
  28097. export class Animation {
  28098. /**Name of the animation */
  28099. name: string;
  28100. /**Property to animate */
  28101. targetProperty: string;
  28102. /**The frames per second of the animation */
  28103. framePerSecond: number;
  28104. /**The data type of the animation */
  28105. dataType: number;
  28106. /**The loop mode of the animation */
  28107. loopMode?: number | undefined;
  28108. /**Specifies if blending should be enabled */
  28109. enableBlending?: boolean | undefined;
  28110. /**
  28111. * Use matrix interpolation instead of using direct key value when animating matrices
  28112. */
  28113. static AllowMatricesInterpolation: boolean;
  28114. /**
  28115. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  28116. */
  28117. static AllowMatrixDecomposeForInterpolation: boolean;
  28118. /**
  28119. * Stores the key frames of the animation
  28120. */
  28121. private _keys;
  28122. /**
  28123. * Stores the easing function of the animation
  28124. */
  28125. private _easingFunction;
  28126. /**
  28127. * @hidden Internal use only
  28128. */
  28129. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  28130. /**
  28131. * The set of event that will be linked to this animation
  28132. */
  28133. private _events;
  28134. /**
  28135. * Stores an array of target property paths
  28136. */
  28137. targetPropertyPath: string[];
  28138. /**
  28139. * Stores the blending speed of the animation
  28140. */
  28141. blendingSpeed: number;
  28142. /**
  28143. * Stores the animation ranges for the animation
  28144. */
  28145. private _ranges;
  28146. /**
  28147. * @hidden Internal use
  28148. */
  28149. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  28150. /**
  28151. * Sets up an animation
  28152. * @param property The property to animate
  28153. * @param animationType The animation type to apply
  28154. * @param framePerSecond The frames per second of the animation
  28155. * @param easingFunction The easing function used in the animation
  28156. * @returns The created animation
  28157. */
  28158. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  28159. /**
  28160. * Create and start an animation on a node
  28161. * @param name defines the name of the global animation that will be run on all nodes
  28162. * @param node defines the root node where the animation will take place
  28163. * @param targetProperty defines property to animate
  28164. * @param framePerSecond defines the number of frame per second yo use
  28165. * @param totalFrame defines the number of frames in total
  28166. * @param from defines the initial value
  28167. * @param to defines the final value
  28168. * @param loopMode defines which loop mode you want to use (off by default)
  28169. * @param easingFunction defines the easing function to use (linear by default)
  28170. * @param onAnimationEnd defines the callback to call when animation end
  28171. * @returns the animatable created for this animation
  28172. */
  28173. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28174. /**
  28175. * Create and start an animation on a node and its descendants
  28176. * @param name defines the name of the global animation that will be run on all nodes
  28177. * @param node defines the root node where the animation will take place
  28178. * @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
  28179. * @param targetProperty defines property to animate
  28180. * @param framePerSecond defines the number of frame per second to use
  28181. * @param totalFrame defines the number of frames in total
  28182. * @param from defines the initial value
  28183. * @param to defines the final value
  28184. * @param loopMode defines which loop mode you want to use (off by default)
  28185. * @param easingFunction defines the easing function to use (linear by default)
  28186. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  28187. * @returns the list of animatables created for all nodes
  28188. * @example https://www.babylonjs-playground.com/#MH0VLI
  28189. */
  28190. 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[]>;
  28191. /**
  28192. * Creates a new animation, merges it with the existing animations and starts it
  28193. * @param name Name of the animation
  28194. * @param node Node which contains the scene that begins the animations
  28195. * @param targetProperty Specifies which property to animate
  28196. * @param framePerSecond The frames per second of the animation
  28197. * @param totalFrame The total number of frames
  28198. * @param from The frame at the beginning of the animation
  28199. * @param to The frame at the end of the animation
  28200. * @param loopMode Specifies the loop mode of the animation
  28201. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  28202. * @param onAnimationEnd Callback to run once the animation is complete
  28203. * @returns Nullable animation
  28204. */
  28205. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28206. /**
  28207. * Transition property of an host to the target Value
  28208. * @param property The property to transition
  28209. * @param targetValue The target Value of the property
  28210. * @param host The object where the property to animate belongs
  28211. * @param scene Scene used to run the animation
  28212. * @param frameRate Framerate (in frame/s) to use
  28213. * @param transition The transition type we want to use
  28214. * @param duration The duration of the animation, in milliseconds
  28215. * @param onAnimationEnd Callback trigger at the end of the animation
  28216. * @returns Nullable animation
  28217. */
  28218. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  28219. /**
  28220. * Return the array of runtime animations currently using this animation
  28221. */
  28222. readonly runtimeAnimations: RuntimeAnimation[];
  28223. /**
  28224. * Specifies if any of the runtime animations are currently running
  28225. */
  28226. readonly hasRunningRuntimeAnimations: boolean;
  28227. /**
  28228. * Initializes the animation
  28229. * @param name Name of the animation
  28230. * @param targetProperty Property to animate
  28231. * @param framePerSecond The frames per second of the animation
  28232. * @param dataType The data type of the animation
  28233. * @param loopMode The loop mode of the animation
  28234. * @param enableBlending Specifies if blending should be enabled
  28235. */
  28236. constructor(
  28237. /**Name of the animation */
  28238. name: string,
  28239. /**Property to animate */
  28240. targetProperty: string,
  28241. /**The frames per second of the animation */
  28242. framePerSecond: number,
  28243. /**The data type of the animation */
  28244. dataType: number,
  28245. /**The loop mode of the animation */
  28246. loopMode?: number | undefined,
  28247. /**Specifies if blending should be enabled */
  28248. enableBlending?: boolean | undefined);
  28249. /**
  28250. * Converts the animation to a string
  28251. * @param fullDetails support for multiple levels of logging within scene loading
  28252. * @returns String form of the animation
  28253. */
  28254. toString(fullDetails?: boolean): string;
  28255. /**
  28256. * Add an event to this animation
  28257. * @param event Event to add
  28258. */
  28259. addEvent(event: AnimationEvent): void;
  28260. /**
  28261. * Remove all events found at the given frame
  28262. * @param frame The frame to remove events from
  28263. */
  28264. removeEvents(frame: number): void;
  28265. /**
  28266. * Retrieves all the events from the animation
  28267. * @returns Events from the animation
  28268. */
  28269. getEvents(): AnimationEvent[];
  28270. /**
  28271. * Creates an animation range
  28272. * @param name Name of the animation range
  28273. * @param from Starting frame of the animation range
  28274. * @param to Ending frame of the animation
  28275. */
  28276. createRange(name: string, from: number, to: number): void;
  28277. /**
  28278. * Deletes an animation range by name
  28279. * @param name Name of the animation range to delete
  28280. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  28281. */
  28282. deleteRange(name: string, deleteFrames?: boolean): void;
  28283. /**
  28284. * Gets the animation range by name, or null if not defined
  28285. * @param name Name of the animation range
  28286. * @returns Nullable animation range
  28287. */
  28288. getRange(name: string): Nullable<AnimationRange>;
  28289. /**
  28290. * Gets the key frames from the animation
  28291. * @returns The key frames of the animation
  28292. */
  28293. getKeys(): Array<IAnimationKey>;
  28294. /**
  28295. * Gets the highest frame rate of the animation
  28296. * @returns Highest frame rate of the animation
  28297. */
  28298. getHighestFrame(): number;
  28299. /**
  28300. * Gets the easing function of the animation
  28301. * @returns Easing function of the animation
  28302. */
  28303. getEasingFunction(): IEasingFunction;
  28304. /**
  28305. * Sets the easing function of the animation
  28306. * @param easingFunction A custom mathematical formula for animation
  28307. */
  28308. setEasingFunction(easingFunction: EasingFunction): void;
  28309. /**
  28310. * Interpolates a scalar linearly
  28311. * @param startValue Start value of the animation curve
  28312. * @param endValue End value of the animation curve
  28313. * @param gradient Scalar amount to interpolate
  28314. * @returns Interpolated scalar value
  28315. */
  28316. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  28317. /**
  28318. * Interpolates a scalar cubically
  28319. * @param startValue Start value of the animation curve
  28320. * @param outTangent End tangent of the animation
  28321. * @param endValue End value of the animation curve
  28322. * @param inTangent Start tangent of the animation curve
  28323. * @param gradient Scalar amount to interpolate
  28324. * @returns Interpolated scalar value
  28325. */
  28326. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  28327. /**
  28328. * Interpolates a quaternion using a spherical linear interpolation
  28329. * @param startValue Start value of the animation curve
  28330. * @param endValue End value of the animation curve
  28331. * @param gradient Scalar amount to interpolate
  28332. * @returns Interpolated quaternion value
  28333. */
  28334. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  28335. /**
  28336. * Interpolates a quaternion cubically
  28337. * @param startValue Start value of the animation curve
  28338. * @param outTangent End tangent of the animation curve
  28339. * @param endValue End value of the animation curve
  28340. * @param inTangent Start tangent of the animation curve
  28341. * @param gradient Scalar amount to interpolate
  28342. * @returns Interpolated quaternion value
  28343. */
  28344. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  28345. /**
  28346. * Interpolates a Vector3 linearl
  28347. * @param startValue Start value of the animation curve
  28348. * @param endValue End value of the animation curve
  28349. * @param gradient Scalar amount to interpolate
  28350. * @returns Interpolated scalar value
  28351. */
  28352. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  28353. /**
  28354. * Interpolates a Vector3 cubically
  28355. * @param startValue Start value of the animation curve
  28356. * @param outTangent End tangent of the animation
  28357. * @param endValue End value of the animation curve
  28358. * @param inTangent Start tangent of the animation curve
  28359. * @param gradient Scalar amount to interpolate
  28360. * @returns InterpolatedVector3 value
  28361. */
  28362. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  28363. /**
  28364. * Interpolates a Vector2 linearly
  28365. * @param startValue Start value of the animation curve
  28366. * @param endValue End value of the animation curve
  28367. * @param gradient Scalar amount to interpolate
  28368. * @returns Interpolated Vector2 value
  28369. */
  28370. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  28371. /**
  28372. * Interpolates a Vector2 cubically
  28373. * @param startValue Start value of the animation curve
  28374. * @param outTangent End tangent of the animation
  28375. * @param endValue End value of the animation curve
  28376. * @param inTangent Start tangent of the animation curve
  28377. * @param gradient Scalar amount to interpolate
  28378. * @returns Interpolated Vector2 value
  28379. */
  28380. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  28381. /**
  28382. * Interpolates a size linearly
  28383. * @param startValue Start value of the animation curve
  28384. * @param endValue End value of the animation curve
  28385. * @param gradient Scalar amount to interpolate
  28386. * @returns Interpolated Size value
  28387. */
  28388. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  28389. /**
  28390. * Interpolates a Color3 linearly
  28391. * @param startValue Start value of the animation curve
  28392. * @param endValue End value of the animation curve
  28393. * @param gradient Scalar amount to interpolate
  28394. * @returns Interpolated Color3 value
  28395. */
  28396. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  28397. /**
  28398. * Interpolates a Color4 linearly
  28399. * @param startValue Start value of the animation curve
  28400. * @param endValue End value of the animation curve
  28401. * @param gradient Scalar amount to interpolate
  28402. * @returns Interpolated Color3 value
  28403. */
  28404. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  28405. /**
  28406. * @hidden Internal use only
  28407. */
  28408. _getKeyValue(value: any): any;
  28409. /**
  28410. * @hidden Internal use only
  28411. */
  28412. _interpolate(currentFrame: number, state: _IAnimationState): any;
  28413. /**
  28414. * Defines the function to use to interpolate matrices
  28415. * @param startValue defines the start matrix
  28416. * @param endValue defines the end matrix
  28417. * @param gradient defines the gradient between both matrices
  28418. * @param result defines an optional target matrix where to store the interpolation
  28419. * @returns the interpolated matrix
  28420. */
  28421. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  28422. /**
  28423. * Makes a copy of the animation
  28424. * @returns Cloned animation
  28425. */
  28426. clone(): Animation;
  28427. /**
  28428. * Sets the key frames of the animation
  28429. * @param values The animation key frames to set
  28430. */
  28431. setKeys(values: Array<IAnimationKey>): void;
  28432. /**
  28433. * Serializes the animation to an object
  28434. * @returns Serialized object
  28435. */
  28436. serialize(): any;
  28437. /**
  28438. * Float animation type
  28439. */
  28440. static readonly ANIMATIONTYPE_FLOAT: number;
  28441. /**
  28442. * Vector3 animation type
  28443. */
  28444. static readonly ANIMATIONTYPE_VECTOR3: number;
  28445. /**
  28446. * Quaternion animation type
  28447. */
  28448. static readonly ANIMATIONTYPE_QUATERNION: number;
  28449. /**
  28450. * Matrix animation type
  28451. */
  28452. static readonly ANIMATIONTYPE_MATRIX: number;
  28453. /**
  28454. * Color3 animation type
  28455. */
  28456. static readonly ANIMATIONTYPE_COLOR3: number;
  28457. /**
  28458. * Color3 animation type
  28459. */
  28460. static readonly ANIMATIONTYPE_COLOR4: number;
  28461. /**
  28462. * Vector2 animation type
  28463. */
  28464. static readonly ANIMATIONTYPE_VECTOR2: number;
  28465. /**
  28466. * Size animation type
  28467. */
  28468. static readonly ANIMATIONTYPE_SIZE: number;
  28469. /**
  28470. * Relative Loop Mode
  28471. */
  28472. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28473. /**
  28474. * Cycle Loop Mode
  28475. */
  28476. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28477. /**
  28478. * Constant Loop Mode
  28479. */
  28480. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28481. /** @hidden */
  28482. static _UniversalLerp(left: any, right: any, amount: number): any;
  28483. /**
  28484. * Parses an animation object and creates an animation
  28485. * @param parsedAnimation Parsed animation object
  28486. * @returns Animation object
  28487. */
  28488. static Parse(parsedAnimation: any): Animation;
  28489. /**
  28490. * Appends the serialized animations from the source animations
  28491. * @param source Source containing the animations
  28492. * @param destination Target to store the animations
  28493. */
  28494. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28495. }
  28496. }
  28497. declare module "babylonjs/Animations/animatable.interface" {
  28498. import { Nullable } from "babylonjs/types";
  28499. import { Animation } from "babylonjs/Animations/animation";
  28500. /**
  28501. * Interface containing an array of animations
  28502. */
  28503. export interface IAnimatable {
  28504. /**
  28505. * Array of animations
  28506. */
  28507. animations: Nullable<Array<Animation>>;
  28508. }
  28509. }
  28510. declare module "babylonjs/Materials/fresnelParameters" {
  28511. import { Color3 } from "babylonjs/Maths/math.color";
  28512. /**
  28513. * This represents all the required information to add a fresnel effect on a material:
  28514. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28515. */
  28516. export class FresnelParameters {
  28517. private _isEnabled;
  28518. /**
  28519. * Define if the fresnel effect is enable or not.
  28520. */
  28521. isEnabled: boolean;
  28522. /**
  28523. * Define the color used on edges (grazing angle)
  28524. */
  28525. leftColor: Color3;
  28526. /**
  28527. * Define the color used on center
  28528. */
  28529. rightColor: Color3;
  28530. /**
  28531. * Define bias applied to computed fresnel term
  28532. */
  28533. bias: number;
  28534. /**
  28535. * Defined the power exponent applied to fresnel term
  28536. */
  28537. power: number;
  28538. /**
  28539. * Clones the current fresnel and its valuues
  28540. * @returns a clone fresnel configuration
  28541. */
  28542. clone(): FresnelParameters;
  28543. /**
  28544. * Serializes the current fresnel parameters to a JSON representation.
  28545. * @return the JSON serialization
  28546. */
  28547. serialize(): any;
  28548. /**
  28549. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28550. * @param parsedFresnelParameters Define the JSON representation
  28551. * @returns the parsed parameters
  28552. */
  28553. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28554. }
  28555. }
  28556. declare module "babylonjs/Misc/decorators" {
  28557. import { Nullable } from "babylonjs/types";
  28558. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28559. import { Scene } from "babylonjs/scene";
  28560. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28561. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28562. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28563. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28564. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28565. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28566. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28567. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28568. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28569. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28570. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28571. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28572. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28573. /**
  28574. * Decorator used to define property that can be serialized as reference to a camera
  28575. * @param sourceName defines the name of the property to decorate
  28576. */
  28577. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28578. /**
  28579. * Class used to help serialization objects
  28580. */
  28581. export class SerializationHelper {
  28582. /** @hidden */
  28583. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28584. /** @hidden */
  28585. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28586. /** @hidden */
  28587. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28588. /** @hidden */
  28589. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28590. /**
  28591. * Appends the serialized animations from the source animations
  28592. * @param source Source containing the animations
  28593. * @param destination Target to store the animations
  28594. */
  28595. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28596. /**
  28597. * Static function used to serialized a specific entity
  28598. * @param entity defines the entity to serialize
  28599. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28600. * @returns a JSON compatible object representing the serialization of the entity
  28601. */
  28602. static Serialize<T>(entity: T, serializationObject?: any): any;
  28603. /**
  28604. * Creates a new entity from a serialization data object
  28605. * @param creationFunction defines a function used to instanciated the new entity
  28606. * @param source defines the source serialization data
  28607. * @param scene defines the hosting scene
  28608. * @param rootUrl defines the root url for resources
  28609. * @returns a new entity
  28610. */
  28611. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28612. /**
  28613. * Clones an object
  28614. * @param creationFunction defines the function used to instanciate the new object
  28615. * @param source defines the source object
  28616. * @returns the cloned object
  28617. */
  28618. static Clone<T>(creationFunction: () => T, source: T): T;
  28619. /**
  28620. * Instanciates a new object based on a source one (some data will be shared between both object)
  28621. * @param creationFunction defines the function used to instanciate the new object
  28622. * @param source defines the source object
  28623. * @returns the new object
  28624. */
  28625. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28626. }
  28627. }
  28628. declare module "babylonjs/Misc/guid" {
  28629. /**
  28630. * Class used to manipulate GUIDs
  28631. */
  28632. export class GUID {
  28633. /**
  28634. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28635. * Be aware Math.random() could cause collisions, but:
  28636. * "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"
  28637. * @returns a pseudo random id
  28638. */
  28639. static RandomId(): string;
  28640. }
  28641. }
  28642. declare module "babylonjs/Materials/Textures/baseTexture" {
  28643. import { Observable } from "babylonjs/Misc/observable";
  28644. import { Nullable } from "babylonjs/types";
  28645. import { Scene } from "babylonjs/scene";
  28646. import { Matrix } from "babylonjs/Maths/math.vector";
  28647. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28648. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28649. import { ISize } from "babylonjs/Maths/math.size";
  28650. /**
  28651. * Base class of all the textures in babylon.
  28652. * It groups all the common properties the materials, post process, lights... might need
  28653. * in order to make a correct use of the texture.
  28654. */
  28655. export class BaseTexture implements IAnimatable {
  28656. /**
  28657. * Default anisotropic filtering level for the application.
  28658. * It is set to 4 as a good tradeoff between perf and quality.
  28659. */
  28660. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28661. /**
  28662. * Gets or sets the unique id of the texture
  28663. */
  28664. uniqueId: number;
  28665. /**
  28666. * Define the name of the texture.
  28667. */
  28668. name: string;
  28669. /**
  28670. * Gets or sets an object used to store user defined information.
  28671. */
  28672. metadata: any;
  28673. /**
  28674. * For internal use only. Please do not use.
  28675. */
  28676. reservedDataStore: any;
  28677. private _hasAlpha;
  28678. /**
  28679. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28680. */
  28681. hasAlpha: boolean;
  28682. /**
  28683. * Defines if the alpha value should be determined via the rgb values.
  28684. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28685. */
  28686. getAlphaFromRGB: boolean;
  28687. /**
  28688. * Intensity or strength of the texture.
  28689. * It is commonly used by materials to fine tune the intensity of the texture
  28690. */
  28691. level: number;
  28692. /**
  28693. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28694. * This is part of the texture as textures usually maps to one uv set.
  28695. */
  28696. coordinatesIndex: number;
  28697. private _coordinatesMode;
  28698. /**
  28699. * How a texture is mapped.
  28700. *
  28701. * | Value | Type | Description |
  28702. * | ----- | ----------------------------------- | ----------- |
  28703. * | 0 | EXPLICIT_MODE | |
  28704. * | 1 | SPHERICAL_MODE | |
  28705. * | 2 | PLANAR_MODE | |
  28706. * | 3 | CUBIC_MODE | |
  28707. * | 4 | PROJECTION_MODE | |
  28708. * | 5 | SKYBOX_MODE | |
  28709. * | 6 | INVCUBIC_MODE | |
  28710. * | 7 | EQUIRECTANGULAR_MODE | |
  28711. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28712. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28713. */
  28714. coordinatesMode: number;
  28715. /**
  28716. * | Value | Type | Description |
  28717. * | ----- | ------------------ | ----------- |
  28718. * | 0 | CLAMP_ADDRESSMODE | |
  28719. * | 1 | WRAP_ADDRESSMODE | |
  28720. * | 2 | MIRROR_ADDRESSMODE | |
  28721. */
  28722. wrapU: number;
  28723. /**
  28724. * | Value | Type | Description |
  28725. * | ----- | ------------------ | ----------- |
  28726. * | 0 | CLAMP_ADDRESSMODE | |
  28727. * | 1 | WRAP_ADDRESSMODE | |
  28728. * | 2 | MIRROR_ADDRESSMODE | |
  28729. */
  28730. wrapV: number;
  28731. /**
  28732. * | Value | Type | Description |
  28733. * | ----- | ------------------ | ----------- |
  28734. * | 0 | CLAMP_ADDRESSMODE | |
  28735. * | 1 | WRAP_ADDRESSMODE | |
  28736. * | 2 | MIRROR_ADDRESSMODE | |
  28737. */
  28738. wrapR: number;
  28739. /**
  28740. * With compliant hardware and browser (supporting anisotropic filtering)
  28741. * this defines the level of anisotropic filtering in the texture.
  28742. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28743. */
  28744. anisotropicFilteringLevel: number;
  28745. /**
  28746. * Define if the texture is a cube texture or if false a 2d texture.
  28747. */
  28748. isCube: boolean;
  28749. /**
  28750. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28751. */
  28752. is3D: boolean;
  28753. /**
  28754. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28755. * HDR texture are usually stored in linear space.
  28756. * This only impacts the PBR and Background materials
  28757. */
  28758. gammaSpace: boolean;
  28759. /**
  28760. * Gets or sets whether or not the texture contains RGBD data.
  28761. */
  28762. isRGBD: boolean;
  28763. /**
  28764. * Is Z inverted in the texture (useful in a cube texture).
  28765. */
  28766. invertZ: boolean;
  28767. /**
  28768. * Are mip maps generated for this texture or not.
  28769. */
  28770. readonly noMipmap: boolean;
  28771. /**
  28772. * @hidden
  28773. */
  28774. lodLevelInAlpha: boolean;
  28775. /**
  28776. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28777. */
  28778. lodGenerationOffset: number;
  28779. /**
  28780. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28781. */
  28782. lodGenerationScale: number;
  28783. /**
  28784. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28785. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28786. * average roughness values.
  28787. */
  28788. linearSpecularLOD: boolean;
  28789. /**
  28790. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28791. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28792. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28793. */
  28794. irradianceTexture: Nullable<BaseTexture>;
  28795. /**
  28796. * Define if the texture is a render target.
  28797. */
  28798. isRenderTarget: boolean;
  28799. /**
  28800. * Define the unique id of the texture in the scene.
  28801. */
  28802. readonly uid: string;
  28803. /**
  28804. * Return a string representation of the texture.
  28805. * @returns the texture as a string
  28806. */
  28807. toString(): string;
  28808. /**
  28809. * Get the class name of the texture.
  28810. * @returns "BaseTexture"
  28811. */
  28812. getClassName(): string;
  28813. /**
  28814. * Define the list of animation attached to the texture.
  28815. */
  28816. animations: import("babylonjs/Animations/animation").Animation[];
  28817. /**
  28818. * An event triggered when the texture is disposed.
  28819. */
  28820. onDisposeObservable: Observable<BaseTexture>;
  28821. private _onDisposeObserver;
  28822. /**
  28823. * Callback triggered when the texture has been disposed.
  28824. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28825. */
  28826. onDispose: () => void;
  28827. /**
  28828. * Define the current state of the loading sequence when in delayed load mode.
  28829. */
  28830. delayLoadState: number;
  28831. private _scene;
  28832. /** @hidden */
  28833. _texture: Nullable<InternalTexture>;
  28834. private _uid;
  28835. /**
  28836. * Define if the texture is preventinga material to render or not.
  28837. * If not and the texture is not ready, the engine will use a default black texture instead.
  28838. */
  28839. readonly isBlocking: boolean;
  28840. /**
  28841. * Instantiates a new BaseTexture.
  28842. * Base class of all the textures in babylon.
  28843. * It groups all the common properties the materials, post process, lights... might need
  28844. * in order to make a correct use of the texture.
  28845. * @param scene Define the scene the texture blongs to
  28846. */
  28847. constructor(scene: Nullable<Scene>);
  28848. /**
  28849. * Get the scene the texture belongs to.
  28850. * @returns the scene or null if undefined
  28851. */
  28852. getScene(): Nullable<Scene>;
  28853. /**
  28854. * Get the texture transform matrix used to offset tile the texture for istance.
  28855. * @returns the transformation matrix
  28856. */
  28857. getTextureMatrix(): Matrix;
  28858. /**
  28859. * Get the texture reflection matrix used to rotate/transform the reflection.
  28860. * @returns the reflection matrix
  28861. */
  28862. getReflectionTextureMatrix(): Matrix;
  28863. /**
  28864. * Get the underlying lower level texture from Babylon.
  28865. * @returns the insternal texture
  28866. */
  28867. getInternalTexture(): Nullable<InternalTexture>;
  28868. /**
  28869. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28870. * @returns true if ready or not blocking
  28871. */
  28872. isReadyOrNotBlocking(): boolean;
  28873. /**
  28874. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28875. * @returns true if fully ready
  28876. */
  28877. isReady(): boolean;
  28878. private _cachedSize;
  28879. /**
  28880. * Get the size of the texture.
  28881. * @returns the texture size.
  28882. */
  28883. getSize(): ISize;
  28884. /**
  28885. * Get the base size of the texture.
  28886. * It can be different from the size if the texture has been resized for POT for instance
  28887. * @returns the base size
  28888. */
  28889. getBaseSize(): ISize;
  28890. /**
  28891. * Update the sampling mode of the texture.
  28892. * Default is Trilinear mode.
  28893. *
  28894. * | Value | Type | Description |
  28895. * | ----- | ------------------ | ----------- |
  28896. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28897. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28898. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28899. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28900. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28901. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28902. * | 7 | NEAREST_LINEAR | |
  28903. * | 8 | NEAREST_NEAREST | |
  28904. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28905. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28906. * | 11 | LINEAR_LINEAR | |
  28907. * | 12 | LINEAR_NEAREST | |
  28908. *
  28909. * > _mag_: magnification filter (close to the viewer)
  28910. * > _min_: minification filter (far from the viewer)
  28911. * > _mip_: filter used between mip map levels
  28912. *@param samplingMode Define the new sampling mode of the texture
  28913. */
  28914. updateSamplingMode(samplingMode: number): void;
  28915. /**
  28916. * Scales the texture if is `canRescale()`
  28917. * @param ratio the resize factor we want to use to rescale
  28918. */
  28919. scale(ratio: number): void;
  28920. /**
  28921. * Get if the texture can rescale.
  28922. */
  28923. readonly canRescale: boolean;
  28924. /** @hidden */
  28925. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28926. /** @hidden */
  28927. _rebuild(): void;
  28928. /**
  28929. * Triggers the load sequence in delayed load mode.
  28930. */
  28931. delayLoad(): void;
  28932. /**
  28933. * Clones the texture.
  28934. * @returns the cloned texture
  28935. */
  28936. clone(): Nullable<BaseTexture>;
  28937. /**
  28938. * Get the texture underlying type (INT, FLOAT...)
  28939. */
  28940. readonly textureType: number;
  28941. /**
  28942. * Get the texture underlying format (RGB, RGBA...)
  28943. */
  28944. readonly textureFormat: number;
  28945. /**
  28946. * Indicates that textures need to be re-calculated for all materials
  28947. */
  28948. protected _markAllSubMeshesAsTexturesDirty(): void;
  28949. /**
  28950. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28951. * This will returns an RGBA array buffer containing either in values (0-255) or
  28952. * float values (0-1) depending of the underlying buffer type.
  28953. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28954. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28955. * @param buffer defines a user defined buffer to fill with data (can be null)
  28956. * @returns The Array buffer containing the pixels data.
  28957. */
  28958. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28959. /**
  28960. * Release and destroy the underlying lower level texture aka internalTexture.
  28961. */
  28962. releaseInternalTexture(): void;
  28963. /** @hidden */
  28964. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28965. /** @hidden */
  28966. readonly _lodTextureMid: Nullable<BaseTexture>;
  28967. /** @hidden */
  28968. readonly _lodTextureLow: Nullable<BaseTexture>;
  28969. /**
  28970. * Dispose the texture and release its associated resources.
  28971. */
  28972. dispose(): void;
  28973. /**
  28974. * Serialize the texture into a JSON representation that can be parsed later on.
  28975. * @returns the JSON representation of the texture
  28976. */
  28977. serialize(): any;
  28978. /**
  28979. * Helper function to be called back once a list of texture contains only ready textures.
  28980. * @param textures Define the list of textures to wait for
  28981. * @param callback Define the callback triggered once the entire list will be ready
  28982. */
  28983. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28984. }
  28985. }
  28986. declare module "babylonjs/Materials/effect" {
  28987. import { Observable } from "babylonjs/Misc/observable";
  28988. import { Nullable } from "babylonjs/types";
  28989. import { IDisposable } from "babylonjs/scene";
  28990. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28991. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28992. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28993. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  28994. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  28995. import { Engine } from "babylonjs/Engines/engine";
  28996. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28997. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28998. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28999. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  29000. /**
  29001. * Options to be used when creating an effect.
  29002. */
  29003. export interface IEffectCreationOptions {
  29004. /**
  29005. * Atrributes that will be used in the shader.
  29006. */
  29007. attributes: string[];
  29008. /**
  29009. * Uniform varible names that will be set in the shader.
  29010. */
  29011. uniformsNames: string[];
  29012. /**
  29013. * Uniform buffer varible names that will be set in the shader.
  29014. */
  29015. uniformBuffersNames: string[];
  29016. /**
  29017. * Sampler texture variable names that will be set in the shader.
  29018. */
  29019. samplers: string[];
  29020. /**
  29021. * Define statements that will be set in the shader.
  29022. */
  29023. defines: any;
  29024. /**
  29025. * Possible fallbacks for this effect to improve performance when needed.
  29026. */
  29027. fallbacks: Nullable<IEffectFallbacks>;
  29028. /**
  29029. * Callback that will be called when the shader is compiled.
  29030. */
  29031. onCompiled: Nullable<(effect: Effect) => void>;
  29032. /**
  29033. * Callback that will be called if an error occurs during shader compilation.
  29034. */
  29035. onError: Nullable<(effect: Effect, errors: string) => void>;
  29036. /**
  29037. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29038. */
  29039. indexParameters?: any;
  29040. /**
  29041. * Max number of lights that can be used in the shader.
  29042. */
  29043. maxSimultaneousLights?: number;
  29044. /**
  29045. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29046. */
  29047. transformFeedbackVaryings?: Nullable<string[]>;
  29048. }
  29049. /**
  29050. * Effect containing vertex and fragment shader that can be executed on an object.
  29051. */
  29052. export class Effect implements IDisposable {
  29053. /**
  29054. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29055. */
  29056. static ShadersRepository: string;
  29057. /**
  29058. * Name of the effect.
  29059. */
  29060. name: any;
  29061. /**
  29062. * String container all the define statements that should be set on the shader.
  29063. */
  29064. defines: string;
  29065. /**
  29066. * Callback that will be called when the shader is compiled.
  29067. */
  29068. onCompiled: Nullable<(effect: Effect) => void>;
  29069. /**
  29070. * Callback that will be called if an error occurs during shader compilation.
  29071. */
  29072. onError: Nullable<(effect: Effect, errors: string) => void>;
  29073. /**
  29074. * Callback that will be called when effect is bound.
  29075. */
  29076. onBind: Nullable<(effect: Effect) => void>;
  29077. /**
  29078. * Unique ID of the effect.
  29079. */
  29080. uniqueId: number;
  29081. /**
  29082. * Observable that will be called when the shader is compiled.
  29083. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29084. */
  29085. onCompileObservable: Observable<Effect>;
  29086. /**
  29087. * Observable that will be called if an error occurs during shader compilation.
  29088. */
  29089. onErrorObservable: Observable<Effect>;
  29090. /** @hidden */
  29091. _onBindObservable: Nullable<Observable<Effect>>;
  29092. /**
  29093. * Observable that will be called when effect is bound.
  29094. */
  29095. readonly onBindObservable: Observable<Effect>;
  29096. /** @hidden */
  29097. _bonesComputationForcedToCPU: boolean;
  29098. private static _uniqueIdSeed;
  29099. private _engine;
  29100. private _uniformBuffersNames;
  29101. private _uniformsNames;
  29102. private _samplerList;
  29103. private _samplers;
  29104. private _isReady;
  29105. private _compilationError;
  29106. private _allFallbacksProcessed;
  29107. private _attributesNames;
  29108. private _attributes;
  29109. private _uniforms;
  29110. /**
  29111. * Key for the effect.
  29112. * @hidden
  29113. */
  29114. _key: string;
  29115. private _indexParameters;
  29116. private _fallbacks;
  29117. private _vertexSourceCode;
  29118. private _fragmentSourceCode;
  29119. private _vertexSourceCodeOverride;
  29120. private _fragmentSourceCodeOverride;
  29121. private _transformFeedbackVaryings;
  29122. /**
  29123. * Compiled shader to webGL program.
  29124. * @hidden
  29125. */
  29126. _pipelineContext: Nullable<IPipelineContext>;
  29127. private _valueCache;
  29128. private static _baseCache;
  29129. /**
  29130. * Instantiates an effect.
  29131. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29132. * @param baseName Name of the effect.
  29133. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29134. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29135. * @param samplers List of sampler variables that will be passed to the shader.
  29136. * @param engine Engine to be used to render the effect
  29137. * @param defines Define statements to be added to the shader.
  29138. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29139. * @param onCompiled Callback that will be called when the shader is compiled.
  29140. * @param onError Callback that will be called if an error occurs during shader compilation.
  29141. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29142. */
  29143. constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  29144. private _useFinalCode;
  29145. /**
  29146. * Unique key for this effect
  29147. */
  29148. readonly key: string;
  29149. /**
  29150. * If the effect has been compiled and prepared.
  29151. * @returns if the effect is compiled and prepared.
  29152. */
  29153. isReady(): boolean;
  29154. private _isReadyInternal;
  29155. /**
  29156. * The engine the effect was initialized with.
  29157. * @returns the engine.
  29158. */
  29159. getEngine(): Engine;
  29160. /**
  29161. * The pipeline context for this effect
  29162. * @returns the associated pipeline context
  29163. */
  29164. getPipelineContext(): Nullable<IPipelineContext>;
  29165. /**
  29166. * The set of names of attribute variables for the shader.
  29167. * @returns An array of attribute names.
  29168. */
  29169. getAttributesNames(): string[];
  29170. /**
  29171. * Returns the attribute at the given index.
  29172. * @param index The index of the attribute.
  29173. * @returns The location of the attribute.
  29174. */
  29175. getAttributeLocation(index: number): number;
  29176. /**
  29177. * Returns the attribute based on the name of the variable.
  29178. * @param name of the attribute to look up.
  29179. * @returns the attribute location.
  29180. */
  29181. getAttributeLocationByName(name: string): number;
  29182. /**
  29183. * The number of attributes.
  29184. * @returns the numnber of attributes.
  29185. */
  29186. getAttributesCount(): number;
  29187. /**
  29188. * Gets the index of a uniform variable.
  29189. * @param uniformName of the uniform to look up.
  29190. * @returns the index.
  29191. */
  29192. getUniformIndex(uniformName: string): number;
  29193. /**
  29194. * Returns the attribute based on the name of the variable.
  29195. * @param uniformName of the uniform to look up.
  29196. * @returns the location of the uniform.
  29197. */
  29198. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29199. /**
  29200. * Returns an array of sampler variable names
  29201. * @returns The array of sampler variable neames.
  29202. */
  29203. getSamplers(): string[];
  29204. /**
  29205. * The error from the last compilation.
  29206. * @returns the error string.
  29207. */
  29208. getCompilationError(): string;
  29209. /**
  29210. * Gets a boolean indicating that all fallbacks were used during compilation
  29211. * @returns true if all fallbacks were used
  29212. */
  29213. allFallbacksProcessed(): boolean;
  29214. /**
  29215. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29216. * @param func The callback to be used.
  29217. */
  29218. executeWhenCompiled(func: (effect: Effect) => void): void;
  29219. private _checkIsReady;
  29220. private _loadShader;
  29221. /**
  29222. * Recompiles the webGL program
  29223. * @param vertexSourceCode The source code for the vertex shader.
  29224. * @param fragmentSourceCode The source code for the fragment shader.
  29225. * @param onCompiled Callback called when completed.
  29226. * @param onError Callback called on error.
  29227. * @hidden
  29228. */
  29229. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29230. /**
  29231. * Prepares the effect
  29232. * @hidden
  29233. */
  29234. _prepareEffect(): void;
  29235. private _processCompilationErrors;
  29236. /**
  29237. * Checks if the effect is supported. (Must be called after compilation)
  29238. */
  29239. readonly isSupported: boolean;
  29240. /**
  29241. * Binds a texture to the engine to be used as output of the shader.
  29242. * @param channel Name of the output variable.
  29243. * @param texture Texture to bind.
  29244. * @hidden
  29245. */
  29246. _bindTexture(channel: string, texture: InternalTexture): void;
  29247. /**
  29248. * Sets a texture on the engine to be used in the shader.
  29249. * @param channel Name of the sampler variable.
  29250. * @param texture Texture to set.
  29251. */
  29252. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29253. /**
  29254. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29255. * @param channel Name of the sampler variable.
  29256. * @param texture Texture to set.
  29257. */
  29258. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29259. /**
  29260. * Sets an array of textures on the engine to be used in the shader.
  29261. * @param channel Name of the variable.
  29262. * @param textures Textures to set.
  29263. */
  29264. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29265. /**
  29266. * 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)
  29267. * @param channel Name of the sampler variable.
  29268. * @param postProcess Post process to get the input texture from.
  29269. */
  29270. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29271. /**
  29272. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29273. * 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)
  29274. * @param channel Name of the sampler variable.
  29275. * @param postProcess Post process to get the output texture from.
  29276. */
  29277. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29278. /** @hidden */
  29279. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29280. /** @hidden */
  29281. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29282. /** @hidden */
  29283. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29284. /** @hidden */
  29285. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29286. /**
  29287. * Binds a buffer to a uniform.
  29288. * @param buffer Buffer to bind.
  29289. * @param name Name of the uniform variable to bind to.
  29290. */
  29291. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29292. /**
  29293. * Binds block to a uniform.
  29294. * @param blockName Name of the block to bind.
  29295. * @param index Index to bind.
  29296. */
  29297. bindUniformBlock(blockName: string, index: number): void;
  29298. /**
  29299. * Sets an interger value on a uniform variable.
  29300. * @param uniformName Name of the variable.
  29301. * @param value Value to be set.
  29302. * @returns this effect.
  29303. */
  29304. setInt(uniformName: string, value: number): Effect;
  29305. /**
  29306. * Sets an int array on a uniform variable.
  29307. * @param uniformName Name of the variable.
  29308. * @param array array to be set.
  29309. * @returns this effect.
  29310. */
  29311. setIntArray(uniformName: string, array: Int32Array): Effect;
  29312. /**
  29313. * 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)
  29314. * @param uniformName Name of the variable.
  29315. * @param array array to be set.
  29316. * @returns this effect.
  29317. */
  29318. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29319. /**
  29320. * 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)
  29321. * @param uniformName Name of the variable.
  29322. * @param array array to be set.
  29323. * @returns this effect.
  29324. */
  29325. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29326. /**
  29327. * 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)
  29328. * @param uniformName Name of the variable.
  29329. * @param array array to be set.
  29330. * @returns this effect.
  29331. */
  29332. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29333. /**
  29334. * Sets an float array on a uniform variable.
  29335. * @param uniformName Name of the variable.
  29336. * @param array array to be set.
  29337. * @returns this effect.
  29338. */
  29339. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29340. /**
  29341. * 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)
  29342. * @param uniformName Name of the variable.
  29343. * @param array array to be set.
  29344. * @returns this effect.
  29345. */
  29346. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29347. /**
  29348. * 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)
  29349. * @param uniformName Name of the variable.
  29350. * @param array array to be set.
  29351. * @returns this effect.
  29352. */
  29353. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29354. /**
  29355. * 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)
  29356. * @param uniformName Name of the variable.
  29357. * @param array array to be set.
  29358. * @returns this effect.
  29359. */
  29360. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29361. /**
  29362. * Sets an array on a uniform variable.
  29363. * @param uniformName Name of the variable.
  29364. * @param array array to be set.
  29365. * @returns this effect.
  29366. */
  29367. setArray(uniformName: string, array: number[]): Effect;
  29368. /**
  29369. * 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)
  29370. * @param uniformName Name of the variable.
  29371. * @param array array to be set.
  29372. * @returns this effect.
  29373. */
  29374. setArray2(uniformName: string, array: number[]): Effect;
  29375. /**
  29376. * 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)
  29377. * @param uniformName Name of the variable.
  29378. * @param array array to be set.
  29379. * @returns this effect.
  29380. */
  29381. setArray3(uniformName: string, array: number[]): Effect;
  29382. /**
  29383. * 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)
  29384. * @param uniformName Name of the variable.
  29385. * @param array array to be set.
  29386. * @returns this effect.
  29387. */
  29388. setArray4(uniformName: string, array: number[]): Effect;
  29389. /**
  29390. * Sets matrices on a uniform variable.
  29391. * @param uniformName Name of the variable.
  29392. * @param matrices matrices to be set.
  29393. * @returns this effect.
  29394. */
  29395. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29396. /**
  29397. * Sets matrix on a uniform variable.
  29398. * @param uniformName Name of the variable.
  29399. * @param matrix matrix to be set.
  29400. * @returns this effect.
  29401. */
  29402. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29403. /**
  29404. * 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)
  29405. * @param uniformName Name of the variable.
  29406. * @param matrix matrix to be set.
  29407. * @returns this effect.
  29408. */
  29409. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29410. /**
  29411. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29412. * @param uniformName Name of the variable.
  29413. * @param matrix matrix to be set.
  29414. * @returns this effect.
  29415. */
  29416. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29417. /**
  29418. * Sets a float on a uniform variable.
  29419. * @param uniformName Name of the variable.
  29420. * @param value value to be set.
  29421. * @returns this effect.
  29422. */
  29423. setFloat(uniformName: string, value: number): Effect;
  29424. /**
  29425. * Sets a boolean on a uniform variable.
  29426. * @param uniformName Name of the variable.
  29427. * @param bool value to be set.
  29428. * @returns this effect.
  29429. */
  29430. setBool(uniformName: string, bool: boolean): Effect;
  29431. /**
  29432. * Sets a Vector2 on a uniform variable.
  29433. * @param uniformName Name of the variable.
  29434. * @param vector2 vector2 to be set.
  29435. * @returns this effect.
  29436. */
  29437. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29438. /**
  29439. * Sets a float2 on a uniform variable.
  29440. * @param uniformName Name of the variable.
  29441. * @param x First float in float2.
  29442. * @param y Second float in float2.
  29443. * @returns this effect.
  29444. */
  29445. setFloat2(uniformName: string, x: number, y: number): Effect;
  29446. /**
  29447. * Sets a Vector3 on a uniform variable.
  29448. * @param uniformName Name of the variable.
  29449. * @param vector3 Value to be set.
  29450. * @returns this effect.
  29451. */
  29452. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29453. /**
  29454. * Sets a float3 on a uniform variable.
  29455. * @param uniformName Name of the variable.
  29456. * @param x First float in float3.
  29457. * @param y Second float in float3.
  29458. * @param z Third float in float3.
  29459. * @returns this effect.
  29460. */
  29461. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29462. /**
  29463. * Sets a Vector4 on a uniform variable.
  29464. * @param uniformName Name of the variable.
  29465. * @param vector4 Value to be set.
  29466. * @returns this effect.
  29467. */
  29468. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29469. /**
  29470. * Sets a float4 on a uniform variable.
  29471. * @param uniformName Name of the variable.
  29472. * @param x First float in float4.
  29473. * @param y Second float in float4.
  29474. * @param z Third float in float4.
  29475. * @param w Fourth float in float4.
  29476. * @returns this effect.
  29477. */
  29478. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29479. /**
  29480. * Sets a Color3 on a uniform variable.
  29481. * @param uniformName Name of the variable.
  29482. * @param color3 Value to be set.
  29483. * @returns this effect.
  29484. */
  29485. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29486. /**
  29487. * Sets a Color4 on a uniform variable.
  29488. * @param uniformName Name of the variable.
  29489. * @param color3 Value to be set.
  29490. * @param alpha Alpha value to be set.
  29491. * @returns this effect.
  29492. */
  29493. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29494. /**
  29495. * Sets a Color4 on a uniform variable
  29496. * @param uniformName defines the name of the variable
  29497. * @param color4 defines the value to be set
  29498. * @returns this effect.
  29499. */
  29500. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29501. /** Release all associated resources */
  29502. dispose(): void;
  29503. /**
  29504. * This function will add a new shader to the shader store
  29505. * @param name the name of the shader
  29506. * @param pixelShader optional pixel shader content
  29507. * @param vertexShader optional vertex shader content
  29508. */
  29509. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29510. /**
  29511. * Store of each shader (The can be looked up using effect.key)
  29512. */
  29513. static ShadersStore: {
  29514. [key: string]: string;
  29515. };
  29516. /**
  29517. * Store of each included file for a shader (The can be looked up using effect.key)
  29518. */
  29519. static IncludesShadersStore: {
  29520. [key: string]: string;
  29521. };
  29522. /**
  29523. * Resets the cache of effects.
  29524. */
  29525. static ResetCache(): void;
  29526. }
  29527. }
  29528. declare module "babylonjs/Engines/engineCapabilities" {
  29529. /**
  29530. * Interface used to describe the capabilities of the engine relatively to the current browser
  29531. */
  29532. export interface EngineCapabilities {
  29533. /** Maximum textures units per fragment shader */
  29534. maxTexturesImageUnits: number;
  29535. /** Maximum texture units per vertex shader */
  29536. maxVertexTextureImageUnits: number;
  29537. /** Maximum textures units in the entire pipeline */
  29538. maxCombinedTexturesImageUnits: number;
  29539. /** Maximum texture size */
  29540. maxTextureSize: number;
  29541. /** Maximum cube texture size */
  29542. maxCubemapTextureSize: number;
  29543. /** Maximum render texture size */
  29544. maxRenderTextureSize: number;
  29545. /** Maximum number of vertex attributes */
  29546. maxVertexAttribs: number;
  29547. /** Maximum number of varyings */
  29548. maxVaryingVectors: number;
  29549. /** Maximum number of uniforms per vertex shader */
  29550. maxVertexUniformVectors: number;
  29551. /** Maximum number of uniforms per fragment shader */
  29552. maxFragmentUniformVectors: number;
  29553. /** Defines if standard derivates (dx/dy) are supported */
  29554. standardDerivatives: boolean;
  29555. /** Defines if s3tc texture compression is supported */
  29556. s3tc?: WEBGL_compressed_texture_s3tc;
  29557. /** Defines if pvrtc texture compression is supported */
  29558. pvrtc: any;
  29559. /** Defines if etc1 texture compression is supported */
  29560. etc1: any;
  29561. /** Defines if etc2 texture compression is supported */
  29562. etc2: any;
  29563. /** Defines if astc texture compression is supported */
  29564. astc: any;
  29565. /** Defines if float textures are supported */
  29566. textureFloat: boolean;
  29567. /** Defines if vertex array objects are supported */
  29568. vertexArrayObject: boolean;
  29569. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  29570. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  29571. /** Gets the maximum level of anisotropy supported */
  29572. maxAnisotropy: number;
  29573. /** Defines if instancing is supported */
  29574. instancedArrays: boolean;
  29575. /** Defines if 32 bits indices are supported */
  29576. uintIndices: boolean;
  29577. /** Defines if high precision shaders are supported */
  29578. highPrecisionShaderSupported: boolean;
  29579. /** Defines if depth reading in the fragment shader is supported */
  29580. fragmentDepthSupported: boolean;
  29581. /** Defines if float texture linear filtering is supported*/
  29582. textureFloatLinearFiltering: boolean;
  29583. /** Defines if rendering to float textures is supported */
  29584. textureFloatRender: boolean;
  29585. /** Defines if half float textures are supported*/
  29586. textureHalfFloat: boolean;
  29587. /** Defines if half float texture linear filtering is supported*/
  29588. textureHalfFloatLinearFiltering: boolean;
  29589. /** Defines if rendering to half float textures is supported */
  29590. textureHalfFloatRender: boolean;
  29591. /** Defines if textureLOD shader command is supported */
  29592. textureLOD: boolean;
  29593. /** Defines if draw buffers extension is supported */
  29594. drawBuffersExtension: boolean;
  29595. /** Defines if depth textures are supported */
  29596. depthTextureExtension: boolean;
  29597. /** Defines if float color buffer are supported */
  29598. colorBufferFloat: boolean;
  29599. /** Gets disjoint timer query extension (null if not supported) */
  29600. timerQuery?: EXT_disjoint_timer_query;
  29601. /** Defines if timestamp can be used with timer query */
  29602. canUseTimestampForTimerQuery: boolean;
  29603. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  29604. multiview?: any;
  29605. /** Function used to let the system compiles shaders in background */
  29606. parallelShaderCompile?: {
  29607. COMPLETION_STATUS_KHR: number;
  29608. };
  29609. /** Max number of texture samples for MSAA */
  29610. maxMSAASamples: number;
  29611. /** Defines if the blend min max extension is supported */
  29612. blendMinMax: boolean;
  29613. }
  29614. }
  29615. declare module "babylonjs/States/depthCullingState" {
  29616. import { Nullable } from "babylonjs/types";
  29617. /**
  29618. * @hidden
  29619. **/
  29620. export class DepthCullingState {
  29621. private _isDepthTestDirty;
  29622. private _isDepthMaskDirty;
  29623. private _isDepthFuncDirty;
  29624. private _isCullFaceDirty;
  29625. private _isCullDirty;
  29626. private _isZOffsetDirty;
  29627. private _isFrontFaceDirty;
  29628. private _depthTest;
  29629. private _depthMask;
  29630. private _depthFunc;
  29631. private _cull;
  29632. private _cullFace;
  29633. private _zOffset;
  29634. private _frontFace;
  29635. /**
  29636. * Initializes the state.
  29637. */
  29638. constructor();
  29639. readonly isDirty: boolean;
  29640. zOffset: number;
  29641. cullFace: Nullable<number>;
  29642. cull: Nullable<boolean>;
  29643. depthFunc: Nullable<number>;
  29644. depthMask: boolean;
  29645. depthTest: boolean;
  29646. frontFace: Nullable<number>;
  29647. reset(): void;
  29648. apply(gl: WebGLRenderingContext): void;
  29649. }
  29650. }
  29651. declare module "babylonjs/States/stencilState" {
  29652. /**
  29653. * @hidden
  29654. **/
  29655. export class StencilState {
  29656. /** 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 */
  29657. static readonly ALWAYS: number;
  29658. /** Passed to stencilOperation to specify that stencil value must be kept */
  29659. static readonly KEEP: number;
  29660. /** Passed to stencilOperation to specify that stencil value must be replaced */
  29661. static readonly REPLACE: number;
  29662. private _isStencilTestDirty;
  29663. private _isStencilMaskDirty;
  29664. private _isStencilFuncDirty;
  29665. private _isStencilOpDirty;
  29666. private _stencilTest;
  29667. private _stencilMask;
  29668. private _stencilFunc;
  29669. private _stencilFuncRef;
  29670. private _stencilFuncMask;
  29671. private _stencilOpStencilFail;
  29672. private _stencilOpDepthFail;
  29673. private _stencilOpStencilDepthPass;
  29674. readonly isDirty: boolean;
  29675. stencilFunc: number;
  29676. stencilFuncRef: number;
  29677. stencilFuncMask: number;
  29678. stencilOpStencilFail: number;
  29679. stencilOpDepthFail: number;
  29680. stencilOpStencilDepthPass: number;
  29681. stencilMask: number;
  29682. stencilTest: boolean;
  29683. constructor();
  29684. reset(): void;
  29685. apply(gl: WebGLRenderingContext): void;
  29686. }
  29687. }
  29688. declare module "babylonjs/States/alphaCullingState" {
  29689. /**
  29690. * @hidden
  29691. **/
  29692. export class AlphaState {
  29693. private _isAlphaBlendDirty;
  29694. private _isBlendFunctionParametersDirty;
  29695. private _isBlendEquationParametersDirty;
  29696. private _isBlendConstantsDirty;
  29697. private _alphaBlend;
  29698. private _blendFunctionParameters;
  29699. private _blendEquationParameters;
  29700. private _blendConstants;
  29701. /**
  29702. * Initializes the state.
  29703. */
  29704. constructor();
  29705. readonly isDirty: boolean;
  29706. alphaBlend: boolean;
  29707. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  29708. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  29709. setAlphaEquationParameters(rgb: number, alpha: number): void;
  29710. reset(): void;
  29711. apply(gl: WebGLRenderingContext): void;
  29712. }
  29713. }
  29714. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  29715. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  29716. /** @hidden */
  29717. export class WebGL2ShaderProcessor implements IShaderProcessor {
  29718. attributeProcessor(attribute: string): string;
  29719. varyingProcessor(varying: string, isFragment: boolean): string;
  29720. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  29721. }
  29722. }
  29723. declare module "babylonjs/Engines/instancingAttributeInfo" {
  29724. /**
  29725. * Interface for attribute information associated with buffer instanciation
  29726. */
  29727. export interface InstancingAttributeInfo {
  29728. /**
  29729. * Index/offset of the attribute in the vertex shader
  29730. */
  29731. index: number;
  29732. /**
  29733. * size of the attribute, 1, 2, 3 or 4
  29734. */
  29735. attributeSize: number;
  29736. /**
  29737. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  29738. * default is FLOAT
  29739. */
  29740. attributeType: number;
  29741. /**
  29742. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  29743. */
  29744. normalized: boolean;
  29745. /**
  29746. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  29747. */
  29748. offset: number;
  29749. /**
  29750. * Name of the GLSL attribute, for debugging purpose only
  29751. */
  29752. attributeName: string;
  29753. }
  29754. }
  29755. declare module "babylonjs/Engines/Extensions/engine.videoTexture" {
  29756. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  29757. import { Nullable } from "babylonjs/types";
  29758. module "babylonjs/Engines/thinEngine" {
  29759. interface ThinEngine {
  29760. /**
  29761. * Update a video texture
  29762. * @param texture defines the texture to update
  29763. * @param video defines the video element to use
  29764. * @param invertY defines if data must be stored with Y axis inverted
  29765. */
  29766. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  29767. }
  29768. }
  29769. }
  29770. declare module "babylonjs/Materials/Textures/videoTexture" {
  29771. import { Observable } from "babylonjs/Misc/observable";
  29772. import { Nullable } from "babylonjs/types";
  29773. import { Scene } from "babylonjs/scene";
  29774. import { Texture } from "babylonjs/Materials/Textures/texture";
  29775. import "babylonjs/Engines/Extensions/engine.videoTexture";
  29776. /**
  29777. * Settings for finer control over video usage
  29778. */
  29779. export interface VideoTextureSettings {
  29780. /**
  29781. * Applies `autoplay` to video, if specified
  29782. */
  29783. autoPlay?: boolean;
  29784. /**
  29785. * Applies `loop` to video, if specified
  29786. */
  29787. loop?: boolean;
  29788. /**
  29789. * Automatically updates internal texture from video at every frame in the render loop
  29790. */
  29791. autoUpdateTexture: boolean;
  29792. /**
  29793. * Image src displayed during the video loading or until the user interacts with the video.
  29794. */
  29795. poster?: string;
  29796. }
  29797. /**
  29798. * If you want to display a video in your scene, this is the special texture for that.
  29799. * This special texture works similar to other textures, with the exception of a few parameters.
  29800. * @see https://doc.babylonjs.com/how_to/video_texture
  29801. */
  29802. export class VideoTexture extends Texture {
  29803. /**
  29804. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  29805. */
  29806. readonly autoUpdateTexture: boolean;
  29807. /**
  29808. * The video instance used by the texture internally
  29809. */
  29810. readonly video: HTMLVideoElement;
  29811. private _onUserActionRequestedObservable;
  29812. /**
  29813. * Event triggerd when a dom action is required by the user to play the video.
  29814. * This happens due to recent changes in browser policies preventing video to auto start.
  29815. */
  29816. readonly onUserActionRequestedObservable: Observable<Texture>;
  29817. private _generateMipMaps;
  29818. private _engine;
  29819. private _stillImageCaptured;
  29820. private _displayingPosterTexture;
  29821. private _settings;
  29822. private _createInternalTextureOnEvent;
  29823. private _frameId;
  29824. /**
  29825. * Creates a video texture.
  29826. * If you want to display a video in your scene, this is the special texture for that.
  29827. * This special texture works similar to other textures, with the exception of a few parameters.
  29828. * @see https://doc.babylonjs.com/how_to/video_texture
  29829. * @param name optional name, will detect from video source, if not defined
  29830. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  29831. * @param scene is obviously the current scene.
  29832. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  29833. * @param invertY is false by default but can be used to invert video on Y axis
  29834. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  29835. * @param settings allows finer control over video usage
  29836. */
  29837. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  29838. private _getName;
  29839. private _getVideo;
  29840. private _createInternalTexture;
  29841. private reset;
  29842. /**
  29843. * @hidden Internal method to initiate `update`.
  29844. */
  29845. _rebuild(): void;
  29846. /**
  29847. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  29848. */
  29849. update(): void;
  29850. /**
  29851. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  29852. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  29853. */
  29854. updateTexture(isVisible: boolean): void;
  29855. protected _updateInternalTexture: () => void;
  29856. /**
  29857. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  29858. * @param url New url.
  29859. */
  29860. updateURL(url: string): void;
  29861. /**
  29862. * Dispose the texture and release its associated resources.
  29863. */
  29864. dispose(): void;
  29865. /**
  29866. * Creates a video texture straight from a stream.
  29867. * @param scene Define the scene the texture should be created in
  29868. * @param stream Define the stream the texture should be created from
  29869. * @returns The created video texture as a promise
  29870. */
  29871. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  29872. /**
  29873. * Creates a video texture straight from your WebCam video feed.
  29874. * @param scene Define the scene the texture should be created in
  29875. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  29876. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  29877. * @returns The created video texture as a promise
  29878. */
  29879. static CreateFromWebCamAsync(scene: Scene, constraints: {
  29880. minWidth: number;
  29881. maxWidth: number;
  29882. minHeight: number;
  29883. maxHeight: number;
  29884. deviceId: string;
  29885. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  29886. /**
  29887. * Creates a video texture straight from your WebCam video feed.
  29888. * @param scene Define the scene the texture should be created in
  29889. * @param onReady Define a callback to triggered once the texture will be ready
  29890. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  29891. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  29892. */
  29893. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  29894. minWidth: number;
  29895. maxWidth: number;
  29896. minHeight: number;
  29897. maxHeight: number;
  29898. deviceId: string;
  29899. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  29900. }
  29901. }
  29902. declare module "babylonjs/Engines/thinEngine" {
  29903. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  29904. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  29905. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  29906. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  29907. import { Nullable, DataArray, IndicesArray } from "babylonjs/types";
  29908. import { EngineCapabilities } from "babylonjs/Engines/engineCapabilities";
  29909. import { Observable } from "babylonjs/Misc/observable";
  29910. import { DepthCullingState } from "babylonjs/States/depthCullingState";
  29911. import { StencilState } from "babylonjs/States/stencilState";
  29912. import { AlphaState } from "babylonjs/States/alphaCullingState";
  29913. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  29914. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  29915. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29916. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  29917. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  29918. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  29919. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  29920. import { InstancingAttributeInfo } from "babylonjs/Engines/instancingAttributeInfo";
  29921. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29922. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  29923. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  29924. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  29925. /**
  29926. * Defines the interface used by objects working like Scene
  29927. * @hidden
  29928. */
  29929. interface ISceneLike {
  29930. _addPendingData(data: any): void;
  29931. _removePendingData(data: any): void;
  29932. offlineProvider: IOfflineProvider;
  29933. }
  29934. /** Interface defining initialization parameters for Engine class */
  29935. export interface EngineOptions extends WebGLContextAttributes {
  29936. /**
  29937. * Defines if the engine should no exceed a specified device ratio
  29938. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  29939. */
  29940. limitDeviceRatio?: number;
  29941. /**
  29942. * Defines if webvr should be enabled automatically
  29943. * @see http://doc.babylonjs.com/how_to/webvr_camera
  29944. */
  29945. autoEnableWebVR?: boolean;
  29946. /**
  29947. * Defines if webgl2 should be turned off even if supported
  29948. * @see http://doc.babylonjs.com/features/webgl2
  29949. */
  29950. disableWebGL2Support?: boolean;
  29951. /**
  29952. * Defines if webaudio should be initialized as well
  29953. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29954. */
  29955. audioEngine?: boolean;
  29956. /**
  29957. * Defines if animations should run using a deterministic lock step
  29958. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  29959. */
  29960. deterministicLockstep?: boolean;
  29961. /** Defines the maximum steps to use with deterministic lock step mode */
  29962. lockstepMaxSteps?: number;
  29963. /**
  29964. * Defines that engine should ignore context lost events
  29965. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  29966. */
  29967. doNotHandleContextLost?: boolean;
  29968. /**
  29969. * Defines that engine should ignore modifying touch action attribute and style
  29970. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  29971. */
  29972. doNotHandleTouchAction?: boolean;
  29973. /**
  29974. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  29975. */
  29976. useHighPrecisionFloats?: boolean;
  29977. }
  29978. /**
  29979. * The base engine class (root of all engines)
  29980. */
  29981. export class ThinEngine {
  29982. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  29983. static ExceptionList: ({
  29984. key: string;
  29985. capture: string;
  29986. captureConstraint: number;
  29987. targets: string[];
  29988. } | {
  29989. key: string;
  29990. capture: null;
  29991. captureConstraint: null;
  29992. targets: string[];
  29993. })[];
  29994. /** @hidden */
  29995. static _TextureLoaders: IInternalTextureLoader[];
  29996. /**
  29997. * Returns the current npm package of the sdk
  29998. */
  29999. static readonly NpmPackage: string;
  30000. /**
  30001. * Returns the current version of the framework
  30002. */
  30003. static readonly Version: string;
  30004. /**
  30005. * Returns a string describing the current engine
  30006. */
  30007. readonly description: string;
  30008. /**
  30009. * Gets or sets the epsilon value used by collision engine
  30010. */
  30011. static CollisionsEpsilon: number;
  30012. /**
  30013. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30014. */
  30015. static ShadersRepository: string;
  30016. /** @hidden */
  30017. _shaderProcessor: IShaderProcessor;
  30018. /**
  30019. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30020. */
  30021. forcePOTTextures: boolean;
  30022. /**
  30023. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30024. */
  30025. isFullscreen: boolean;
  30026. /**
  30027. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30028. */
  30029. cullBackFaces: boolean;
  30030. /**
  30031. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30032. */
  30033. renderEvenInBackground: boolean;
  30034. /**
  30035. * Gets or sets a boolean indicating that cache can be kept between frames
  30036. */
  30037. preventCacheWipeBetweenFrames: boolean;
  30038. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30039. validateShaderPrograms: boolean;
  30040. /**
  30041. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30042. */
  30043. disableUniformBuffers: boolean;
  30044. /** @hidden */
  30045. _uniformBuffers: UniformBuffer[];
  30046. /**
  30047. * Gets a boolean indicating that the engine supports uniform buffers
  30048. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30049. */
  30050. readonly supportsUniformBuffers: boolean;
  30051. /** @hidden */
  30052. _gl: WebGLRenderingContext;
  30053. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  30054. protected _windowIsBackground: boolean;
  30055. protected _webGLVersion: number;
  30056. protected _creationOptions: EngineOptions;
  30057. protected _highPrecisionShadersAllowed: boolean;
  30058. /** @hidden */
  30059. readonly _shouldUseHighPrecisionShader: boolean;
  30060. /**
  30061. * Gets a boolean indicating that only power of 2 textures are supported
  30062. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30063. */
  30064. readonly needPOTTextures: boolean;
  30065. /** @hidden */
  30066. _badOS: boolean;
  30067. /** @hidden */
  30068. _badDesktopOS: boolean;
  30069. private _hardwareScalingLevel;
  30070. /** @hidden */
  30071. _caps: EngineCapabilities;
  30072. private _isStencilEnable;
  30073. protected _colorWrite: boolean;
  30074. private _glVersion;
  30075. private _glRenderer;
  30076. private _glVendor;
  30077. /** @hidden */
  30078. _videoTextureSupported: boolean;
  30079. protected _renderingQueueLaunched: boolean;
  30080. protected _activeRenderLoops: (() => void)[];
  30081. /**
  30082. * Observable signaled when a context lost event is raised
  30083. */
  30084. onContextLostObservable: Observable<ThinEngine>;
  30085. /**
  30086. * Observable signaled when a context restored event is raised
  30087. */
  30088. onContextRestoredObservable: Observable<ThinEngine>;
  30089. private _onContextLost;
  30090. private _onContextRestored;
  30091. protected _contextWasLost: boolean;
  30092. /** @hidden */
  30093. _doNotHandleContextLost: boolean;
  30094. /**
  30095. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30096. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30097. */
  30098. doNotHandleContextLost: boolean;
  30099. /**
  30100. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30101. */
  30102. disableVertexArrayObjects: boolean;
  30103. /** @hidden */
  30104. protected _depthCullingState: DepthCullingState;
  30105. /** @hidden */
  30106. protected _stencilState: StencilState;
  30107. /** @hidden */
  30108. protected _alphaState: AlphaState;
  30109. /** @hidden */
  30110. _internalTexturesCache: InternalTexture[];
  30111. /** @hidden */
  30112. protected _activeChannel: number;
  30113. private _currentTextureChannel;
  30114. /** @hidden */
  30115. protected _boundTexturesCache: {
  30116. [key: string]: Nullable<InternalTexture>;
  30117. };
  30118. /** @hidden */
  30119. protected _currentEffect: Nullable<Effect>;
  30120. /** @hidden */
  30121. protected _currentProgram: Nullable<WebGLProgram>;
  30122. private _compiledEffects;
  30123. private _vertexAttribArraysEnabled;
  30124. /** @hidden */
  30125. protected _cachedViewport: Nullable<IViewportLike>;
  30126. private _cachedVertexArrayObject;
  30127. /** @hidden */
  30128. protected _cachedVertexBuffers: any;
  30129. /** @hidden */
  30130. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  30131. /** @hidden */
  30132. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  30133. /** @hidden */
  30134. _currentRenderTarget: Nullable<InternalTexture>;
  30135. private _uintIndicesCurrentlySet;
  30136. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  30137. /** @hidden */
  30138. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  30139. private _currentBufferPointers;
  30140. private _currentInstanceLocations;
  30141. private _currentInstanceBuffers;
  30142. private _textureUnits;
  30143. /** @hidden */
  30144. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  30145. /** @hidden */
  30146. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  30147. /** @hidden */
  30148. _bindedRenderFunction: any;
  30149. private _vaoRecordInProgress;
  30150. private _mustWipeVertexAttributes;
  30151. private _emptyTexture;
  30152. private _emptyCubeTexture;
  30153. private _emptyTexture3D;
  30154. /** @hidden */
  30155. _frameHandler: number;
  30156. private _nextFreeTextureSlots;
  30157. private _maxSimultaneousTextures;
  30158. private _activeRequests;
  30159. protected _texturesSupported: string[];
  30160. /** @hidden */
  30161. _textureFormatInUse: Nullable<string>;
  30162. protected readonly _supportsHardwareTextureRescaling: boolean;
  30163. /**
  30164. * Gets the list of texture formats supported
  30165. */
  30166. readonly texturesSupported: Array<string>;
  30167. /**
  30168. * Gets the list of texture formats in use
  30169. */
  30170. readonly textureFormatInUse: Nullable<string>;
  30171. /**
  30172. * Gets the current viewport
  30173. */
  30174. readonly currentViewport: Nullable<IViewportLike>;
  30175. /**
  30176. * Gets the default empty texture
  30177. */
  30178. readonly emptyTexture: InternalTexture;
  30179. /**
  30180. * Gets the default empty 3D texture
  30181. */
  30182. readonly emptyTexture3D: InternalTexture;
  30183. /**
  30184. * Gets the default empty cube texture
  30185. */
  30186. readonly emptyCubeTexture: InternalTexture;
  30187. /**
  30188. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  30189. */
  30190. readonly premultipliedAlpha: boolean;
  30191. /**
  30192. * Observable event triggered before each texture is initialized
  30193. */
  30194. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30195. /**
  30196. * Creates a new engine
  30197. * @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
  30198. * @param antialias defines enable antialiasing (default: false)
  30199. * @param options defines further options to be sent to the getContext() function
  30200. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  30201. */
  30202. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  30203. private _rebuildInternalTextures;
  30204. private _rebuildEffects;
  30205. /**
  30206. * Gets a boolean indicating if all created effects are ready
  30207. * @returns true if all effects are ready
  30208. */
  30209. areAllEffectsReady(): boolean;
  30210. protected _rebuildBuffers(): void;
  30211. private _initGLContext;
  30212. /**
  30213. * Gets version of the current webGL context
  30214. */
  30215. readonly webGLVersion: number;
  30216. /**
  30217. * Gets a string idenfifying the name of the class
  30218. * @returns "Engine" string
  30219. */
  30220. getClassName(): string;
  30221. /**
  30222. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  30223. */
  30224. readonly isStencilEnable: boolean;
  30225. /** @hidden */
  30226. _prepareWorkingCanvas(): void;
  30227. /**
  30228. * Reset the texture cache to empty state
  30229. */
  30230. resetTextureCache(): void;
  30231. /**
  30232. * Gets an object containing information about the current webGL context
  30233. * @returns an object containing the vender, the renderer and the version of the current webGL context
  30234. */
  30235. getGlInfo(): {
  30236. vendor: string;
  30237. renderer: string;
  30238. version: string;
  30239. };
  30240. /**
  30241. * Defines the hardware scaling level.
  30242. * By default the hardware scaling level is computed from the window device ratio.
  30243. * 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.
  30244. * @param level defines the level to use
  30245. */
  30246. setHardwareScalingLevel(level: number): void;
  30247. /**
  30248. * Gets the current hardware scaling level.
  30249. * By default the hardware scaling level is computed from the window device ratio.
  30250. * 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.
  30251. * @returns a number indicating the current hardware scaling level
  30252. */
  30253. getHardwareScalingLevel(): number;
  30254. /**
  30255. * Gets the list of loaded textures
  30256. * @returns an array containing all loaded textures
  30257. */
  30258. getLoadedTexturesCache(): InternalTexture[];
  30259. /**
  30260. * Gets the object containing all engine capabilities
  30261. * @returns the EngineCapabilities object
  30262. */
  30263. getCaps(): EngineCapabilities;
  30264. /**
  30265. * stop executing a render loop function and remove it from the execution array
  30266. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  30267. */
  30268. stopRenderLoop(renderFunction?: () => void): void;
  30269. /** @hidden */
  30270. _renderLoop(): void;
  30271. /**
  30272. * Gets the HTML canvas attached with the current webGL context
  30273. * @returns a HTML canvas
  30274. */
  30275. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  30276. /**
  30277. * Gets host window
  30278. * @returns the host window object
  30279. */
  30280. getHostWindow(): Nullable<Window>;
  30281. /**
  30282. * Gets the current render width
  30283. * @param useScreen defines if screen size must be used (or the current render target if any)
  30284. * @returns a number defining the current render width
  30285. */
  30286. getRenderWidth(useScreen?: boolean): number;
  30287. /**
  30288. * Gets the current render height
  30289. * @param useScreen defines if screen size must be used (or the current render target if any)
  30290. * @returns a number defining the current render height
  30291. */
  30292. getRenderHeight(useScreen?: boolean): number;
  30293. /**
  30294. * Can be used to override the current requestAnimationFrame requester.
  30295. * @hidden
  30296. */
  30297. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  30298. /**
  30299. * Register and execute a render loop. The engine can have more than one render function
  30300. * @param renderFunction defines the function to continuously execute
  30301. */
  30302. runRenderLoop(renderFunction: () => void): void;
  30303. /**
  30304. * Clear the current render buffer or the current render target (if any is set up)
  30305. * @param color defines the color to use
  30306. * @param backBuffer defines if the back buffer must be cleared
  30307. * @param depth defines if the depth buffer must be cleared
  30308. * @param stencil defines if the stencil buffer must be cleared
  30309. */
  30310. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  30311. private _viewportCached;
  30312. /** @hidden */
  30313. _viewport(x: number, y: number, width: number, height: number): void;
  30314. /**
  30315. * Set the WebGL's viewport
  30316. * @param viewport defines the viewport element to be used
  30317. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  30318. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  30319. */
  30320. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  30321. /**
  30322. * Begin a new frame
  30323. */
  30324. beginFrame(): void;
  30325. /**
  30326. * Enf the current frame
  30327. */
  30328. endFrame(): void;
  30329. /**
  30330. * Resize the view according to the canvas' size
  30331. */
  30332. resize(): void;
  30333. /**
  30334. * Force a specific size of the canvas
  30335. * @param width defines the new canvas' width
  30336. * @param height defines the new canvas' height
  30337. */
  30338. setSize(width: number, height: number): void;
  30339. /**
  30340. * Binds the frame buffer to the specified texture.
  30341. * @param texture The texture to render to or null for the default canvas
  30342. * @param faceIndex The face of the texture to render to in case of cube texture
  30343. * @param requiredWidth The width of the target to render to
  30344. * @param requiredHeight The height of the target to render to
  30345. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  30346. * @param depthStencilTexture The depth stencil texture to use to render
  30347. * @param lodLevel defines le lod level to bind to the frame buffer
  30348. */
  30349. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  30350. /** @hidden */
  30351. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  30352. /**
  30353. * Unbind the current render target texture from the webGL context
  30354. * @param texture defines the render target texture to unbind
  30355. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  30356. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  30357. */
  30358. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  30359. /**
  30360. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  30361. */
  30362. flushFramebuffer(): void;
  30363. /**
  30364. * Unbind the current render target and bind the default framebuffer
  30365. */
  30366. restoreDefaultFramebuffer(): void;
  30367. /** @hidden */
  30368. protected _resetVertexBufferBinding(): void;
  30369. /**
  30370. * Creates a vertex buffer
  30371. * @param data the data for the vertex buffer
  30372. * @returns the new WebGL static buffer
  30373. */
  30374. createVertexBuffer(data: DataArray): DataBuffer;
  30375. private _createVertexBuffer;
  30376. /**
  30377. * Creates a dynamic vertex buffer
  30378. * @param data the data for the dynamic vertex buffer
  30379. * @returns the new WebGL dynamic buffer
  30380. */
  30381. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  30382. protected _resetIndexBufferBinding(): void;
  30383. /**
  30384. * Creates a new index buffer
  30385. * @param indices defines the content of the index buffer
  30386. * @param updatable defines if the index buffer must be updatable
  30387. * @returns a new webGL buffer
  30388. */
  30389. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  30390. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  30391. /**
  30392. * Bind a webGL buffer to the webGL context
  30393. * @param buffer defines the buffer to bind
  30394. */
  30395. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  30396. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  30397. private bindBuffer;
  30398. /**
  30399. * update the bound buffer with the given data
  30400. * @param data defines the data to update
  30401. */
  30402. updateArrayBuffer(data: Float32Array): void;
  30403. private _vertexAttribPointer;
  30404. private _bindIndexBufferWithCache;
  30405. private _bindVertexBuffersAttributes;
  30406. /**
  30407. * Records a vertex array object
  30408. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30409. * @param vertexBuffers defines the list of vertex buffers to store
  30410. * @param indexBuffer defines the index buffer to store
  30411. * @param effect defines the effect to store
  30412. * @returns the new vertex array object
  30413. */
  30414. recordVertexArrayObject(vertexBuffers: {
  30415. [key: string]: VertexBuffer;
  30416. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  30417. /**
  30418. * Bind a specific vertex array object
  30419. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30420. * @param vertexArrayObject defines the vertex array object to bind
  30421. * @param indexBuffer defines the index buffer to bind
  30422. */
  30423. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  30424. /**
  30425. * Bind webGl buffers directly to the webGL context
  30426. * @param vertexBuffer defines the vertex buffer to bind
  30427. * @param indexBuffer defines the index buffer to bind
  30428. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  30429. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  30430. * @param effect defines the effect associated with the vertex buffer
  30431. */
  30432. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  30433. private _unbindVertexArrayObject;
  30434. /**
  30435. * Bind a list of vertex buffers to the webGL context
  30436. * @param vertexBuffers defines the list of vertex buffers to bind
  30437. * @param indexBuffer defines the index buffer to bind
  30438. * @param effect defines the effect associated with the vertex buffers
  30439. */
  30440. bindBuffers(vertexBuffers: {
  30441. [key: string]: Nullable<VertexBuffer>;
  30442. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  30443. /**
  30444. * Unbind all instance attributes
  30445. */
  30446. unbindInstanceAttributes(): void;
  30447. /**
  30448. * Release and free the memory of a vertex array object
  30449. * @param vao defines the vertex array object to delete
  30450. */
  30451. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  30452. /** @hidden */
  30453. _releaseBuffer(buffer: DataBuffer): boolean;
  30454. protected _deleteBuffer(buffer: DataBuffer): void;
  30455. /**
  30456. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  30457. * @param instancesBuffer defines the webGL buffer to update and bind
  30458. * @param data defines the data to store in the buffer
  30459. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  30460. */
  30461. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  30462. /**
  30463. * Apply all cached states (depth, culling, stencil and alpha)
  30464. */
  30465. applyStates(): void;
  30466. /**
  30467. * Send a draw order
  30468. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30469. * @param indexStart defines the starting index
  30470. * @param indexCount defines the number of index to draw
  30471. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30472. */
  30473. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  30474. /**
  30475. * Draw a list of points
  30476. * @param verticesStart defines the index of first vertex to draw
  30477. * @param verticesCount defines the count of vertices to draw
  30478. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30479. */
  30480. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30481. /**
  30482. * Draw a list of unindexed primitives
  30483. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30484. * @param verticesStart defines the index of first vertex to draw
  30485. * @param verticesCount defines the count of vertices to draw
  30486. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30487. */
  30488. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30489. /**
  30490. * Draw a list of indexed primitives
  30491. * @param fillMode defines the primitive to use
  30492. * @param indexStart defines the starting index
  30493. * @param indexCount defines the number of index to draw
  30494. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30495. */
  30496. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  30497. /**
  30498. * Draw a list of unindexed primitives
  30499. * @param fillMode defines the primitive to use
  30500. * @param verticesStart defines the index of first vertex to draw
  30501. * @param verticesCount defines the count of vertices to draw
  30502. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30503. */
  30504. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30505. private _drawMode;
  30506. /** @hidden */
  30507. protected _reportDrawCall(): void;
  30508. /** @hidden */
  30509. _releaseEffect(effect: Effect): void;
  30510. /** @hidden */
  30511. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  30512. /**
  30513. * Create a new effect (used to store vertex/fragment shaders)
  30514. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  30515. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  30516. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  30517. * @param samplers defines an array of string used to represent textures
  30518. * @param defines defines the string containing the defines to use to compile the shaders
  30519. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  30520. * @param onCompiled defines a function to call when the effect creation is successful
  30521. * @param onError defines a function to call when the effect creation has failed
  30522. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  30523. * @returns the new Effect
  30524. */
  30525. createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  30526. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  30527. private _compileShader;
  30528. private _compileRawShader;
  30529. /**
  30530. * Directly creates a webGL program
  30531. * @param pipelineContext defines the pipeline context to attach to
  30532. * @param vertexCode defines the vertex shader code to use
  30533. * @param fragmentCode defines the fragment shader code to use
  30534. * @param context defines the webGL context to use (if not set, the current one will be used)
  30535. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30536. * @returns the new webGL program
  30537. */
  30538. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30539. /**
  30540. * Creates a webGL program
  30541. * @param pipelineContext defines the pipeline context to attach to
  30542. * @param vertexCode defines the vertex shader code to use
  30543. * @param fragmentCode defines the fragment shader code to use
  30544. * @param defines defines the string containing the defines to use to compile the shaders
  30545. * @param context defines the webGL context to use (if not set, the current one will be used)
  30546. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30547. * @returns the new webGL program
  30548. */
  30549. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30550. /**
  30551. * Creates a new pipeline context
  30552. * @returns the new pipeline
  30553. */
  30554. createPipelineContext(): IPipelineContext;
  30555. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30556. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  30557. /** @hidden */
  30558. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  30559. /** @hidden */
  30560. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  30561. /** @hidden */
  30562. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  30563. /**
  30564. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  30565. * @param pipelineContext defines the pipeline context to use
  30566. * @param uniformsNames defines the list of uniform names
  30567. * @returns an array of webGL uniform locations
  30568. */
  30569. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  30570. /**
  30571. * Gets the lsit of active attributes for a given webGL program
  30572. * @param pipelineContext defines the pipeline context to use
  30573. * @param attributesNames defines the list of attribute names to get
  30574. * @returns an array of indices indicating the offset of each attribute
  30575. */
  30576. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  30577. /**
  30578. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  30579. * @param effect defines the effect to activate
  30580. */
  30581. enableEffect(effect: Nullable<Effect>): void;
  30582. /**
  30583. * Set the value of an uniform to a number (int)
  30584. * @param uniform defines the webGL uniform location where to store the value
  30585. * @param value defines the int number to store
  30586. */
  30587. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30588. /**
  30589. * Set the value of an uniform to an array of int32
  30590. * @param uniform defines the webGL uniform location where to store the value
  30591. * @param array defines the array of int32 to store
  30592. */
  30593. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30594. /**
  30595. * Set the value of an uniform to an array of int32 (stored as vec2)
  30596. * @param uniform defines the webGL uniform location where to store the value
  30597. * @param array defines the array of int32 to store
  30598. */
  30599. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30600. /**
  30601. * Set the value of an uniform to an array of int32 (stored as vec3)
  30602. * @param uniform defines the webGL uniform location where to store the value
  30603. * @param array defines the array of int32 to store
  30604. */
  30605. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30606. /**
  30607. * Set the value of an uniform to an array of int32 (stored as vec4)
  30608. * @param uniform defines the webGL uniform location where to store the value
  30609. * @param array defines the array of int32 to store
  30610. */
  30611. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30612. /**
  30613. * Set the value of an uniform to an array of number
  30614. * @param uniform defines the webGL uniform location where to store the value
  30615. * @param array defines the array of number to store
  30616. */
  30617. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30618. /**
  30619. * Set the value of an uniform to an array of number (stored as vec2)
  30620. * @param uniform defines the webGL uniform location where to store the value
  30621. * @param array defines the array of number to store
  30622. */
  30623. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30624. /**
  30625. * Set the value of an uniform to an array of number (stored as vec3)
  30626. * @param uniform defines the webGL uniform location where to store the value
  30627. * @param array defines the array of number to store
  30628. */
  30629. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30630. /**
  30631. * Set the value of an uniform to an array of number (stored as vec4)
  30632. * @param uniform defines the webGL uniform location where to store the value
  30633. * @param array defines the array of number to store
  30634. */
  30635. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30636. /**
  30637. * Set the value of an uniform to an array of float32 (stored as matrices)
  30638. * @param uniform defines the webGL uniform location where to store the value
  30639. * @param matrices defines the array of float32 to store
  30640. */
  30641. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  30642. /**
  30643. * Set the value of an uniform to a matrix (3x3)
  30644. * @param uniform defines the webGL uniform location where to store the value
  30645. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  30646. */
  30647. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30648. /**
  30649. * Set the value of an uniform to a matrix (2x2)
  30650. * @param uniform defines the webGL uniform location where to store the value
  30651. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  30652. */
  30653. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30654. /**
  30655. * Set the value of an uniform to a number (float)
  30656. * @param uniform defines the webGL uniform location where to store the value
  30657. * @param value defines the float number to store
  30658. */
  30659. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30660. /**
  30661. * Set the value of an uniform to a vec2
  30662. * @param uniform defines the webGL uniform location where to store the value
  30663. * @param x defines the 1st component of the value
  30664. * @param y defines the 2nd component of the value
  30665. */
  30666. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  30667. /**
  30668. * Set the value of an uniform to a vec3
  30669. * @param uniform defines the webGL uniform location where to store the value
  30670. * @param x defines the 1st component of the value
  30671. * @param y defines the 2nd component of the value
  30672. * @param z defines the 3rd component of the value
  30673. */
  30674. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  30675. /**
  30676. * Set the value of an uniform to a vec4
  30677. * @param uniform defines the webGL uniform location where to store the value
  30678. * @param x defines the 1st component of the value
  30679. * @param y defines the 2nd component of the value
  30680. * @param z defines the 3rd component of the value
  30681. * @param w defines the 4th component of the value
  30682. */
  30683. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  30684. /**
  30685. * Gets the depth culling state manager
  30686. */
  30687. readonly depthCullingState: DepthCullingState;
  30688. /**
  30689. * Gets the alpha state manager
  30690. */
  30691. readonly alphaState: AlphaState;
  30692. /**
  30693. * Gets the stencil state manager
  30694. */
  30695. readonly stencilState: StencilState;
  30696. /**
  30697. * Clears the list of texture accessible through engine.
  30698. * This can help preventing texture load conflict due to name collision.
  30699. */
  30700. clearInternalTexturesCache(): void;
  30701. /**
  30702. * Force the entire cache to be cleared
  30703. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  30704. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  30705. */
  30706. wipeCaches(bruteForce?: boolean): void;
  30707. /** @hidden */
  30708. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  30709. min: number;
  30710. mag: number;
  30711. };
  30712. /** @hidden */
  30713. _createTexture(): WebGLTexture;
  30714. /**
  30715. * Usually called from Texture.ts.
  30716. * Passed information to create a WebGLTexture
  30717. * @param urlArg defines a value which contains one of the following:
  30718. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  30719. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  30720. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  30721. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  30722. * @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)
  30723. * @param scene needed for loading to the correct scene
  30724. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  30725. * @param onLoad optional callback to be called upon successful completion
  30726. * @param onError optional callback to be called upon failure
  30727. * @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
  30728. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  30729. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  30730. * @param forcedExtension defines the extension to use to pick the right loader
  30731. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  30732. * @param mimeType defines an optional mime type
  30733. * @returns a InternalTexture for assignment back into BABYLON.Texture
  30734. */
  30735. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>, mimeType?: string): InternalTexture;
  30736. /**
  30737. * @hidden
  30738. */
  30739. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  30740. /**
  30741. * Creates a raw texture
  30742. * @param data defines the data to store in the texture
  30743. * @param width defines the width of the texture
  30744. * @param height defines the height of the texture
  30745. * @param format defines the format of the data
  30746. * @param generateMipMaps defines if the engine should generate the mip levels
  30747. * @param invertY defines if data must be stored with Y axis inverted
  30748. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  30749. * @param compression defines the compression used (null by default)
  30750. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  30751. * @returns the raw texture inside an InternalTexture
  30752. */
  30753. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  30754. /**
  30755. * Creates a new raw cube texture
  30756. * @param data defines the array of data to use to create each face
  30757. * @param size defines the size of the textures
  30758. * @param format defines the format of the data
  30759. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  30760. * @param generateMipMaps defines if the engine should generate the mip levels
  30761. * @param invertY defines if data must be stored with Y axis inverted
  30762. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  30763. * @param compression defines the compression used (null by default)
  30764. * @returns the cube texture as an InternalTexture
  30765. */
  30766. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  30767. /**
  30768. * Creates a new raw 3D texture
  30769. * @param data defines the data used to create the texture
  30770. * @param width defines the width of the texture
  30771. * @param height defines the height of the texture
  30772. * @param depth defines the depth of the texture
  30773. * @param format defines the format of the texture
  30774. * @param generateMipMaps defines if the engine must generate mip levels
  30775. * @param invertY defines if data must be stored with Y axis inverted
  30776. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  30777. * @param compression defines the compressed used (can be null)
  30778. * @param textureType defines the compressed used (can be null)
  30779. * @returns a new raw 3D texture (stored in an InternalTexture)
  30780. */
  30781. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  30782. private _unpackFlipYCached;
  30783. /**
  30784. * In case you are sharing the context with other applications, it might
  30785. * be interested to not cache the unpack flip y state to ensure a consistent
  30786. * value would be set.
  30787. */
  30788. enableUnpackFlipYCached: boolean;
  30789. /** @hidden */
  30790. _unpackFlipY(value: boolean): void;
  30791. /** @hidden */
  30792. _getUnpackAlignement(): number;
  30793. /**
  30794. * Update the sampling mode of a given texture
  30795. * @param samplingMode defines the required sampling mode
  30796. * @param texture defines the texture to update
  30797. */
  30798. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  30799. /** @hidden */
  30800. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  30801. width: number;
  30802. height: number;
  30803. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  30804. /** @hidden */
  30805. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  30806. /** @hidden */
  30807. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  30808. /** @hidden */
  30809. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  30810. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  30811. private _prepareWebGLTexture;
  30812. /** @hidden */
  30813. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  30814. /** @hidden */
  30815. _releaseFramebufferObjects(texture: InternalTexture): void;
  30816. /** @hidden */
  30817. _releaseTexture(texture: InternalTexture): void;
  30818. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  30819. protected _setProgram(program: WebGLProgram): void;
  30820. protected _boundUniforms: {
  30821. [key: number]: WebGLUniformLocation;
  30822. };
  30823. /**
  30824. * Binds an effect to the webGL context
  30825. * @param effect defines the effect to bind
  30826. */
  30827. bindSamplers(effect: Effect): void;
  30828. private _activateCurrentTexture;
  30829. /** @hidden */
  30830. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  30831. /** @hidden */
  30832. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  30833. /**
  30834. * Unbind all textures from the webGL context
  30835. */
  30836. unbindAllTextures(): void;
  30837. /**
  30838. * Sets a texture to the according uniform.
  30839. * @param channel The texture channel
  30840. * @param uniform The uniform to set
  30841. * @param texture The texture to apply
  30842. */
  30843. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  30844. private _bindSamplerUniformToChannel;
  30845. private _getTextureWrapMode;
  30846. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  30847. /**
  30848. * Sets an array of texture to the webGL context
  30849. * @param channel defines the channel where the texture array must be set
  30850. * @param uniform defines the associated uniform location
  30851. * @param textures defines the array of textures to bind
  30852. */
  30853. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  30854. /** @hidden */
  30855. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  30856. private _setTextureParameterFloat;
  30857. private _setTextureParameterInteger;
  30858. /**
  30859. * Unbind all vertex attributes from the webGL context
  30860. */
  30861. unbindAllAttributes(): void;
  30862. /**
  30863. * 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
  30864. */
  30865. releaseEffects(): void;
  30866. /**
  30867. * Dispose and release all associated resources
  30868. */
  30869. dispose(): void;
  30870. /**
  30871. * Attach a new callback raised when context lost event is fired
  30872. * @param callback defines the callback to call
  30873. */
  30874. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  30875. /**
  30876. * Attach a new callback raised when context restored event is fired
  30877. * @param callback defines the callback to call
  30878. */
  30879. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  30880. /**
  30881. * Get the current error code of the webGL context
  30882. * @returns the error code
  30883. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  30884. */
  30885. getError(): number;
  30886. private _canRenderToFloatFramebuffer;
  30887. private _canRenderToHalfFloatFramebuffer;
  30888. private _canRenderToFramebuffer;
  30889. /** @hidden */
  30890. _getWebGLTextureType(type: number): number;
  30891. /** @hidden */
  30892. _getInternalFormat(format: number): number;
  30893. /** @hidden */
  30894. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  30895. /** @hidden */
  30896. _getRGBAMultiSampleBufferFormat(type: number): number;
  30897. /** @hidden */
  30898. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest;
  30899. /**
  30900. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  30901. * @returns true if the engine can be created
  30902. * @ignorenaming
  30903. */
  30904. static isSupported(): boolean;
  30905. /**
  30906. * Find the next highest power of two.
  30907. * @param x Number to start search from.
  30908. * @return Next highest power of two.
  30909. */
  30910. static CeilingPOT(x: number): number;
  30911. /**
  30912. * Find the next lowest power of two.
  30913. * @param x Number to start search from.
  30914. * @return Next lowest power of two.
  30915. */
  30916. static FloorPOT(x: number): number;
  30917. /**
  30918. * Find the nearest power of two.
  30919. * @param x Number to start search from.
  30920. * @return Next nearest power of two.
  30921. */
  30922. static NearestPOT(x: number): number;
  30923. /**
  30924. * Get the closest exponent of two
  30925. * @param value defines the value to approximate
  30926. * @param max defines the maximum value to return
  30927. * @param mode defines how to define the closest value
  30928. * @returns closest exponent of two of the given value
  30929. */
  30930. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  30931. /**
  30932. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  30933. * @param func - the function to be called
  30934. * @param requester - the object that will request the next frame. Falls back to window.
  30935. * @returns frame number
  30936. */
  30937. static QueueNewFrame(func: () => void, requester?: any): number;
  30938. }
  30939. }
  30940. declare module "babylonjs/Maths/sphericalPolynomial" {
  30941. import { Vector3 } from "babylonjs/Maths/math.vector";
  30942. import { Color3 } from "babylonjs/Maths/math.color";
  30943. /**
  30944. * Class representing spherical harmonics coefficients to the 3rd degree
  30945. */
  30946. export class SphericalHarmonics {
  30947. /**
  30948. * Defines whether or not the harmonics have been prescaled for rendering.
  30949. */
  30950. preScaled: boolean;
  30951. /**
  30952. * The l0,0 coefficients of the spherical harmonics
  30953. */
  30954. l00: Vector3;
  30955. /**
  30956. * The l1,-1 coefficients of the spherical harmonics
  30957. */
  30958. l1_1: Vector3;
  30959. /**
  30960. * The l1,0 coefficients of the spherical harmonics
  30961. */
  30962. l10: Vector3;
  30963. /**
  30964. * The l1,1 coefficients of the spherical harmonics
  30965. */
  30966. l11: Vector3;
  30967. /**
  30968. * The l2,-2 coefficients of the spherical harmonics
  30969. */
  30970. l2_2: Vector3;
  30971. /**
  30972. * The l2,-1 coefficients of the spherical harmonics
  30973. */
  30974. l2_1: Vector3;
  30975. /**
  30976. * The l2,0 coefficients of the spherical harmonics
  30977. */
  30978. l20: Vector3;
  30979. /**
  30980. * The l2,1 coefficients of the spherical harmonics
  30981. */
  30982. l21: Vector3;
  30983. /**
  30984. * The l2,2 coefficients of the spherical harmonics
  30985. */
  30986. l22: Vector3;
  30987. /**
  30988. * Adds a light to the spherical harmonics
  30989. * @param direction the direction of the light
  30990. * @param color the color of the light
  30991. * @param deltaSolidAngle the delta solid angle of the light
  30992. */
  30993. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  30994. /**
  30995. * Scales the spherical harmonics by the given amount
  30996. * @param scale the amount to scale
  30997. */
  30998. scaleInPlace(scale: number): void;
  30999. /**
  31000. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  31001. *
  31002. * ```
  31003. * E_lm = A_l * L_lm
  31004. * ```
  31005. *
  31006. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  31007. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  31008. * the scaling factors are given in equation 9.
  31009. */
  31010. convertIncidentRadianceToIrradiance(): void;
  31011. /**
  31012. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  31013. *
  31014. * ```
  31015. * L = (1/pi) * E * rho
  31016. * ```
  31017. *
  31018. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  31019. */
  31020. convertIrradianceToLambertianRadiance(): void;
  31021. /**
  31022. * Integrates the reconstruction coefficients directly in to the SH preventing further
  31023. * required operations at run time.
  31024. *
  31025. * This is simply done by scaling back the SH with Ylm constants parameter.
  31026. * The trigonometric part being applied by the shader at run time.
  31027. */
  31028. preScaleForRendering(): void;
  31029. /**
  31030. * Constructs a spherical harmonics from an array.
  31031. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  31032. * @returns the spherical harmonics
  31033. */
  31034. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  31035. /**
  31036. * Gets the spherical harmonics from polynomial
  31037. * @param polynomial the spherical polynomial
  31038. * @returns the spherical harmonics
  31039. */
  31040. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  31041. }
  31042. /**
  31043. * Class representing spherical polynomial coefficients to the 3rd degree
  31044. */
  31045. export class SphericalPolynomial {
  31046. private _harmonics;
  31047. /**
  31048. * The spherical harmonics used to create the polynomials.
  31049. */
  31050. readonly preScaledHarmonics: SphericalHarmonics;
  31051. /**
  31052. * The x coefficients of the spherical polynomial
  31053. */
  31054. x: Vector3;
  31055. /**
  31056. * The y coefficients of the spherical polynomial
  31057. */
  31058. y: Vector3;
  31059. /**
  31060. * The z coefficients of the spherical polynomial
  31061. */
  31062. z: Vector3;
  31063. /**
  31064. * The xx coefficients of the spherical polynomial
  31065. */
  31066. xx: Vector3;
  31067. /**
  31068. * The yy coefficients of the spherical polynomial
  31069. */
  31070. yy: Vector3;
  31071. /**
  31072. * The zz coefficients of the spherical polynomial
  31073. */
  31074. zz: Vector3;
  31075. /**
  31076. * The xy coefficients of the spherical polynomial
  31077. */
  31078. xy: Vector3;
  31079. /**
  31080. * The yz coefficients of the spherical polynomial
  31081. */
  31082. yz: Vector3;
  31083. /**
  31084. * The zx coefficients of the spherical polynomial
  31085. */
  31086. zx: Vector3;
  31087. /**
  31088. * Adds an ambient color to the spherical polynomial
  31089. * @param color the color to add
  31090. */
  31091. addAmbient(color: Color3): void;
  31092. /**
  31093. * Scales the spherical polynomial by the given amount
  31094. * @param scale the amount to scale
  31095. */
  31096. scaleInPlace(scale: number): void;
  31097. /**
  31098. * Gets the spherical polynomial from harmonics
  31099. * @param harmonics the spherical harmonics
  31100. * @returns the spherical polynomial
  31101. */
  31102. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  31103. /**
  31104. * Constructs a spherical polynomial from an array.
  31105. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  31106. * @returns the spherical polynomial
  31107. */
  31108. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  31109. }
  31110. }
  31111. declare module "babylonjs/Materials/Textures/internalTexture" {
  31112. import { Observable } from "babylonjs/Misc/observable";
  31113. import { Nullable, int } from "babylonjs/types";
  31114. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  31115. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  31116. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  31117. /**
  31118. * Defines the source of the internal texture
  31119. */
  31120. export enum InternalTextureSource {
  31121. /**
  31122. * The source of the texture data is unknown
  31123. */
  31124. Unknown = 0,
  31125. /**
  31126. * Texture data comes from an URL
  31127. */
  31128. Url = 1,
  31129. /**
  31130. * Texture data is only used for temporary storage
  31131. */
  31132. Temp = 2,
  31133. /**
  31134. * Texture data comes from raw data (ArrayBuffer)
  31135. */
  31136. Raw = 3,
  31137. /**
  31138. * Texture content is dynamic (video or dynamic texture)
  31139. */
  31140. Dynamic = 4,
  31141. /**
  31142. * Texture content is generated by rendering to it
  31143. */
  31144. RenderTarget = 5,
  31145. /**
  31146. * Texture content is part of a multi render target process
  31147. */
  31148. MultiRenderTarget = 6,
  31149. /**
  31150. * Texture data comes from a cube data file
  31151. */
  31152. Cube = 7,
  31153. /**
  31154. * Texture data comes from a raw cube data
  31155. */
  31156. CubeRaw = 8,
  31157. /**
  31158. * Texture data come from a prefiltered cube data file
  31159. */
  31160. CubePrefiltered = 9,
  31161. /**
  31162. * Texture content is raw 3D data
  31163. */
  31164. Raw3D = 10,
  31165. /**
  31166. * Texture content is a depth texture
  31167. */
  31168. Depth = 11,
  31169. /**
  31170. * Texture data comes from a raw cube data encoded with RGBD
  31171. */
  31172. CubeRawRGBD = 12
  31173. }
  31174. /**
  31175. * Class used to store data associated with WebGL texture data for the engine
  31176. * This class should not be used directly
  31177. */
  31178. export class InternalTexture {
  31179. /** @hidden */
  31180. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<import("babylonjs/Maths/sphericalPolynomial").SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  31181. /**
  31182. * Defines if the texture is ready
  31183. */
  31184. isReady: boolean;
  31185. /**
  31186. * Defines if the texture is a cube texture
  31187. */
  31188. isCube: boolean;
  31189. /**
  31190. * Defines if the texture contains 3D data
  31191. */
  31192. is3D: boolean;
  31193. /**
  31194. * Defines if the texture contains multiview data
  31195. */
  31196. isMultiview: boolean;
  31197. /**
  31198. * Gets the URL used to load this texture
  31199. */
  31200. url: string;
  31201. /**
  31202. * Gets the sampling mode of the texture
  31203. */
  31204. samplingMode: number;
  31205. /**
  31206. * Gets a boolean indicating if the texture needs mipmaps generation
  31207. */
  31208. generateMipMaps: boolean;
  31209. /**
  31210. * Gets the number of samples used by the texture (WebGL2+ only)
  31211. */
  31212. samples: number;
  31213. /**
  31214. * Gets the type of the texture (int, float...)
  31215. */
  31216. type: number;
  31217. /**
  31218. * Gets the format of the texture (RGB, RGBA...)
  31219. */
  31220. format: number;
  31221. /**
  31222. * Observable called when the texture is loaded
  31223. */
  31224. onLoadedObservable: Observable<InternalTexture>;
  31225. /**
  31226. * Gets the width of the texture
  31227. */
  31228. width: number;
  31229. /**
  31230. * Gets the height of the texture
  31231. */
  31232. height: number;
  31233. /**
  31234. * Gets the depth of the texture
  31235. */
  31236. depth: number;
  31237. /**
  31238. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  31239. */
  31240. baseWidth: number;
  31241. /**
  31242. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  31243. */
  31244. baseHeight: number;
  31245. /**
  31246. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  31247. */
  31248. baseDepth: number;
  31249. /**
  31250. * Gets a boolean indicating if the texture is inverted on Y axis
  31251. */
  31252. invertY: boolean;
  31253. /** @hidden */
  31254. _invertVScale: boolean;
  31255. /** @hidden */
  31256. _associatedChannel: number;
  31257. /** @hidden */
  31258. _source: InternalTextureSource;
  31259. /** @hidden */
  31260. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  31261. /** @hidden */
  31262. _bufferView: Nullable<ArrayBufferView>;
  31263. /** @hidden */
  31264. _bufferViewArray: Nullable<ArrayBufferView[]>;
  31265. /** @hidden */
  31266. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  31267. /** @hidden */
  31268. _size: number;
  31269. /** @hidden */
  31270. _extension: string;
  31271. /** @hidden */
  31272. _files: Nullable<string[]>;
  31273. /** @hidden */
  31274. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  31275. /** @hidden */
  31276. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  31277. /** @hidden */
  31278. _framebuffer: Nullable<WebGLFramebuffer>;
  31279. /** @hidden */
  31280. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  31281. /** @hidden */
  31282. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  31283. /** @hidden */
  31284. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  31285. /** @hidden */
  31286. _attachments: Nullable<number[]>;
  31287. /** @hidden */
  31288. _cachedCoordinatesMode: Nullable<number>;
  31289. /** @hidden */
  31290. _cachedWrapU: Nullable<number>;
  31291. /** @hidden */
  31292. _cachedWrapV: Nullable<number>;
  31293. /** @hidden */
  31294. _cachedWrapR: Nullable<number>;
  31295. /** @hidden */
  31296. _cachedAnisotropicFilteringLevel: Nullable<number>;
  31297. /** @hidden */
  31298. _isDisabled: boolean;
  31299. /** @hidden */
  31300. _compression: Nullable<string>;
  31301. /** @hidden */
  31302. _generateStencilBuffer: boolean;
  31303. /** @hidden */
  31304. _generateDepthBuffer: boolean;
  31305. /** @hidden */
  31306. _comparisonFunction: number;
  31307. /** @hidden */
  31308. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  31309. /** @hidden */
  31310. _lodGenerationScale: number;
  31311. /** @hidden */
  31312. _lodGenerationOffset: number;
  31313. /** @hidden */
  31314. _colorTextureArray: Nullable<WebGLTexture>;
  31315. /** @hidden */
  31316. _depthStencilTextureArray: Nullable<WebGLTexture>;
  31317. /** @hidden */
  31318. _lodTextureHigh: Nullable<BaseTexture>;
  31319. /** @hidden */
  31320. _lodTextureMid: Nullable<BaseTexture>;
  31321. /** @hidden */
  31322. _lodTextureLow: Nullable<BaseTexture>;
  31323. /** @hidden */
  31324. _isRGBD: boolean;
  31325. /** @hidden */
  31326. _linearSpecularLOD: boolean;
  31327. /** @hidden */
  31328. _irradianceTexture: Nullable<BaseTexture>;
  31329. /** @hidden */
  31330. _webGLTexture: Nullable<WebGLTexture>;
  31331. /** @hidden */
  31332. _references: number;
  31333. private _engine;
  31334. /**
  31335. * Gets the Engine the texture belongs to.
  31336. * @returns The babylon engine
  31337. */
  31338. getEngine(): ThinEngine;
  31339. /**
  31340. * Gets the data source type of the texture
  31341. */
  31342. readonly source: InternalTextureSource;
  31343. /**
  31344. * Creates a new InternalTexture
  31345. * @param engine defines the engine to use
  31346. * @param source defines the type of data that will be used
  31347. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31348. */
  31349. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  31350. /**
  31351. * Increments the number of references (ie. the number of Texture that point to it)
  31352. */
  31353. incrementReferences(): void;
  31354. /**
  31355. * Change the size of the texture (not the size of the content)
  31356. * @param width defines the new width
  31357. * @param height defines the new height
  31358. * @param depth defines the new depth (1 by default)
  31359. */
  31360. updateSize(width: int, height: int, depth?: int): void;
  31361. /** @hidden */
  31362. _rebuild(): void;
  31363. /** @hidden */
  31364. _swapAndDie(target: InternalTexture): void;
  31365. /**
  31366. * Dispose the current allocated resources
  31367. */
  31368. dispose(): void;
  31369. }
  31370. }
  31371. declare module "babylonjs/Audio/analyser" {
  31372. import { Scene } from "babylonjs/scene";
  31373. /**
  31374. * Class used to work with sound analyzer using fast fourier transform (FFT)
  31375. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31376. */
  31377. export class Analyser {
  31378. /**
  31379. * Gets or sets the smoothing
  31380. * @ignorenaming
  31381. */
  31382. SMOOTHING: number;
  31383. /**
  31384. * Gets or sets the FFT table size
  31385. * @ignorenaming
  31386. */
  31387. FFT_SIZE: number;
  31388. /**
  31389. * Gets or sets the bar graph amplitude
  31390. * @ignorenaming
  31391. */
  31392. BARGRAPHAMPLITUDE: number;
  31393. /**
  31394. * Gets or sets the position of the debug canvas
  31395. * @ignorenaming
  31396. */
  31397. DEBUGCANVASPOS: {
  31398. x: number;
  31399. y: number;
  31400. };
  31401. /**
  31402. * Gets or sets the debug canvas size
  31403. * @ignorenaming
  31404. */
  31405. DEBUGCANVASSIZE: {
  31406. width: number;
  31407. height: number;
  31408. };
  31409. private _byteFreqs;
  31410. private _byteTime;
  31411. private _floatFreqs;
  31412. private _webAudioAnalyser;
  31413. private _debugCanvas;
  31414. private _debugCanvasContext;
  31415. private _scene;
  31416. private _registerFunc;
  31417. private _audioEngine;
  31418. /**
  31419. * Creates a new analyser
  31420. * @param scene defines hosting scene
  31421. */
  31422. constructor(scene: Scene);
  31423. /**
  31424. * Get the number of data values you will have to play with for the visualization
  31425. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  31426. * @returns a number
  31427. */
  31428. getFrequencyBinCount(): number;
  31429. /**
  31430. * Gets the current frequency data as a byte array
  31431. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31432. * @returns a Uint8Array
  31433. */
  31434. getByteFrequencyData(): Uint8Array;
  31435. /**
  31436. * Gets the current waveform as a byte array
  31437. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  31438. * @returns a Uint8Array
  31439. */
  31440. getByteTimeDomainData(): Uint8Array;
  31441. /**
  31442. * Gets the current frequency data as a float array
  31443. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31444. * @returns a Float32Array
  31445. */
  31446. getFloatFrequencyData(): Float32Array;
  31447. /**
  31448. * Renders the debug canvas
  31449. */
  31450. drawDebugCanvas(): void;
  31451. /**
  31452. * Stops rendering the debug canvas and removes it
  31453. */
  31454. stopDebugCanvas(): void;
  31455. /**
  31456. * Connects two audio nodes
  31457. * @param inputAudioNode defines first node to connect
  31458. * @param outputAudioNode defines second node to connect
  31459. */
  31460. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  31461. /**
  31462. * Releases all associated resources
  31463. */
  31464. dispose(): void;
  31465. }
  31466. }
  31467. declare module "babylonjs/Audio/audioEngine" {
  31468. import { IDisposable } from "babylonjs/scene";
  31469. import { Analyser } from "babylonjs/Audio/analyser";
  31470. import { Nullable } from "babylonjs/types";
  31471. import { Observable } from "babylonjs/Misc/observable";
  31472. /**
  31473. * This represents an audio engine and it is responsible
  31474. * to play, synchronize and analyse sounds throughout the application.
  31475. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31476. */
  31477. export interface IAudioEngine extends IDisposable {
  31478. /**
  31479. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31480. */
  31481. readonly canUseWebAudio: boolean;
  31482. /**
  31483. * Gets the current AudioContext if available.
  31484. */
  31485. readonly audioContext: Nullable<AudioContext>;
  31486. /**
  31487. * The master gain node defines the global audio volume of your audio engine.
  31488. */
  31489. readonly masterGain: GainNode;
  31490. /**
  31491. * Gets whether or not mp3 are supported by your browser.
  31492. */
  31493. readonly isMP3supported: boolean;
  31494. /**
  31495. * Gets whether or not ogg are supported by your browser.
  31496. */
  31497. readonly isOGGsupported: boolean;
  31498. /**
  31499. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31500. * @ignoreNaming
  31501. */
  31502. WarnedWebAudioUnsupported: boolean;
  31503. /**
  31504. * Defines if the audio engine relies on a custom unlocked button.
  31505. * In this case, the embedded button will not be displayed.
  31506. */
  31507. useCustomUnlockedButton: boolean;
  31508. /**
  31509. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  31510. */
  31511. readonly unlocked: boolean;
  31512. /**
  31513. * Event raised when audio has been unlocked on the browser.
  31514. */
  31515. onAudioUnlockedObservable: Observable<AudioEngine>;
  31516. /**
  31517. * Event raised when audio has been locked on the browser.
  31518. */
  31519. onAudioLockedObservable: Observable<AudioEngine>;
  31520. /**
  31521. * Flags the audio engine in Locked state.
  31522. * This happens due to new browser policies preventing audio to autoplay.
  31523. */
  31524. lock(): void;
  31525. /**
  31526. * Unlocks the audio engine once a user action has been done on the dom.
  31527. * This is helpful to resume play once browser policies have been satisfied.
  31528. */
  31529. unlock(): void;
  31530. }
  31531. /**
  31532. * This represents the default audio engine used in babylon.
  31533. * It is responsible to play, synchronize and analyse sounds throughout the application.
  31534. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31535. */
  31536. export class AudioEngine implements IAudioEngine {
  31537. private _audioContext;
  31538. private _audioContextInitialized;
  31539. private _muteButton;
  31540. private _hostElement;
  31541. /**
  31542. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31543. */
  31544. canUseWebAudio: boolean;
  31545. /**
  31546. * The master gain node defines the global audio volume of your audio engine.
  31547. */
  31548. masterGain: GainNode;
  31549. /**
  31550. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31551. * @ignoreNaming
  31552. */
  31553. WarnedWebAudioUnsupported: boolean;
  31554. /**
  31555. * Gets whether or not mp3 are supported by your browser.
  31556. */
  31557. isMP3supported: boolean;
  31558. /**
  31559. * Gets whether or not ogg are supported by your browser.
  31560. */
  31561. isOGGsupported: boolean;
  31562. /**
  31563. * Gets whether audio has been unlocked on the device.
  31564. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  31565. * a user interaction has happened.
  31566. */
  31567. unlocked: boolean;
  31568. /**
  31569. * Defines if the audio engine relies on a custom unlocked button.
  31570. * In this case, the embedded button will not be displayed.
  31571. */
  31572. useCustomUnlockedButton: boolean;
  31573. /**
  31574. * Event raised when audio has been unlocked on the browser.
  31575. */
  31576. onAudioUnlockedObservable: Observable<AudioEngine>;
  31577. /**
  31578. * Event raised when audio has been locked on the browser.
  31579. */
  31580. onAudioLockedObservable: Observable<AudioEngine>;
  31581. /**
  31582. * Gets the current AudioContext if available.
  31583. */
  31584. readonly audioContext: Nullable<AudioContext>;
  31585. private _connectedAnalyser;
  31586. /**
  31587. * Instantiates a new audio engine.
  31588. *
  31589. * There should be only one per page as some browsers restrict the number
  31590. * of audio contexts you can create.
  31591. * @param hostElement defines the host element where to display the mute icon if necessary
  31592. */
  31593. constructor(hostElement?: Nullable<HTMLElement>);
  31594. /**
  31595. * Flags the audio engine in Locked state.
  31596. * This happens due to new browser policies preventing audio to autoplay.
  31597. */
  31598. lock(): void;
  31599. /**
  31600. * Unlocks the audio engine once a user action has been done on the dom.
  31601. * This is helpful to resume play once browser policies have been satisfied.
  31602. */
  31603. unlock(): void;
  31604. private _resumeAudioContext;
  31605. private _initializeAudioContext;
  31606. private _tryToRun;
  31607. private _triggerRunningState;
  31608. private _triggerSuspendedState;
  31609. private _displayMuteButton;
  31610. private _moveButtonToTopLeft;
  31611. private _onResize;
  31612. private _hideMuteButton;
  31613. /**
  31614. * Destroy and release the resources associated with the audio ccontext.
  31615. */
  31616. dispose(): void;
  31617. /**
  31618. * Gets the global volume sets on the master gain.
  31619. * @returns the global volume if set or -1 otherwise
  31620. */
  31621. getGlobalVolume(): number;
  31622. /**
  31623. * Sets the global volume of your experience (sets on the master gain).
  31624. * @param newVolume Defines the new global volume of the application
  31625. */
  31626. setGlobalVolume(newVolume: number): void;
  31627. /**
  31628. * Connect the audio engine to an audio analyser allowing some amazing
  31629. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  31630. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  31631. * @param analyser The analyser to connect to the engine
  31632. */
  31633. connectToAnalyser(analyser: Analyser): void;
  31634. }
  31635. }
  31636. declare module "babylonjs/Loading/loadingScreen" {
  31637. /**
  31638. * Interface used to present a loading screen while loading a scene
  31639. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31640. */
  31641. export interface ILoadingScreen {
  31642. /**
  31643. * Function called to display the loading screen
  31644. */
  31645. displayLoadingUI: () => void;
  31646. /**
  31647. * Function called to hide the loading screen
  31648. */
  31649. hideLoadingUI: () => void;
  31650. /**
  31651. * Gets or sets the color to use for the background
  31652. */
  31653. loadingUIBackgroundColor: string;
  31654. /**
  31655. * Gets or sets the text to display while loading
  31656. */
  31657. loadingUIText: string;
  31658. }
  31659. /**
  31660. * Class used for the default loading screen
  31661. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31662. */
  31663. export class DefaultLoadingScreen implements ILoadingScreen {
  31664. private _renderingCanvas;
  31665. private _loadingText;
  31666. private _loadingDivBackgroundColor;
  31667. private _loadingDiv;
  31668. private _loadingTextDiv;
  31669. /** Gets or sets the logo url to use for the default loading screen */
  31670. static DefaultLogoUrl: string;
  31671. /** Gets or sets the spinner url to use for the default loading screen */
  31672. static DefaultSpinnerUrl: string;
  31673. /**
  31674. * Creates a new default loading screen
  31675. * @param _renderingCanvas defines the canvas used to render the scene
  31676. * @param _loadingText defines the default text to display
  31677. * @param _loadingDivBackgroundColor defines the default background color
  31678. */
  31679. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  31680. /**
  31681. * Function called to display the loading screen
  31682. */
  31683. displayLoadingUI(): void;
  31684. /**
  31685. * Function called to hide the loading screen
  31686. */
  31687. hideLoadingUI(): void;
  31688. /**
  31689. * Gets or sets the text to display while loading
  31690. */
  31691. loadingUIText: string;
  31692. /**
  31693. * Gets or sets the color to use for the background
  31694. */
  31695. loadingUIBackgroundColor: string;
  31696. private _resizeLoadingUI;
  31697. }
  31698. }
  31699. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  31700. /**
  31701. * Interface for any object that can request an animation frame
  31702. */
  31703. export interface ICustomAnimationFrameRequester {
  31704. /**
  31705. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  31706. */
  31707. renderFunction?: Function;
  31708. /**
  31709. * Called to request the next frame to render to
  31710. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  31711. */
  31712. requestAnimationFrame: Function;
  31713. /**
  31714. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  31715. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  31716. */
  31717. requestID?: number;
  31718. }
  31719. }
  31720. declare module "babylonjs/Misc/performanceMonitor" {
  31721. /**
  31722. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  31723. */
  31724. export class PerformanceMonitor {
  31725. private _enabled;
  31726. private _rollingFrameTime;
  31727. private _lastFrameTimeMs;
  31728. /**
  31729. * constructor
  31730. * @param frameSampleSize The number of samples required to saturate the sliding window
  31731. */
  31732. constructor(frameSampleSize?: number);
  31733. /**
  31734. * Samples current frame
  31735. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  31736. */
  31737. sampleFrame(timeMs?: number): void;
  31738. /**
  31739. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  31740. */
  31741. readonly averageFrameTime: number;
  31742. /**
  31743. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  31744. */
  31745. readonly averageFrameTimeVariance: number;
  31746. /**
  31747. * Returns the frame time of the most recent frame
  31748. */
  31749. readonly instantaneousFrameTime: number;
  31750. /**
  31751. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  31752. */
  31753. readonly averageFPS: number;
  31754. /**
  31755. * Returns the average framerate in frames per second using the most recent frame time
  31756. */
  31757. readonly instantaneousFPS: number;
  31758. /**
  31759. * Returns true if enough samples have been taken to completely fill the sliding window
  31760. */
  31761. readonly isSaturated: boolean;
  31762. /**
  31763. * Enables contributions to the sliding window sample set
  31764. */
  31765. enable(): void;
  31766. /**
  31767. * Disables contributions to the sliding window sample set
  31768. * Samples will not be interpolated over the disabled period
  31769. */
  31770. disable(): void;
  31771. /**
  31772. * Returns true if sampling is enabled
  31773. */
  31774. readonly isEnabled: boolean;
  31775. /**
  31776. * Resets performance monitor
  31777. */
  31778. reset(): void;
  31779. }
  31780. /**
  31781. * RollingAverage
  31782. *
  31783. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  31784. */
  31785. export class RollingAverage {
  31786. /**
  31787. * Current average
  31788. */
  31789. average: number;
  31790. /**
  31791. * Current variance
  31792. */
  31793. variance: number;
  31794. protected _samples: Array<number>;
  31795. protected _sampleCount: number;
  31796. protected _pos: number;
  31797. protected _m2: number;
  31798. /**
  31799. * constructor
  31800. * @param length The number of samples required to saturate the sliding window
  31801. */
  31802. constructor(length: number);
  31803. /**
  31804. * Adds a sample to the sample set
  31805. * @param v The sample value
  31806. */
  31807. add(v: number): void;
  31808. /**
  31809. * Returns previously added values or null if outside of history or outside the sliding window domain
  31810. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  31811. * @return Value previously recorded with add() or null if outside of range
  31812. */
  31813. history(i: number): number;
  31814. /**
  31815. * Returns true if enough samples have been taken to completely fill the sliding window
  31816. * @return true if sample-set saturated
  31817. */
  31818. isSaturated(): boolean;
  31819. /**
  31820. * Resets the rolling average (equivalent to 0 samples taken so far)
  31821. */
  31822. reset(): void;
  31823. /**
  31824. * Wraps a value around the sample range boundaries
  31825. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  31826. * @return Wrapped position in sample range
  31827. */
  31828. protected _wrapPosition(i: number): number;
  31829. }
  31830. }
  31831. declare module "babylonjs/Misc/perfCounter" {
  31832. /**
  31833. * This class is used to track a performance counter which is number based.
  31834. * The user has access to many properties which give statistics of different nature.
  31835. *
  31836. * The implementer can track two kinds of Performance Counter: time and count.
  31837. * 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.
  31838. * 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.
  31839. */
  31840. export class PerfCounter {
  31841. /**
  31842. * Gets or sets a global boolean to turn on and off all the counters
  31843. */
  31844. static Enabled: boolean;
  31845. /**
  31846. * Returns the smallest value ever
  31847. */
  31848. readonly min: number;
  31849. /**
  31850. * Returns the biggest value ever
  31851. */
  31852. readonly max: number;
  31853. /**
  31854. * Returns the average value since the performance counter is running
  31855. */
  31856. readonly average: number;
  31857. /**
  31858. * Returns the average value of the last second the counter was monitored
  31859. */
  31860. readonly lastSecAverage: number;
  31861. /**
  31862. * Returns the current value
  31863. */
  31864. readonly current: number;
  31865. /**
  31866. * Gets the accumulated total
  31867. */
  31868. readonly total: number;
  31869. /**
  31870. * Gets the total value count
  31871. */
  31872. readonly count: number;
  31873. /**
  31874. * Creates a new counter
  31875. */
  31876. constructor();
  31877. /**
  31878. * Call this method to start monitoring a new frame.
  31879. * 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.
  31880. */
  31881. fetchNewFrame(): void;
  31882. /**
  31883. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  31884. * @param newCount the count value to add to the monitored count
  31885. * @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.
  31886. */
  31887. addCount(newCount: number, fetchResult: boolean): void;
  31888. /**
  31889. * Start monitoring this performance counter
  31890. */
  31891. beginMonitoring(): void;
  31892. /**
  31893. * Compute the time lapsed since the previous beginMonitoring() call.
  31894. * @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
  31895. */
  31896. endMonitoring(newFrame?: boolean): void;
  31897. private _fetchResult;
  31898. private _startMonitoringTime;
  31899. private _min;
  31900. private _max;
  31901. private _average;
  31902. private _current;
  31903. private _totalValueCount;
  31904. private _totalAccumulated;
  31905. private _lastSecAverage;
  31906. private _lastSecAccumulated;
  31907. private _lastSecTime;
  31908. private _lastSecValueCount;
  31909. }
  31910. }
  31911. declare module "babylonjs/Engines/engine" {
  31912. import { Observable } from "babylonjs/Misc/observable";
  31913. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  31914. import { Scene } from "babylonjs/scene";
  31915. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  31916. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  31917. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  31918. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  31919. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  31920. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  31921. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  31922. import { ThinEngine, EngineOptions } from "babylonjs/Engines/thinEngine";
  31923. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  31924. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  31925. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  31926. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  31927. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  31928. import { Material } from "babylonjs/Materials/material";
  31929. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  31930. /**
  31931. * Defines the interface used by display changed events
  31932. */
  31933. export interface IDisplayChangedEventArgs {
  31934. /** Gets the vrDisplay object (if any) */
  31935. vrDisplay: Nullable<any>;
  31936. /** Gets a boolean indicating if webVR is supported */
  31937. vrSupported: boolean;
  31938. }
  31939. /**
  31940. * Defines the interface used by objects containing a viewport (like a camera)
  31941. */
  31942. interface IViewportOwnerLike {
  31943. /**
  31944. * Gets or sets the viewport
  31945. */
  31946. viewport: IViewportLike;
  31947. }
  31948. /**
  31949. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  31950. */
  31951. export class Engine extends ThinEngine {
  31952. /** Defines that alpha blending is disabled */
  31953. static readonly ALPHA_DISABLE: number;
  31954. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  31955. static readonly ALPHA_ADD: number;
  31956. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  31957. static readonly ALPHA_COMBINE: number;
  31958. /** Defines that alpha blending to DEST - SRC * DEST */
  31959. static readonly ALPHA_SUBTRACT: number;
  31960. /** Defines that alpha blending to SRC * DEST */
  31961. static readonly ALPHA_MULTIPLY: number;
  31962. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  31963. static readonly ALPHA_MAXIMIZED: number;
  31964. /** Defines that alpha blending to SRC + DEST */
  31965. static readonly ALPHA_ONEONE: number;
  31966. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  31967. static readonly ALPHA_PREMULTIPLIED: number;
  31968. /**
  31969. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  31970. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  31971. */
  31972. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  31973. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  31974. static readonly ALPHA_INTERPOLATE: number;
  31975. /**
  31976. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  31977. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  31978. */
  31979. static readonly ALPHA_SCREENMODE: number;
  31980. /** Defines that the ressource is not delayed*/
  31981. static readonly DELAYLOADSTATE_NONE: number;
  31982. /** Defines that the ressource was successfully delay loaded */
  31983. static readonly DELAYLOADSTATE_LOADED: number;
  31984. /** Defines that the ressource is currently delay loading */
  31985. static readonly DELAYLOADSTATE_LOADING: number;
  31986. /** Defines that the ressource is delayed and has not started loading */
  31987. static readonly DELAYLOADSTATE_NOTLOADED: number;
  31988. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  31989. static readonly NEVER: number;
  31990. /** 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 */
  31991. static readonly ALWAYS: number;
  31992. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  31993. static readonly LESS: number;
  31994. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  31995. static readonly EQUAL: number;
  31996. /** 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 */
  31997. static readonly LEQUAL: number;
  31998. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  31999. static readonly GREATER: number;
  32000. /** 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 */
  32001. static readonly GEQUAL: number;
  32002. /** 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 */
  32003. static readonly NOTEQUAL: number;
  32004. /** Passed to stencilOperation to specify that stencil value must be kept */
  32005. static readonly KEEP: number;
  32006. /** Passed to stencilOperation to specify that stencil value must be replaced */
  32007. static readonly REPLACE: number;
  32008. /** Passed to stencilOperation to specify that stencil value must be incremented */
  32009. static readonly INCR: number;
  32010. /** Passed to stencilOperation to specify that stencil value must be decremented */
  32011. static readonly DECR: number;
  32012. /** Passed to stencilOperation to specify that stencil value must be inverted */
  32013. static readonly INVERT: number;
  32014. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  32015. static readonly INCR_WRAP: number;
  32016. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  32017. static readonly DECR_WRAP: number;
  32018. /** Texture is not repeating outside of 0..1 UVs */
  32019. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  32020. /** Texture is repeating outside of 0..1 UVs */
  32021. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  32022. /** Texture is repeating and mirrored */
  32023. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  32024. /** ALPHA */
  32025. static readonly TEXTUREFORMAT_ALPHA: number;
  32026. /** LUMINANCE */
  32027. static readonly TEXTUREFORMAT_LUMINANCE: number;
  32028. /** LUMINANCE_ALPHA */
  32029. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  32030. /** RGB */
  32031. static readonly TEXTUREFORMAT_RGB: number;
  32032. /** RGBA */
  32033. static readonly TEXTUREFORMAT_RGBA: number;
  32034. /** RED */
  32035. static readonly TEXTUREFORMAT_RED: number;
  32036. /** RED (2nd reference) */
  32037. static readonly TEXTUREFORMAT_R: number;
  32038. /** RG */
  32039. static readonly TEXTUREFORMAT_RG: number;
  32040. /** RED_INTEGER */
  32041. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  32042. /** RED_INTEGER (2nd reference) */
  32043. static readonly TEXTUREFORMAT_R_INTEGER: number;
  32044. /** RG_INTEGER */
  32045. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  32046. /** RGB_INTEGER */
  32047. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  32048. /** RGBA_INTEGER */
  32049. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  32050. /** UNSIGNED_BYTE */
  32051. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  32052. /** UNSIGNED_BYTE (2nd reference) */
  32053. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  32054. /** FLOAT */
  32055. static readonly TEXTURETYPE_FLOAT: number;
  32056. /** HALF_FLOAT */
  32057. static readonly TEXTURETYPE_HALF_FLOAT: number;
  32058. /** BYTE */
  32059. static readonly TEXTURETYPE_BYTE: number;
  32060. /** SHORT */
  32061. static readonly TEXTURETYPE_SHORT: number;
  32062. /** UNSIGNED_SHORT */
  32063. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  32064. /** INT */
  32065. static readonly TEXTURETYPE_INT: number;
  32066. /** UNSIGNED_INT */
  32067. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  32068. /** UNSIGNED_SHORT_4_4_4_4 */
  32069. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  32070. /** UNSIGNED_SHORT_5_5_5_1 */
  32071. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  32072. /** UNSIGNED_SHORT_5_6_5 */
  32073. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  32074. /** UNSIGNED_INT_2_10_10_10_REV */
  32075. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  32076. /** UNSIGNED_INT_24_8 */
  32077. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  32078. /** UNSIGNED_INT_10F_11F_11F_REV */
  32079. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  32080. /** UNSIGNED_INT_5_9_9_9_REV */
  32081. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  32082. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  32083. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  32084. /** nearest is mag = nearest and min = nearest and mip = linear */
  32085. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  32086. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32087. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  32088. /** Trilinear is mag = linear and min = linear and mip = linear */
  32089. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  32090. /** nearest is mag = nearest and min = nearest and mip = linear */
  32091. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  32092. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32093. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  32094. /** Trilinear is mag = linear and min = linear and mip = linear */
  32095. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  32096. /** mag = nearest and min = nearest and mip = nearest */
  32097. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  32098. /** mag = nearest and min = linear and mip = nearest */
  32099. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  32100. /** mag = nearest and min = linear and mip = linear */
  32101. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  32102. /** mag = nearest and min = linear and mip = none */
  32103. static readonly TEXTURE_NEAREST_LINEAR: number;
  32104. /** mag = nearest and min = nearest and mip = none */
  32105. static readonly TEXTURE_NEAREST_NEAREST: number;
  32106. /** mag = linear and min = nearest and mip = nearest */
  32107. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  32108. /** mag = linear and min = nearest and mip = linear */
  32109. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  32110. /** mag = linear and min = linear and mip = none */
  32111. static readonly TEXTURE_LINEAR_LINEAR: number;
  32112. /** mag = linear and min = nearest and mip = none */
  32113. static readonly TEXTURE_LINEAR_NEAREST: number;
  32114. /** Explicit coordinates mode */
  32115. static readonly TEXTURE_EXPLICIT_MODE: number;
  32116. /** Spherical coordinates mode */
  32117. static readonly TEXTURE_SPHERICAL_MODE: number;
  32118. /** Planar coordinates mode */
  32119. static readonly TEXTURE_PLANAR_MODE: number;
  32120. /** Cubic coordinates mode */
  32121. static readonly TEXTURE_CUBIC_MODE: number;
  32122. /** Projection coordinates mode */
  32123. static readonly TEXTURE_PROJECTION_MODE: number;
  32124. /** Skybox coordinates mode */
  32125. static readonly TEXTURE_SKYBOX_MODE: number;
  32126. /** Inverse Cubic coordinates mode */
  32127. static readonly TEXTURE_INVCUBIC_MODE: number;
  32128. /** Equirectangular coordinates mode */
  32129. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  32130. /** Equirectangular Fixed coordinates mode */
  32131. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  32132. /** Equirectangular Fixed Mirrored coordinates mode */
  32133. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  32134. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  32135. static readonly SCALEMODE_FLOOR: number;
  32136. /** Defines that texture rescaling will look for the nearest power of 2 size */
  32137. static readonly SCALEMODE_NEAREST: number;
  32138. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  32139. static readonly SCALEMODE_CEILING: number;
  32140. /**
  32141. * Returns the current npm package of the sdk
  32142. */
  32143. static readonly NpmPackage: string;
  32144. /**
  32145. * Returns the current version of the framework
  32146. */
  32147. static readonly Version: string;
  32148. /** Gets the list of created engines */
  32149. static readonly Instances: Engine[];
  32150. /**
  32151. * Gets the latest created engine
  32152. */
  32153. static readonly LastCreatedEngine: Nullable<Engine>;
  32154. /**
  32155. * Gets the latest created scene
  32156. */
  32157. static readonly LastCreatedScene: Nullable<Scene>;
  32158. /**
  32159. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  32160. * @param flag defines which part of the materials must be marked as dirty
  32161. * @param predicate defines a predicate used to filter which materials should be affected
  32162. */
  32163. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  32164. /**
  32165. * Method called to create the default loading screen.
  32166. * This can be overriden in your own app.
  32167. * @param canvas The rendering canvas element
  32168. * @returns The loading screen
  32169. */
  32170. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  32171. /**
  32172. * Method called to create the default rescale post process on each engine.
  32173. */
  32174. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  32175. /**
  32176. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  32177. **/
  32178. enableOfflineSupport: boolean;
  32179. /**
  32180. * 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)
  32181. **/
  32182. disableManifestCheck: boolean;
  32183. /**
  32184. * Gets the list of created scenes
  32185. */
  32186. scenes: Scene[];
  32187. /**
  32188. * Event raised when a new scene is created
  32189. */
  32190. onNewSceneAddedObservable: Observable<Scene>;
  32191. /**
  32192. * Gets the list of created postprocesses
  32193. */
  32194. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  32195. /**
  32196. * Gets a boolean indicating if the pointer is currently locked
  32197. */
  32198. isPointerLock: boolean;
  32199. /**
  32200. * Observable event triggered each time the rendering canvas is resized
  32201. */
  32202. onResizeObservable: Observable<Engine>;
  32203. /**
  32204. * Observable event triggered each time the canvas loses focus
  32205. */
  32206. onCanvasBlurObservable: Observable<Engine>;
  32207. /**
  32208. * Observable event triggered each time the canvas gains focus
  32209. */
  32210. onCanvasFocusObservable: Observable<Engine>;
  32211. /**
  32212. * Observable event triggered each time the canvas receives pointerout event
  32213. */
  32214. onCanvasPointerOutObservable: Observable<PointerEvent>;
  32215. /**
  32216. * Observable raised when the engine begins a new frame
  32217. */
  32218. onBeginFrameObservable: Observable<Engine>;
  32219. /**
  32220. * If set, will be used to request the next animation frame for the render loop
  32221. */
  32222. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  32223. /**
  32224. * Observable raised when the engine ends the current frame
  32225. */
  32226. onEndFrameObservable: Observable<Engine>;
  32227. /**
  32228. * Observable raised when the engine is about to compile a shader
  32229. */
  32230. onBeforeShaderCompilationObservable: Observable<Engine>;
  32231. /**
  32232. * Observable raised when the engine has jsut compiled a shader
  32233. */
  32234. onAfterShaderCompilationObservable: Observable<Engine>;
  32235. /**
  32236. * Gets the audio engine
  32237. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  32238. * @ignorenaming
  32239. */
  32240. static audioEngine: IAudioEngine;
  32241. /**
  32242. * Default AudioEngine factory responsible of creating the Audio Engine.
  32243. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  32244. */
  32245. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  32246. /**
  32247. * Default offline support factory responsible of creating a tool used to store data locally.
  32248. * By default, this will create a Database object if the workload has been embedded.
  32249. */
  32250. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  32251. private _loadingScreen;
  32252. private _pointerLockRequested;
  32253. private _dummyFramebuffer;
  32254. private _rescalePostProcess;
  32255. /** @hidden */
  32256. protected _alphaMode: number;
  32257. /** @hidden */
  32258. protected _alphaEquation: number;
  32259. private _deterministicLockstep;
  32260. private _lockstepMaxSteps;
  32261. protected readonly _supportsHardwareTextureRescaling: boolean;
  32262. private _fps;
  32263. private _deltaTime;
  32264. /** @hidden */
  32265. _drawCalls: PerfCounter;
  32266. /**
  32267. * Turn this value on if you want to pause FPS computation when in background
  32268. */
  32269. disablePerformanceMonitorInBackground: boolean;
  32270. private _performanceMonitor;
  32271. /**
  32272. * Gets the performance monitor attached to this engine
  32273. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  32274. */
  32275. readonly performanceMonitor: PerformanceMonitor;
  32276. private _onFocus;
  32277. private _onBlur;
  32278. private _onCanvasPointerOut;
  32279. private _onCanvasBlur;
  32280. private _onCanvasFocus;
  32281. private _onFullscreenChange;
  32282. private _onPointerLockChange;
  32283. /**
  32284. * Creates a new engine
  32285. * @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
  32286. * @param antialias defines enable antialiasing (default: false)
  32287. * @param options defines further options to be sent to the getContext() function
  32288. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  32289. */
  32290. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  32291. /**
  32292. * Gets current aspect ratio
  32293. * @param viewportOwner defines the camera to use to get the aspect ratio
  32294. * @param useScreen defines if screen size must be used (or the current render target if any)
  32295. * @returns a number defining the aspect ratio
  32296. */
  32297. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  32298. /**
  32299. * Gets current screen aspect ratio
  32300. * @returns a number defining the aspect ratio
  32301. */
  32302. getScreenAspectRatio(): number;
  32303. /**
  32304. * Gets host document
  32305. * @returns the host document object
  32306. */
  32307. getHostDocument(): Document;
  32308. /**
  32309. * Gets the client rect of the HTML canvas attached with the current webGL context
  32310. * @returns a client rectanglee
  32311. */
  32312. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  32313. /**
  32314. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  32315. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32316. * @returns true if engine is in deterministic lock step mode
  32317. */
  32318. isDeterministicLockStep(): boolean;
  32319. /**
  32320. * Gets the max steps when engine is running in deterministic lock step
  32321. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32322. * @returns the max steps
  32323. */
  32324. getLockstepMaxSteps(): number;
  32325. /**
  32326. * Force the mipmap generation for the given render target texture
  32327. * @param texture defines the render target texture to use
  32328. */
  32329. generateMipMapsForCubemap(texture: InternalTexture): void;
  32330. /** States */
  32331. /**
  32332. * Set various states to the webGL context
  32333. * @param culling defines backface culling state
  32334. * @param zOffset defines the value to apply to zOffset (0 by default)
  32335. * @param force defines if states must be applied even if cache is up to date
  32336. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  32337. */
  32338. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  32339. /**
  32340. * Set the z offset to apply to current rendering
  32341. * @param value defines the offset to apply
  32342. */
  32343. setZOffset(value: number): void;
  32344. /**
  32345. * Gets the current value of the zOffset
  32346. * @returns the current zOffset state
  32347. */
  32348. getZOffset(): number;
  32349. /**
  32350. * Enable or disable depth buffering
  32351. * @param enable defines the state to set
  32352. */
  32353. setDepthBuffer(enable: boolean): void;
  32354. /**
  32355. * Gets a boolean indicating if depth writing is enabled
  32356. * @returns the current depth writing state
  32357. */
  32358. getDepthWrite(): boolean;
  32359. /**
  32360. * Enable or disable depth writing
  32361. * @param enable defines the state to set
  32362. */
  32363. setDepthWrite(enable: boolean): void;
  32364. /**
  32365. * Enable or disable color writing
  32366. * @param enable defines the state to set
  32367. */
  32368. setColorWrite(enable: boolean): void;
  32369. /**
  32370. * Gets a boolean indicating if color writing is enabled
  32371. * @returns the current color writing state
  32372. */
  32373. getColorWrite(): boolean;
  32374. /**
  32375. * Sets alpha constants used by some alpha blending modes
  32376. * @param r defines the red component
  32377. * @param g defines the green component
  32378. * @param b defines the blue component
  32379. * @param a defines the alpha component
  32380. */
  32381. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  32382. /**
  32383. * Sets the current alpha mode
  32384. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  32385. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  32386. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32387. */
  32388. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32389. /**
  32390. * Gets the current alpha mode
  32391. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32392. * @returns the current alpha mode
  32393. */
  32394. getAlphaMode(): number;
  32395. /**
  32396. * Sets the current alpha equation
  32397. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  32398. */
  32399. setAlphaEquation(equation: number): void;
  32400. /**
  32401. * Gets the current alpha equation.
  32402. * @returns the current alpha equation
  32403. */
  32404. getAlphaEquation(): number;
  32405. /**
  32406. * Gets a boolean indicating if stencil buffer is enabled
  32407. * @returns the current stencil buffer state
  32408. */
  32409. getStencilBuffer(): boolean;
  32410. /**
  32411. * Enable or disable the stencil buffer
  32412. * @param enable defines if the stencil buffer must be enabled or disabled
  32413. */
  32414. setStencilBuffer(enable: boolean): void;
  32415. /**
  32416. * Gets the current stencil mask
  32417. * @returns a number defining the new stencil mask to use
  32418. */
  32419. getStencilMask(): number;
  32420. /**
  32421. * Sets the current stencil mask
  32422. * @param mask defines the new stencil mask to use
  32423. */
  32424. setStencilMask(mask: number): void;
  32425. /**
  32426. * Gets the current stencil function
  32427. * @returns a number defining the stencil function to use
  32428. */
  32429. getStencilFunction(): number;
  32430. /**
  32431. * Gets the current stencil reference value
  32432. * @returns a number defining the stencil reference value to use
  32433. */
  32434. getStencilFunctionReference(): number;
  32435. /**
  32436. * Gets the current stencil mask
  32437. * @returns a number defining the stencil mask to use
  32438. */
  32439. getStencilFunctionMask(): number;
  32440. /**
  32441. * Sets the current stencil function
  32442. * @param stencilFunc defines the new stencil function to use
  32443. */
  32444. setStencilFunction(stencilFunc: number): void;
  32445. /**
  32446. * Sets the current stencil reference
  32447. * @param reference defines the new stencil reference to use
  32448. */
  32449. setStencilFunctionReference(reference: number): void;
  32450. /**
  32451. * Sets the current stencil mask
  32452. * @param mask defines the new stencil mask to use
  32453. */
  32454. setStencilFunctionMask(mask: number): void;
  32455. /**
  32456. * Gets the current stencil operation when stencil fails
  32457. * @returns a number defining stencil operation to use when stencil fails
  32458. */
  32459. getStencilOperationFail(): number;
  32460. /**
  32461. * Gets the current stencil operation when depth fails
  32462. * @returns a number defining stencil operation to use when depth fails
  32463. */
  32464. getStencilOperationDepthFail(): number;
  32465. /**
  32466. * Gets the current stencil operation when stencil passes
  32467. * @returns a number defining stencil operation to use when stencil passes
  32468. */
  32469. getStencilOperationPass(): number;
  32470. /**
  32471. * Sets the stencil operation to use when stencil fails
  32472. * @param operation defines the stencil operation to use when stencil fails
  32473. */
  32474. setStencilOperationFail(operation: number): void;
  32475. /**
  32476. * Sets the stencil operation to use when depth fails
  32477. * @param operation defines the stencil operation to use when depth fails
  32478. */
  32479. setStencilOperationDepthFail(operation: number): void;
  32480. /**
  32481. * Sets the stencil operation to use when stencil passes
  32482. * @param operation defines the stencil operation to use when stencil passes
  32483. */
  32484. setStencilOperationPass(operation: number): void;
  32485. /**
  32486. * Sets a boolean indicating if the dithering state is enabled or disabled
  32487. * @param value defines the dithering state
  32488. */
  32489. setDitheringState(value: boolean): void;
  32490. /**
  32491. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  32492. * @param value defines the rasterizer state
  32493. */
  32494. setRasterizerState(value: boolean): void;
  32495. /**
  32496. * Gets the current depth function
  32497. * @returns a number defining the depth function
  32498. */
  32499. getDepthFunction(): Nullable<number>;
  32500. /**
  32501. * Sets the current depth function
  32502. * @param depthFunc defines the function to use
  32503. */
  32504. setDepthFunction(depthFunc: number): void;
  32505. /**
  32506. * Sets the current depth function to GREATER
  32507. */
  32508. setDepthFunctionToGreater(): void;
  32509. /**
  32510. * Sets the current depth function to GEQUAL
  32511. */
  32512. setDepthFunctionToGreaterOrEqual(): void;
  32513. /**
  32514. * Sets the current depth function to LESS
  32515. */
  32516. setDepthFunctionToLess(): void;
  32517. /**
  32518. * Sets the current depth function to LEQUAL
  32519. */
  32520. setDepthFunctionToLessOrEqual(): void;
  32521. private _cachedStencilBuffer;
  32522. private _cachedStencilFunction;
  32523. private _cachedStencilMask;
  32524. private _cachedStencilOperationPass;
  32525. private _cachedStencilOperationFail;
  32526. private _cachedStencilOperationDepthFail;
  32527. private _cachedStencilReference;
  32528. /**
  32529. * Caches the the state of the stencil buffer
  32530. */
  32531. cacheStencilState(): void;
  32532. /**
  32533. * Restores the state of the stencil buffer
  32534. */
  32535. restoreStencilState(): void;
  32536. /**
  32537. * Directly set the WebGL Viewport
  32538. * @param x defines the x coordinate of the viewport (in screen space)
  32539. * @param y defines the y coordinate of the viewport (in screen space)
  32540. * @param width defines the width of the viewport (in screen space)
  32541. * @param height defines the height of the viewport (in screen space)
  32542. * @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
  32543. */
  32544. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  32545. /**
  32546. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  32547. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32548. * @param y defines the y-coordinate of the corner of the clear rectangle
  32549. * @param width defines the width of the clear rectangle
  32550. * @param height defines the height of the clear rectangle
  32551. * @param clearColor defines the clear color
  32552. */
  32553. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  32554. /**
  32555. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  32556. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32557. * @param y defines the y-coordinate of the corner of the clear rectangle
  32558. * @param width defines the width of the clear rectangle
  32559. * @param height defines the height of the clear rectangle
  32560. */
  32561. enableScissor(x: number, y: number, width: number, height: number): void;
  32562. /**
  32563. * Disable previously set scissor test rectangle
  32564. */
  32565. disableScissor(): void;
  32566. protected _reportDrawCall(): void;
  32567. /**
  32568. * Initializes a webVR display and starts listening to display change events
  32569. * The onVRDisplayChangedObservable will be notified upon these changes
  32570. * @returns The onVRDisplayChangedObservable
  32571. */
  32572. initWebVR(): Observable<IDisplayChangedEventArgs>;
  32573. /** @hidden */
  32574. _prepareVRComponent(): void;
  32575. /** @hidden */
  32576. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  32577. /** @hidden */
  32578. _submitVRFrame(): void;
  32579. /**
  32580. * Call this function to leave webVR mode
  32581. * Will do nothing if webVR is not supported or if there is no webVR device
  32582. * @see http://doc.babylonjs.com/how_to/webvr_camera
  32583. */
  32584. disableVR(): void;
  32585. /**
  32586. * Gets a boolean indicating that the system is in VR mode and is presenting
  32587. * @returns true if VR mode is engaged
  32588. */
  32589. isVRPresenting(): boolean;
  32590. /** @hidden */
  32591. _requestVRFrame(): void;
  32592. /** @hidden */
  32593. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32594. /**
  32595. * Gets the source code of the vertex shader associated with a specific webGL program
  32596. * @param program defines the program to use
  32597. * @returns a string containing the source code of the vertex shader associated with the program
  32598. */
  32599. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32600. /**
  32601. * Gets the source code of the fragment shader associated with a specific webGL program
  32602. * @param program defines the program to use
  32603. * @returns a string containing the source code of the fragment shader associated with the program
  32604. */
  32605. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32606. /**
  32607. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32608. * @param x defines the x coordinate of the rectangle where pixels must be read
  32609. * @param y defines the y coordinate of the rectangle where pixels must be read
  32610. * @param width defines the width of the rectangle where pixels must be read
  32611. * @param height defines the height of the rectangle where pixels must be read
  32612. * @returns a Uint8Array containing RGBA colors
  32613. */
  32614. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32615. /**
  32616. * Sets a depth stencil texture from a render target to the according uniform.
  32617. * @param channel The texture channel
  32618. * @param uniform The uniform to set
  32619. * @param texture The render target texture containing the depth stencil texture to apply
  32620. */
  32621. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32622. /**
  32623. * Sets a texture to the webGL context from a postprocess
  32624. * @param channel defines the channel to use
  32625. * @param postProcess defines the source postprocess
  32626. */
  32627. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32628. /**
  32629. * Binds the output of the passed in post process to the texture channel specified
  32630. * @param channel The channel the texture should be bound to
  32631. * @param postProcess The post process which's output should be bound
  32632. */
  32633. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32634. /** @hidden */
  32635. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32636. protected _rebuildBuffers(): void;
  32637. _renderLoop(): void;
  32638. /**
  32639. * Toggle full screen mode
  32640. * @param requestPointerLock defines if a pointer lock should be requested from the user
  32641. */
  32642. switchFullscreen(requestPointerLock: boolean): void;
  32643. /**
  32644. * Enters full screen mode
  32645. * @param requestPointerLock defines if a pointer lock should be requested from the user
  32646. */
  32647. enterFullscreen(requestPointerLock: boolean): void;
  32648. /**
  32649. * Exits full screen mode
  32650. */
  32651. exitFullscreen(): void;
  32652. /**
  32653. * Enters Pointerlock mode
  32654. */
  32655. enterPointerlock(): void;
  32656. /**
  32657. * Exits Pointerlock mode
  32658. */
  32659. exitPointerlock(): void;
  32660. /**
  32661. * Begin a new frame
  32662. */
  32663. beginFrame(): void;
  32664. /**
  32665. * Enf the current frame
  32666. */
  32667. endFrame(): void;
  32668. resize(): void;
  32669. /**
  32670. * Set the compressed texture format to use, based on the formats you have, and the formats
  32671. * supported by the hardware / browser.
  32672. *
  32673. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  32674. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  32675. * to API arguments needed to compressed textures. This puts the burden on the container
  32676. * generator to house the arcane code for determining these for current & future formats.
  32677. *
  32678. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  32679. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  32680. *
  32681. * Note: The result of this call is not taken into account when a texture is base64.
  32682. *
  32683. * @param formatsAvailable defines the list of those format families you have created
  32684. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  32685. *
  32686. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  32687. * @returns The extension selected.
  32688. */
  32689. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  32690. /**
  32691. * Force a specific size of the canvas
  32692. * @param width defines the new canvas' width
  32693. * @param height defines the new canvas' height
  32694. */
  32695. setSize(width: number, height: number): void;
  32696. /**
  32697. * Updates a dynamic vertex buffer.
  32698. * @param vertexBuffer the vertex buffer to update
  32699. * @param data the data used to update the vertex buffer
  32700. * @param byteOffset the byte offset of the data
  32701. * @param byteLength the byte length of the data
  32702. */
  32703. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  32704. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  32705. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  32706. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  32707. _releaseTexture(texture: InternalTexture): void;
  32708. /**
  32709. * @hidden
  32710. * Rescales a texture
  32711. * @param source input texutre
  32712. * @param destination destination texture
  32713. * @param scene scene to use to render the resize
  32714. * @param internalFormat format to use when resizing
  32715. * @param onComplete callback to be called when resize has completed
  32716. */
  32717. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  32718. /**
  32719. * Gets the current framerate
  32720. * @returns a number representing the framerate
  32721. */
  32722. getFps(): number;
  32723. /**
  32724. * Gets the time spent between current and previous frame
  32725. * @returns a number representing the delta time in ms
  32726. */
  32727. getDeltaTime(): number;
  32728. private _measureFps;
  32729. /** @hidden */
  32730. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  32731. /**
  32732. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32733. * @param renderTarget The render target to set the frame buffer for
  32734. */
  32735. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32736. /**
  32737. * Update a dynamic index buffer
  32738. * @param indexBuffer defines the target index buffer
  32739. * @param indices defines the data to update
  32740. * @param offset defines the offset in the target index buffer where update should start
  32741. */
  32742. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  32743. /**
  32744. * Updates the sample count of a render target texture
  32745. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32746. * @param texture defines the texture to update
  32747. * @param samples defines the sample count to set
  32748. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32749. */
  32750. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32751. /**
  32752. * Updates a depth texture Comparison Mode and Function.
  32753. * If the comparison Function is equal to 0, the mode will be set to none.
  32754. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32755. * @param texture The texture to set the comparison function for
  32756. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32757. */
  32758. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32759. /**
  32760. * Creates a webGL buffer to use with instanciation
  32761. * @param capacity defines the size of the buffer
  32762. * @returns the webGL buffer
  32763. */
  32764. createInstancesBuffer(capacity: number): DataBuffer;
  32765. /**
  32766. * Delete a webGL buffer used with instanciation
  32767. * @param buffer defines the webGL buffer to delete
  32768. */
  32769. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  32770. /** @hidden */
  32771. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32772. dispose(): void;
  32773. private _disableTouchAction;
  32774. /**
  32775. * Display the loading screen
  32776. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32777. */
  32778. displayLoadingUI(): void;
  32779. /**
  32780. * Hide the loading screen
  32781. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32782. */
  32783. hideLoadingUI(): void;
  32784. /**
  32785. * Gets the current loading screen object
  32786. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32787. */
  32788. /**
  32789. * Sets the current loading screen object
  32790. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32791. */
  32792. loadingScreen: ILoadingScreen;
  32793. /**
  32794. * Sets the current loading screen text
  32795. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32796. */
  32797. loadingUIText: string;
  32798. /**
  32799. * Sets the current loading screen background color
  32800. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32801. */
  32802. loadingUIBackgroundColor: string;
  32803. /** Pointerlock and fullscreen */
  32804. /**
  32805. * Ask the browser to promote the current element to pointerlock mode
  32806. * @param element defines the DOM element to promote
  32807. */
  32808. static _RequestPointerlock(element: HTMLElement): void;
  32809. /**
  32810. * Asks the browser to exit pointerlock mode
  32811. */
  32812. static _ExitPointerlock(): void;
  32813. /**
  32814. * Ask the browser to promote the current element to fullscreen rendering mode
  32815. * @param element defines the DOM element to promote
  32816. */
  32817. static _RequestFullscreen(element: HTMLElement): void;
  32818. /**
  32819. * Asks the browser to exit fullscreen mode
  32820. */
  32821. static _ExitFullscreen(): void;
  32822. }
  32823. }
  32824. declare module "babylonjs/Engines/engineStore" {
  32825. import { Nullable } from "babylonjs/types";
  32826. import { Engine } from "babylonjs/Engines/engine";
  32827. import { Scene } from "babylonjs/scene";
  32828. /**
  32829. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32830. * during the life time of the application.
  32831. */
  32832. export class EngineStore {
  32833. /** Gets the list of created engines */
  32834. static Instances: import("babylonjs/Engines/engine").Engine[];
  32835. /** @hidden */
  32836. static _LastCreatedScene: Nullable<Scene>;
  32837. /**
  32838. * Gets the latest created engine
  32839. */
  32840. static readonly LastCreatedEngine: Nullable<Engine>;
  32841. /**
  32842. * Gets the latest created scene
  32843. */
  32844. static readonly LastCreatedScene: Nullable<Scene>;
  32845. /**
  32846. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32847. * @ignorenaming
  32848. */
  32849. static UseFallbackTexture: boolean;
  32850. /**
  32851. * Texture content used if a texture cannot loaded
  32852. * @ignorenaming
  32853. */
  32854. static FallbackTexture: string;
  32855. }
  32856. }
  32857. declare module "babylonjs/Misc/promise" {
  32858. /**
  32859. * Helper class that provides a small promise polyfill
  32860. */
  32861. export class PromisePolyfill {
  32862. /**
  32863. * Static function used to check if the polyfill is required
  32864. * If this is the case then the function will inject the polyfill to window.Promise
  32865. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32866. */
  32867. static Apply(force?: boolean): void;
  32868. }
  32869. }
  32870. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  32871. /**
  32872. * Interface for screenshot methods with describe argument called `size` as object with options
  32873. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  32874. */
  32875. export interface IScreenshotSize {
  32876. /**
  32877. * number in pixels for canvas height
  32878. */
  32879. height?: number;
  32880. /**
  32881. * multiplier allowing render at a higher or lower resolution
  32882. * If value is defined then height and width will be ignored and taken from camera
  32883. */
  32884. precision?: number;
  32885. /**
  32886. * number in pixels for canvas width
  32887. */
  32888. width?: number;
  32889. }
  32890. }
  32891. declare module "babylonjs/Misc/tools" {
  32892. import { Nullable, float } from "babylonjs/types";
  32893. import { DomManagement } from "babylonjs/Misc/domManagement";
  32894. import { WebRequest } from "babylonjs/Misc/webRequest";
  32895. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32896. import { ReadFileError } from "babylonjs/Misc/fileTools";
  32897. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32898. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  32899. import { Camera } from "babylonjs/Cameras/camera";
  32900. import { Engine } from "babylonjs/Engines/engine";
  32901. interface IColor4Like {
  32902. r: float;
  32903. g: float;
  32904. b: float;
  32905. a: float;
  32906. }
  32907. /**
  32908. * Class containing a set of static utilities functions
  32909. */
  32910. export class Tools {
  32911. /**
  32912. * Gets or sets the base URL to use to load assets
  32913. */
  32914. static BaseUrl: string;
  32915. /**
  32916. * Enable/Disable Custom HTTP Request Headers globally.
  32917. * default = false
  32918. * @see CustomRequestHeaders
  32919. */
  32920. static UseCustomRequestHeaders: boolean;
  32921. /**
  32922. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32923. * i.e. when loading files, where the server/service expects an Authorization header
  32924. */
  32925. static CustomRequestHeaders: {
  32926. [key: string]: string;
  32927. };
  32928. /**
  32929. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32930. */
  32931. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32932. /**
  32933. * Default behaviour for cors in the application.
  32934. * It can be a string if the expected behavior is identical in the entire app.
  32935. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32936. */
  32937. static CorsBehavior: string | ((url: string | string[]) => string);
  32938. /**
  32939. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32940. * @ignorenaming
  32941. */
  32942. static UseFallbackTexture: boolean;
  32943. /**
  32944. * Use this object to register external classes like custom textures or material
  32945. * to allow the laoders to instantiate them
  32946. */
  32947. static RegisteredExternalClasses: {
  32948. [key: string]: Object;
  32949. };
  32950. /**
  32951. * Texture content used if a texture cannot loaded
  32952. * @ignorenaming
  32953. */
  32954. static fallbackTexture: string;
  32955. /**
  32956. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32957. * @param u defines the coordinate on X axis
  32958. * @param v defines the coordinate on Y axis
  32959. * @param width defines the width of the source data
  32960. * @param height defines the height of the source data
  32961. * @param pixels defines the source byte array
  32962. * @param color defines the output color
  32963. */
  32964. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32965. /**
  32966. * Interpolates between a and b via alpha
  32967. * @param a The lower value (returned when alpha = 0)
  32968. * @param b The upper value (returned when alpha = 1)
  32969. * @param alpha The interpolation-factor
  32970. * @return The mixed value
  32971. */
  32972. static Mix(a: number, b: number, alpha: number): number;
  32973. /**
  32974. * Tries to instantiate a new object from a given class name
  32975. * @param className defines the class name to instantiate
  32976. * @returns the new object or null if the system was not able to do the instantiation
  32977. */
  32978. static Instantiate(className: string): any;
  32979. /**
  32980. * Provides a slice function that will work even on IE
  32981. * @param data defines the array to slice
  32982. * @param start defines the start of the data (optional)
  32983. * @param end defines the end of the data (optional)
  32984. * @returns the new sliced array
  32985. */
  32986. static Slice<T>(data: T, start?: number, end?: number): T;
  32987. /**
  32988. * Polyfill for setImmediate
  32989. * @param action defines the action to execute after the current execution block
  32990. */
  32991. static SetImmediate(action: () => void): void;
  32992. /**
  32993. * Function indicating if a number is an exponent of 2
  32994. * @param value defines the value to test
  32995. * @returns true if the value is an exponent of 2
  32996. */
  32997. static IsExponentOfTwo(value: number): boolean;
  32998. private static _tmpFloatArray;
  32999. /**
  33000. * Returns the nearest 32-bit single precision float representation of a Number
  33001. * @param value A Number. If the parameter is of a different type, it will get converted
  33002. * to a number or to NaN if it cannot be converted
  33003. * @returns number
  33004. */
  33005. static FloatRound(value: number): number;
  33006. /**
  33007. * Extracts the filename from a path
  33008. * @param path defines the path to use
  33009. * @returns the filename
  33010. */
  33011. static GetFilename(path: string): string;
  33012. /**
  33013. * Extracts the "folder" part of a path (everything before the filename).
  33014. * @param uri The URI to extract the info from
  33015. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  33016. * @returns The "folder" part of the path
  33017. */
  33018. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  33019. /**
  33020. * Extracts text content from a DOM element hierarchy
  33021. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  33022. */
  33023. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  33024. /**
  33025. * Convert an angle in radians to degrees
  33026. * @param angle defines the angle to convert
  33027. * @returns the angle in degrees
  33028. */
  33029. static ToDegrees(angle: number): number;
  33030. /**
  33031. * Convert an angle in degrees to radians
  33032. * @param angle defines the angle to convert
  33033. * @returns the angle in radians
  33034. */
  33035. static ToRadians(angle: number): number;
  33036. /**
  33037. * Returns an array if obj is not an array
  33038. * @param obj defines the object to evaluate as an array
  33039. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  33040. * @returns either obj directly if obj is an array or a new array containing obj
  33041. */
  33042. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  33043. /**
  33044. * Gets the pointer prefix to use
  33045. * @returns "pointer" if touch is enabled. Else returns "mouse"
  33046. */
  33047. static GetPointerPrefix(): string;
  33048. /**
  33049. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  33050. * @param url define the url we are trying
  33051. * @param element define the dom element where to configure the cors policy
  33052. */
  33053. static SetCorsBehavior(url: string | string[], element: {
  33054. crossOrigin: string | null;
  33055. }): void;
  33056. /**
  33057. * Removes unwanted characters from an url
  33058. * @param url defines the url to clean
  33059. * @returns the cleaned url
  33060. */
  33061. static CleanUrl(url: string): string;
  33062. /**
  33063. * Gets or sets a function used to pre-process url before using them to load assets
  33064. */
  33065. static PreprocessUrl: (url: string) => string;
  33066. /**
  33067. * Loads an image as an HTMLImageElement.
  33068. * @param input url string, ArrayBuffer, or Blob to load
  33069. * @param onLoad callback called when the image successfully loads
  33070. * @param onError callback called when the image fails to load
  33071. * @param offlineProvider offline provider for caching
  33072. * @param mimeType optional mime type
  33073. * @returns the HTMLImageElement of the loaded image
  33074. */
  33075. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  33076. /**
  33077. * Loads a file from a url
  33078. * @param url url string, ArrayBuffer, or Blob to load
  33079. * @param onSuccess callback called when the file successfully loads
  33080. * @param onProgress callback called while file is loading (if the server supports this mode)
  33081. * @param offlineProvider defines the offline provider for caching
  33082. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  33083. * @param onError callback called when the file fails to load
  33084. * @returns a file request object
  33085. */
  33086. 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;
  33087. /**
  33088. * Loads a file from a url
  33089. * @param url the file url to load
  33090. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  33091. */
  33092. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  33093. /**
  33094. * Load a script (identified by an url). When the url returns, the
  33095. * content of this file is added into a new script element, attached to the DOM (body element)
  33096. * @param scriptUrl defines the url of the script to laod
  33097. * @param onSuccess defines the callback called when the script is loaded
  33098. * @param onError defines the callback to call if an error occurs
  33099. * @param scriptId defines the id of the script element
  33100. */
  33101. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  33102. /**
  33103. * Load an asynchronous script (identified by an url). When the url returns, the
  33104. * content of this file is added into a new script element, attached to the DOM (body element)
  33105. * @param scriptUrl defines the url of the script to laod
  33106. * @param scriptId defines the id of the script element
  33107. * @returns a promise request object
  33108. */
  33109. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  33110. /**
  33111. * Loads a file from a blob
  33112. * @param fileToLoad defines the blob to use
  33113. * @param callback defines the callback to call when data is loaded
  33114. * @param progressCallback defines the callback to call during loading process
  33115. * @returns a file request object
  33116. */
  33117. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  33118. /**
  33119. * Reads a file from a File object
  33120. * @param file defines the file to load
  33121. * @param onSuccess defines the callback to call when data is loaded
  33122. * @param onProgress defines the callback to call during loading process
  33123. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  33124. * @param onError defines the callback to call when an error occurs
  33125. * @returns a file request object
  33126. */
  33127. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  33128. /**
  33129. * Creates a data url from a given string content
  33130. * @param content defines the content to convert
  33131. * @returns the new data url link
  33132. */
  33133. static FileAsURL(content: string): string;
  33134. /**
  33135. * Format the given number to a specific decimal format
  33136. * @param value defines the number to format
  33137. * @param decimals defines the number of decimals to use
  33138. * @returns the formatted string
  33139. */
  33140. static Format(value: number, decimals?: number): string;
  33141. /**
  33142. * Tries to copy an object by duplicating every property
  33143. * @param source defines the source object
  33144. * @param destination defines the target object
  33145. * @param doNotCopyList defines a list of properties to avoid
  33146. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  33147. */
  33148. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  33149. /**
  33150. * Gets a boolean indicating if the given object has no own property
  33151. * @param obj defines the object to test
  33152. * @returns true if object has no own property
  33153. */
  33154. static IsEmpty(obj: any): boolean;
  33155. /**
  33156. * Function used to register events at window level
  33157. * @param windowElement defines the Window object to use
  33158. * @param events defines the events to register
  33159. */
  33160. static RegisterTopRootEvents(windowElement: Window, events: {
  33161. name: string;
  33162. handler: Nullable<(e: FocusEvent) => any>;
  33163. }[]): void;
  33164. /**
  33165. * Function used to unregister events from window level
  33166. * @param windowElement defines the Window object to use
  33167. * @param events defines the events to unregister
  33168. */
  33169. static UnregisterTopRootEvents(windowElement: Window, events: {
  33170. name: string;
  33171. handler: Nullable<(e: FocusEvent) => any>;
  33172. }[]): void;
  33173. /**
  33174. * @ignore
  33175. */
  33176. static _ScreenshotCanvas: HTMLCanvasElement;
  33177. /**
  33178. * Dumps the current bound framebuffer
  33179. * @param width defines the rendering width
  33180. * @param height defines the rendering height
  33181. * @param engine defines the hosting engine
  33182. * @param successCallback defines the callback triggered once the data are available
  33183. * @param mimeType defines the mime type of the result
  33184. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  33185. */
  33186. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33187. /**
  33188. * Converts the canvas data to blob.
  33189. * This acts as a polyfill for browsers not supporting the to blob function.
  33190. * @param canvas Defines the canvas to extract the data from
  33191. * @param successCallback Defines the callback triggered once the data are available
  33192. * @param mimeType Defines the mime type of the result
  33193. */
  33194. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  33195. /**
  33196. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  33197. * @param successCallback defines the callback triggered once the data are available
  33198. * @param mimeType defines the mime type of the result
  33199. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  33200. */
  33201. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33202. /**
  33203. * Downloads a blob in the browser
  33204. * @param blob defines the blob to download
  33205. * @param fileName defines the name of the downloaded file
  33206. */
  33207. static Download(blob: Blob, fileName: string): void;
  33208. /**
  33209. * Captures a screenshot of the current rendering
  33210. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33211. * @param engine defines the rendering engine
  33212. * @param camera defines the source camera
  33213. * @param size This parameter can be set to a single number or to an object with the
  33214. * following (optional) properties: precision, width, height. If a single number is passed,
  33215. * it will be used for both width and height. If an object is passed, the screenshot size
  33216. * will be derived from the parameters. The precision property is a multiplier allowing
  33217. * rendering at a higher or lower resolution
  33218. * @param successCallback defines the callback receives a single parameter which contains the
  33219. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33220. * src parameter of an <img> to display it
  33221. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33222. * Check your browser for supported MIME types
  33223. */
  33224. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  33225. /**
  33226. * Captures a screenshot of the current rendering
  33227. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33228. * @param engine defines the rendering engine
  33229. * @param camera defines the source camera
  33230. * @param size This parameter can be set to a single number or to an object with the
  33231. * following (optional) properties: precision, width, height. If a single number is passed,
  33232. * it will be used for both width and height. If an object is passed, the screenshot size
  33233. * will be derived from the parameters. The precision property is a multiplier allowing
  33234. * rendering at a higher or lower resolution
  33235. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33236. * Check your browser for supported MIME types
  33237. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33238. * to the src parameter of an <img> to display it
  33239. */
  33240. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  33241. /**
  33242. * Generates an image screenshot from the specified camera.
  33243. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33244. * @param engine The engine to use for rendering
  33245. * @param camera The camera to use for rendering
  33246. * @param size This parameter can be set to a single number or to an object with the
  33247. * following (optional) properties: precision, width, height. If a single number is passed,
  33248. * it will be used for both width and height. If an object is passed, the screenshot size
  33249. * will be derived from the parameters. The precision property is a multiplier allowing
  33250. * rendering at a higher or lower resolution
  33251. * @param successCallback The callback receives a single parameter which contains the
  33252. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33253. * src parameter of an <img> to display it
  33254. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33255. * Check your browser for supported MIME types
  33256. * @param samples Texture samples (default: 1)
  33257. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33258. * @param fileName A name for for the downloaded file.
  33259. */
  33260. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  33261. /**
  33262. * Generates an image screenshot from the specified camera.
  33263. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33264. * @param engine The engine to use for rendering
  33265. * @param camera The camera to use for rendering
  33266. * @param size This parameter can be set to a single number or to an object with the
  33267. * following (optional) properties: precision, width, height. If a single number is passed,
  33268. * it will be used for both width and height. If an object is passed, the screenshot size
  33269. * will be derived from the parameters. The precision property is a multiplier allowing
  33270. * rendering at a higher or lower resolution
  33271. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33272. * Check your browser for supported MIME types
  33273. * @param samples Texture samples (default: 1)
  33274. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33275. * @param fileName A name for for the downloaded file.
  33276. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33277. * to the src parameter of an <img> to display it
  33278. */
  33279. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  33280. /**
  33281. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  33282. * Be aware Math.random() could cause collisions, but:
  33283. * "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"
  33284. * @returns a pseudo random id
  33285. */
  33286. static RandomId(): string;
  33287. /**
  33288. * Test if the given uri is a base64 string
  33289. * @param uri The uri to test
  33290. * @return True if the uri is a base64 string or false otherwise
  33291. */
  33292. static IsBase64(uri: string): boolean;
  33293. /**
  33294. * Decode the given base64 uri.
  33295. * @param uri The uri to decode
  33296. * @return The decoded base64 data.
  33297. */
  33298. static DecodeBase64(uri: string): ArrayBuffer;
  33299. /**
  33300. * Gets the absolute url.
  33301. * @param url the input url
  33302. * @return the absolute url
  33303. */
  33304. static GetAbsoluteUrl(url: string): string;
  33305. /**
  33306. * No log
  33307. */
  33308. static readonly NoneLogLevel: number;
  33309. /**
  33310. * Only message logs
  33311. */
  33312. static readonly MessageLogLevel: number;
  33313. /**
  33314. * Only warning logs
  33315. */
  33316. static readonly WarningLogLevel: number;
  33317. /**
  33318. * Only error logs
  33319. */
  33320. static readonly ErrorLogLevel: number;
  33321. /**
  33322. * All logs
  33323. */
  33324. static readonly AllLogLevel: number;
  33325. /**
  33326. * Gets a value indicating the number of loading errors
  33327. * @ignorenaming
  33328. */
  33329. static readonly errorsCount: number;
  33330. /**
  33331. * Callback called when a new log is added
  33332. */
  33333. static OnNewCacheEntry: (entry: string) => void;
  33334. /**
  33335. * Log a message to the console
  33336. * @param message defines the message to log
  33337. */
  33338. static Log(message: string): void;
  33339. /**
  33340. * Write a warning message to the console
  33341. * @param message defines the message to log
  33342. */
  33343. static Warn(message: string): void;
  33344. /**
  33345. * Write an error message to the console
  33346. * @param message defines the message to log
  33347. */
  33348. static Error(message: string): void;
  33349. /**
  33350. * Gets current log cache (list of logs)
  33351. */
  33352. static readonly LogCache: string;
  33353. /**
  33354. * Clears the log cache
  33355. */
  33356. static ClearLogCache(): void;
  33357. /**
  33358. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  33359. */
  33360. static LogLevels: number;
  33361. /**
  33362. * Checks if the window object exists
  33363. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  33364. */
  33365. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  33366. /**
  33367. * No performance log
  33368. */
  33369. static readonly PerformanceNoneLogLevel: number;
  33370. /**
  33371. * Use user marks to log performance
  33372. */
  33373. static readonly PerformanceUserMarkLogLevel: number;
  33374. /**
  33375. * Log performance to the console
  33376. */
  33377. static readonly PerformanceConsoleLogLevel: number;
  33378. private static _performance;
  33379. /**
  33380. * Sets the current performance log level
  33381. */
  33382. static PerformanceLogLevel: number;
  33383. private static _StartPerformanceCounterDisabled;
  33384. private static _EndPerformanceCounterDisabled;
  33385. private static _StartUserMark;
  33386. private static _EndUserMark;
  33387. private static _StartPerformanceConsole;
  33388. private static _EndPerformanceConsole;
  33389. /**
  33390. * Starts a performance counter
  33391. */
  33392. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33393. /**
  33394. * Ends a specific performance coutner
  33395. */
  33396. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33397. /**
  33398. * Gets either window.performance.now() if supported or Date.now() else
  33399. */
  33400. static readonly Now: number;
  33401. /**
  33402. * This method will return the name of the class used to create the instance of the given object.
  33403. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33404. * @param object the object to get the class name from
  33405. * @param isType defines if the object is actually a type
  33406. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33407. */
  33408. static GetClassName(object: any, isType?: boolean): string;
  33409. /**
  33410. * Gets the first element of an array satisfying a given predicate
  33411. * @param array defines the array to browse
  33412. * @param predicate defines the predicate to use
  33413. * @returns null if not found or the element
  33414. */
  33415. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33416. /**
  33417. * This method will return the name of the full name of the class, including its owning module (if any).
  33418. * 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).
  33419. * @param object the object to get the class name from
  33420. * @param isType defines if the object is actually a type
  33421. * @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.
  33422. * @ignorenaming
  33423. */
  33424. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33425. /**
  33426. * Returns a promise that resolves after the given amount of time.
  33427. * @param delay Number of milliseconds to delay
  33428. * @returns Promise that resolves after the given amount of time
  33429. */
  33430. static DelayAsync(delay: number): Promise<void>;
  33431. }
  33432. /**
  33433. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33434. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33435. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33436. * @param name The name of the class, case should be preserved
  33437. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33438. */
  33439. export function className(name: string, module?: string): (target: Object) => void;
  33440. /**
  33441. * An implementation of a loop for asynchronous functions.
  33442. */
  33443. export class AsyncLoop {
  33444. /**
  33445. * Defines the number of iterations for the loop
  33446. */
  33447. iterations: number;
  33448. /**
  33449. * Defines the current index of the loop.
  33450. */
  33451. index: number;
  33452. private _done;
  33453. private _fn;
  33454. private _successCallback;
  33455. /**
  33456. * Constructor.
  33457. * @param iterations the number of iterations.
  33458. * @param func the function to run each iteration
  33459. * @param successCallback the callback that will be called upon succesful execution
  33460. * @param offset starting offset.
  33461. */
  33462. constructor(
  33463. /**
  33464. * Defines the number of iterations for the loop
  33465. */
  33466. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33467. /**
  33468. * Execute the next iteration. Must be called after the last iteration was finished.
  33469. */
  33470. executeNext(): void;
  33471. /**
  33472. * Break the loop and run the success callback.
  33473. */
  33474. breakLoop(): void;
  33475. /**
  33476. * Create and run an async loop.
  33477. * @param iterations the number of iterations.
  33478. * @param fn the function to run each iteration
  33479. * @param successCallback the callback that will be called upon succesful execution
  33480. * @param offset starting offset.
  33481. * @returns the created async loop object
  33482. */
  33483. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33484. /**
  33485. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33486. * @param iterations total number of iterations
  33487. * @param syncedIterations number of synchronous iterations in each async iteration.
  33488. * @param fn the function to call each iteration.
  33489. * @param callback a success call back that will be called when iterating stops.
  33490. * @param breakFunction a break condition (optional)
  33491. * @param timeout timeout settings for the setTimeout function. default - 0.
  33492. * @returns the created async loop object
  33493. */
  33494. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33495. }
  33496. }
  33497. declare module "babylonjs/Misc/stringDictionary" {
  33498. import { Nullable } from "babylonjs/types";
  33499. /**
  33500. * This class implement a typical dictionary using a string as key and the generic type T as value.
  33501. * The underlying implementation relies on an associative array to ensure the best performances.
  33502. * The value can be anything including 'null' but except 'undefined'
  33503. */
  33504. export class StringDictionary<T> {
  33505. /**
  33506. * This will clear this dictionary and copy the content from the 'source' one.
  33507. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  33508. * @param source the dictionary to take the content from and copy to this dictionary
  33509. */
  33510. copyFrom(source: StringDictionary<T>): void;
  33511. /**
  33512. * Get a value based from its key
  33513. * @param key the given key to get the matching value from
  33514. * @return the value if found, otherwise undefined is returned
  33515. */
  33516. get(key: string): T | undefined;
  33517. /**
  33518. * Get a value from its key or add it if it doesn't exist.
  33519. * This method will ensure you that a given key/data will be present in the dictionary.
  33520. * @param key the given key to get the matching value from
  33521. * @param factory the factory that will create the value if the key is not present in the dictionary.
  33522. * The factory will only be invoked if there's no data for the given key.
  33523. * @return the value corresponding to the key.
  33524. */
  33525. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  33526. /**
  33527. * Get a value from its key if present in the dictionary otherwise add it
  33528. * @param key the key to get the value from
  33529. * @param val if there's no such key/value pair in the dictionary add it with this value
  33530. * @return the value corresponding to the key
  33531. */
  33532. getOrAdd(key: string, val: T): T;
  33533. /**
  33534. * Check if there's a given key in the dictionary
  33535. * @param key the key to check for
  33536. * @return true if the key is present, false otherwise
  33537. */
  33538. contains(key: string): boolean;
  33539. /**
  33540. * Add a new key and its corresponding value
  33541. * @param key the key to add
  33542. * @param value the value corresponding to the key
  33543. * @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
  33544. */
  33545. add(key: string, value: T): boolean;
  33546. /**
  33547. * Update a specific value associated to a key
  33548. * @param key defines the key to use
  33549. * @param value defines the value to store
  33550. * @returns true if the value was updated (or false if the key was not found)
  33551. */
  33552. set(key: string, value: T): boolean;
  33553. /**
  33554. * Get the element of the given key and remove it from the dictionary
  33555. * @param key defines the key to search
  33556. * @returns the value associated with the key or null if not found
  33557. */
  33558. getAndRemove(key: string): Nullable<T>;
  33559. /**
  33560. * Remove a key/value from the dictionary.
  33561. * @param key the key to remove
  33562. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  33563. */
  33564. remove(key: string): boolean;
  33565. /**
  33566. * Clear the whole content of the dictionary
  33567. */
  33568. clear(): void;
  33569. /**
  33570. * Gets the current count
  33571. */
  33572. readonly count: number;
  33573. /**
  33574. * Execute a callback on each key/val of the dictionary.
  33575. * Note that you can remove any element in this dictionary in the callback implementation
  33576. * @param callback the callback to execute on a given key/value pair
  33577. */
  33578. forEach(callback: (key: string, val: T) => void): void;
  33579. /**
  33580. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  33581. * If the callback returns null or undefined the method will iterate to the next key/value pair
  33582. * Note that you can remove any element in this dictionary in the callback implementation
  33583. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  33584. * @returns the first item
  33585. */
  33586. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  33587. private _count;
  33588. private _data;
  33589. }
  33590. }
  33591. declare module "babylonjs/Collisions/collisionCoordinator" {
  33592. import { Nullable } from "babylonjs/types";
  33593. import { Scene } from "babylonjs/scene";
  33594. import { Vector3 } from "babylonjs/Maths/math.vector";
  33595. import { Collider } from "babylonjs/Collisions/collider";
  33596. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33597. /** @hidden */
  33598. export interface ICollisionCoordinator {
  33599. createCollider(): Collider;
  33600. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33601. init(scene: Scene): void;
  33602. }
  33603. /** @hidden */
  33604. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33605. private _scene;
  33606. private _scaledPosition;
  33607. private _scaledVelocity;
  33608. private _finalPosition;
  33609. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33610. createCollider(): Collider;
  33611. init(scene: Scene): void;
  33612. private _collideWithWorld;
  33613. }
  33614. }
  33615. declare module "babylonjs/Inputs/scene.inputManager" {
  33616. import { Nullable } from "babylonjs/types";
  33617. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33618. import { Vector2 } from "babylonjs/Maths/math.vector";
  33619. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33620. import { Scene } from "babylonjs/scene";
  33621. /**
  33622. * Class used to manage all inputs for the scene.
  33623. */
  33624. export class InputManager {
  33625. /** The distance in pixel that you have to move to prevent some events */
  33626. static DragMovementThreshold: number;
  33627. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33628. static LongPressDelay: number;
  33629. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33630. static DoubleClickDelay: number;
  33631. /** If you need to check double click without raising a single click at first click, enable this flag */
  33632. static ExclusiveDoubleClickMode: boolean;
  33633. private _wheelEventName;
  33634. private _onPointerMove;
  33635. private _onPointerDown;
  33636. private _onPointerUp;
  33637. private _initClickEvent;
  33638. private _initActionManager;
  33639. private _delayedSimpleClick;
  33640. private _delayedSimpleClickTimeout;
  33641. private _previousDelayedSimpleClickTimeout;
  33642. private _meshPickProceed;
  33643. private _previousButtonPressed;
  33644. private _currentPickResult;
  33645. private _previousPickResult;
  33646. private _totalPointersPressed;
  33647. private _doubleClickOccured;
  33648. private _pointerOverMesh;
  33649. private _pickedDownMesh;
  33650. private _pickedUpMesh;
  33651. private _pointerX;
  33652. private _pointerY;
  33653. private _unTranslatedPointerX;
  33654. private _unTranslatedPointerY;
  33655. private _startingPointerPosition;
  33656. private _previousStartingPointerPosition;
  33657. private _startingPointerTime;
  33658. private _previousStartingPointerTime;
  33659. private _pointerCaptures;
  33660. private _onKeyDown;
  33661. private _onKeyUp;
  33662. private _onCanvasFocusObserver;
  33663. private _onCanvasBlurObserver;
  33664. private _scene;
  33665. /**
  33666. * Creates a new InputManager
  33667. * @param scene defines the hosting scene
  33668. */
  33669. constructor(scene: Scene);
  33670. /**
  33671. * Gets the mesh that is currently under the pointer
  33672. */
  33673. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33674. /**
  33675. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33676. */
  33677. readonly unTranslatedPointer: Vector2;
  33678. /**
  33679. * Gets or sets the current on-screen X position of the pointer
  33680. */
  33681. pointerX: number;
  33682. /**
  33683. * Gets or sets the current on-screen Y position of the pointer
  33684. */
  33685. pointerY: number;
  33686. private _updatePointerPosition;
  33687. private _processPointerMove;
  33688. private _setRayOnPointerInfo;
  33689. private _checkPrePointerObservable;
  33690. /**
  33691. * Use this method to simulate a pointer move on a mesh
  33692. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33693. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33694. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33695. */
  33696. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33697. /**
  33698. * Use this method to simulate a pointer down on a mesh
  33699. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33700. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33701. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33702. */
  33703. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33704. private _processPointerDown;
  33705. /** @hidden */
  33706. _isPointerSwiping(): boolean;
  33707. /**
  33708. * Use this method to simulate a pointer up on a mesh
  33709. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33710. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33711. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33712. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33713. */
  33714. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33715. private _processPointerUp;
  33716. /**
  33717. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33718. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33719. * @returns true if the pointer was captured
  33720. */
  33721. isPointerCaptured(pointerId?: number): boolean;
  33722. /**
  33723. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33724. * @param attachUp defines if you want to attach events to pointerup
  33725. * @param attachDown defines if you want to attach events to pointerdown
  33726. * @param attachMove defines if you want to attach events to pointermove
  33727. */
  33728. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33729. /**
  33730. * Detaches all event handlers
  33731. */
  33732. detachControl(): void;
  33733. /**
  33734. * Force the value of meshUnderPointer
  33735. * @param mesh defines the mesh to use
  33736. */
  33737. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33738. /**
  33739. * Gets the mesh under the pointer
  33740. * @returns a Mesh or null if no mesh is under the pointer
  33741. */
  33742. getPointerOverMesh(): Nullable<AbstractMesh>;
  33743. }
  33744. }
  33745. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33746. /**
  33747. * Helper class used to generate session unique ID
  33748. */
  33749. export class UniqueIdGenerator {
  33750. private static _UniqueIdCounter;
  33751. /**
  33752. * Gets an unique (relatively to the current scene) Id
  33753. */
  33754. static readonly UniqueId: number;
  33755. }
  33756. }
  33757. declare module "babylonjs/Animations/animationGroup" {
  33758. import { Animatable } from "babylonjs/Animations/animatable";
  33759. import { Animation } from "babylonjs/Animations/animation";
  33760. import { Scene, IDisposable } from "babylonjs/scene";
  33761. import { Observable } from "babylonjs/Misc/observable";
  33762. import { Nullable } from "babylonjs/types";
  33763. import "babylonjs/Animations/animatable";
  33764. /**
  33765. * This class defines the direct association between an animation and a target
  33766. */
  33767. export class TargetedAnimation {
  33768. /**
  33769. * Animation to perform
  33770. */
  33771. animation: Animation;
  33772. /**
  33773. * Target to animate
  33774. */
  33775. target: any;
  33776. /**
  33777. * Serialize the object
  33778. * @returns the JSON object representing the current entity
  33779. */
  33780. serialize(): any;
  33781. }
  33782. /**
  33783. * Use this class to create coordinated animations on multiple targets
  33784. */
  33785. export class AnimationGroup implements IDisposable {
  33786. /** The name of the animation group */
  33787. name: string;
  33788. private _scene;
  33789. private _targetedAnimations;
  33790. private _animatables;
  33791. private _from;
  33792. private _to;
  33793. private _isStarted;
  33794. private _isPaused;
  33795. private _speedRatio;
  33796. private _loopAnimation;
  33797. /**
  33798. * Gets or sets the unique id of the node
  33799. */
  33800. uniqueId: number;
  33801. /**
  33802. * This observable will notify when one animation have ended
  33803. */
  33804. onAnimationEndObservable: Observable<TargetedAnimation>;
  33805. /**
  33806. * Observer raised when one animation loops
  33807. */
  33808. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33809. /**
  33810. * Observer raised when all animations have looped
  33811. */
  33812. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  33813. /**
  33814. * This observable will notify when all animations have ended.
  33815. */
  33816. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33817. /**
  33818. * This observable will notify when all animations have paused.
  33819. */
  33820. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33821. /**
  33822. * This observable will notify when all animations are playing.
  33823. */
  33824. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33825. /**
  33826. * Gets the first frame
  33827. */
  33828. readonly from: number;
  33829. /**
  33830. * Gets the last frame
  33831. */
  33832. readonly to: number;
  33833. /**
  33834. * Define if the animations are started
  33835. */
  33836. readonly isStarted: boolean;
  33837. /**
  33838. * Gets a value indicating that the current group is playing
  33839. */
  33840. readonly isPlaying: boolean;
  33841. /**
  33842. * Gets or sets the speed ratio to use for all animations
  33843. */
  33844. /**
  33845. * Gets or sets the speed ratio to use for all animations
  33846. */
  33847. speedRatio: number;
  33848. /**
  33849. * Gets or sets if all animations should loop or not
  33850. */
  33851. loopAnimation: boolean;
  33852. /**
  33853. * Gets the targeted animations for this animation group
  33854. */
  33855. readonly targetedAnimations: Array<TargetedAnimation>;
  33856. /**
  33857. * returning the list of animatables controlled by this animation group.
  33858. */
  33859. readonly animatables: Array<Animatable>;
  33860. /**
  33861. * Instantiates a new Animation Group.
  33862. * This helps managing several animations at once.
  33863. * @see http://doc.babylonjs.com/how_to/group
  33864. * @param name Defines the name of the group
  33865. * @param scene Defines the scene the group belongs to
  33866. */
  33867. constructor(
  33868. /** The name of the animation group */
  33869. name: string, scene?: Nullable<Scene>);
  33870. /**
  33871. * Add an animation (with its target) in the group
  33872. * @param animation defines the animation we want to add
  33873. * @param target defines the target of the animation
  33874. * @returns the TargetedAnimation object
  33875. */
  33876. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33877. /**
  33878. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33879. * It can add constant keys at begin or end
  33880. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33881. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33882. * @returns the animation group
  33883. */
  33884. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33885. private _animationLoopCount;
  33886. private _animationLoopFlags;
  33887. private _processLoop;
  33888. /**
  33889. * Start all animations on given targets
  33890. * @param loop defines if animations must loop
  33891. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33892. * @param from defines the from key (optional)
  33893. * @param to defines the to key (optional)
  33894. * @returns the current animation group
  33895. */
  33896. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33897. /**
  33898. * Pause all animations
  33899. * @returns the animation group
  33900. */
  33901. pause(): AnimationGroup;
  33902. /**
  33903. * Play all animations to initial state
  33904. * This function will start() the animations if they were not started or will restart() them if they were paused
  33905. * @param loop defines if animations must loop
  33906. * @returns the animation group
  33907. */
  33908. play(loop?: boolean): AnimationGroup;
  33909. /**
  33910. * Reset all animations to initial state
  33911. * @returns the animation group
  33912. */
  33913. reset(): AnimationGroup;
  33914. /**
  33915. * Restart animations from key 0
  33916. * @returns the animation group
  33917. */
  33918. restart(): AnimationGroup;
  33919. /**
  33920. * Stop all animations
  33921. * @returns the animation group
  33922. */
  33923. stop(): AnimationGroup;
  33924. /**
  33925. * Set animation weight for all animatables
  33926. * @param weight defines the weight to use
  33927. * @return the animationGroup
  33928. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33929. */
  33930. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33931. /**
  33932. * Synchronize and normalize all animatables with a source animatable
  33933. * @param root defines the root animatable to synchronize with
  33934. * @return the animationGroup
  33935. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33936. */
  33937. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33938. /**
  33939. * Goes to a specific frame in this animation group
  33940. * @param frame the frame number to go to
  33941. * @return the animationGroup
  33942. */
  33943. goToFrame(frame: number): AnimationGroup;
  33944. /**
  33945. * Dispose all associated resources
  33946. */
  33947. dispose(): void;
  33948. private _checkAnimationGroupEnded;
  33949. /**
  33950. * Clone the current animation group and returns a copy
  33951. * @param newName defines the name of the new group
  33952. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33953. * @returns the new aniamtion group
  33954. */
  33955. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33956. /**
  33957. * Serializes the animationGroup to an object
  33958. * @returns Serialized object
  33959. */
  33960. serialize(): any;
  33961. /**
  33962. * Returns a new AnimationGroup object parsed from the source provided.
  33963. * @param parsedAnimationGroup defines the source
  33964. * @param scene defines the scene that will receive the animationGroup
  33965. * @returns a new AnimationGroup
  33966. */
  33967. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33968. /**
  33969. * Returns the string "AnimationGroup"
  33970. * @returns "AnimationGroup"
  33971. */
  33972. getClassName(): string;
  33973. /**
  33974. * Creates a detailled string about the object
  33975. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33976. * @returns a string representing the object
  33977. */
  33978. toString(fullDetails?: boolean): string;
  33979. }
  33980. }
  33981. declare module "babylonjs/scene" {
  33982. import { Nullable } from "babylonjs/types";
  33983. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33984. import { Observable } from "babylonjs/Misc/observable";
  33985. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33986. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33987. import { Geometry } from "babylonjs/Meshes/geometry";
  33988. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33989. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33990. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33991. import { Mesh } from "babylonjs/Meshes/mesh";
  33992. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33993. import { Bone } from "babylonjs/Bones/bone";
  33994. import { Skeleton } from "babylonjs/Bones/skeleton";
  33995. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33996. import { Camera } from "babylonjs/Cameras/camera";
  33997. import { AbstractScene } from "babylonjs/abstractScene";
  33998. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33999. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  34000. import { Material } from "babylonjs/Materials/material";
  34001. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  34002. import { Effect } from "babylonjs/Materials/effect";
  34003. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  34004. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  34005. import { Light } from "babylonjs/Lights/light";
  34006. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  34007. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  34008. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  34009. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  34010. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  34011. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  34012. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  34013. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  34014. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  34015. import { Engine } from "babylonjs/Engines/engine";
  34016. import { Node } from "babylonjs/node";
  34017. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  34018. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  34019. import { WebRequest } from "babylonjs/Misc/webRequest";
  34020. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  34021. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  34022. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  34023. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  34024. import { Plane } from "babylonjs/Maths/math.plane";
  34025. import { LoadFileError, RequestFileError, ReadFileError } from "babylonjs/Misc/fileTools";
  34026. import { Ray } from "babylonjs/Culling/ray";
  34027. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  34028. import { Animation } from "babylonjs/Animations/animation";
  34029. import { Animatable } from "babylonjs/Animations/animatable";
  34030. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  34031. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  34032. import { Collider } from "babylonjs/Collisions/collider";
  34033. /**
  34034. * Define an interface for all classes that will hold resources
  34035. */
  34036. export interface IDisposable {
  34037. /**
  34038. * Releases all held resources
  34039. */
  34040. dispose(): void;
  34041. }
  34042. /** Interface defining initialization parameters for Scene class */
  34043. export interface SceneOptions {
  34044. /**
  34045. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  34046. * It will improve performance when the number of geometries becomes important.
  34047. */
  34048. useGeometryUniqueIdsMap?: boolean;
  34049. /**
  34050. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  34051. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34052. */
  34053. useMaterialMeshMap?: boolean;
  34054. /**
  34055. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  34056. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34057. */
  34058. useClonedMeshhMap?: boolean;
  34059. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  34060. virtual?: boolean;
  34061. }
  34062. /**
  34063. * Represents a scene to be rendered by the engine.
  34064. * @see http://doc.babylonjs.com/features/scene
  34065. */
  34066. export class Scene extends AbstractScene implements IAnimatable {
  34067. /** The fog is deactivated */
  34068. static readonly FOGMODE_NONE: number;
  34069. /** The fog density is following an exponential function */
  34070. static readonly FOGMODE_EXP: number;
  34071. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  34072. static readonly FOGMODE_EXP2: number;
  34073. /** The fog density is following a linear function. */
  34074. static readonly FOGMODE_LINEAR: number;
  34075. /**
  34076. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  34077. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34078. */
  34079. static MinDeltaTime: number;
  34080. /**
  34081. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  34082. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34083. */
  34084. static MaxDeltaTime: number;
  34085. /**
  34086. * Factory used to create the default material.
  34087. * @param name The name of the material to create
  34088. * @param scene The scene to create the material for
  34089. * @returns The default material
  34090. */
  34091. static DefaultMaterialFactory(scene: Scene): Material;
  34092. /**
  34093. * Factory used to create the a collision coordinator.
  34094. * @returns The collision coordinator
  34095. */
  34096. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  34097. /** @hidden */
  34098. _inputManager: InputManager;
  34099. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  34100. cameraToUseForPointers: Nullable<Camera>;
  34101. /** @hidden */
  34102. readonly _isScene: boolean;
  34103. /**
  34104. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  34105. */
  34106. autoClear: boolean;
  34107. /**
  34108. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  34109. */
  34110. autoClearDepthAndStencil: boolean;
  34111. /**
  34112. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  34113. */
  34114. clearColor: Color4;
  34115. /**
  34116. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  34117. */
  34118. ambientColor: Color3;
  34119. /**
  34120. * This is use to store the default BRDF lookup for PBR materials in your scene.
  34121. * It should only be one of the following (if not the default embedded one):
  34122. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  34123. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  34124. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  34125. * The material properties need to be setup according to the type of texture in use.
  34126. */
  34127. environmentBRDFTexture: BaseTexture;
  34128. /** @hidden */
  34129. protected _environmentTexture: Nullable<BaseTexture>;
  34130. /**
  34131. * Texture used in all pbr material as the reflection texture.
  34132. * As in the majority of the scene they are the same (exception for multi room and so on),
  34133. * this is easier to reference from here than from all the materials.
  34134. */
  34135. /**
  34136. * Texture used in all pbr material as the reflection texture.
  34137. * As in the majority of the scene they are the same (exception for multi room and so on),
  34138. * this is easier to set here than in all the materials.
  34139. */
  34140. environmentTexture: Nullable<BaseTexture>;
  34141. /** @hidden */
  34142. protected _environmentIntensity: number;
  34143. /**
  34144. * Intensity of the environment in all pbr material.
  34145. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34146. * As in the majority of the scene they are the same (exception for multi room and so on),
  34147. * this is easier to reference from here than from all the materials.
  34148. */
  34149. /**
  34150. * Intensity of the environment in all pbr material.
  34151. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34152. * As in the majority of the scene they are the same (exception for multi room and so on),
  34153. * this is easier to set here than in all the materials.
  34154. */
  34155. environmentIntensity: number;
  34156. /** @hidden */
  34157. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  34158. /**
  34159. * Default image processing configuration used either in the rendering
  34160. * Forward main pass or through the imageProcessingPostProcess if present.
  34161. * As in the majority of the scene they are the same (exception for multi camera),
  34162. * this is easier to reference from here than from all the materials and post process.
  34163. *
  34164. * No setter as we it is a shared configuration, you can set the values instead.
  34165. */
  34166. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  34167. private _forceWireframe;
  34168. /**
  34169. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  34170. */
  34171. forceWireframe: boolean;
  34172. private _forcePointsCloud;
  34173. /**
  34174. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  34175. */
  34176. forcePointsCloud: boolean;
  34177. /**
  34178. * Gets or sets the active clipplane 1
  34179. */
  34180. clipPlane: Nullable<Plane>;
  34181. /**
  34182. * Gets or sets the active clipplane 2
  34183. */
  34184. clipPlane2: Nullable<Plane>;
  34185. /**
  34186. * Gets or sets the active clipplane 3
  34187. */
  34188. clipPlane3: Nullable<Plane>;
  34189. /**
  34190. * Gets or sets the active clipplane 4
  34191. */
  34192. clipPlane4: Nullable<Plane>;
  34193. /**
  34194. * Gets or sets a boolean indicating if animations are enabled
  34195. */
  34196. animationsEnabled: boolean;
  34197. private _animationPropertiesOverride;
  34198. /**
  34199. * Gets or sets the animation properties override
  34200. */
  34201. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  34202. /**
  34203. * Gets or sets a boolean indicating if a constant deltatime has to be used
  34204. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  34205. */
  34206. useConstantAnimationDeltaTime: boolean;
  34207. /**
  34208. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  34209. * Please note that it requires to run a ray cast through the scene on every frame
  34210. */
  34211. constantlyUpdateMeshUnderPointer: boolean;
  34212. /**
  34213. * Defines the HTML cursor to use when hovering over interactive elements
  34214. */
  34215. hoverCursor: string;
  34216. /**
  34217. * Defines the HTML default cursor to use (empty by default)
  34218. */
  34219. defaultCursor: string;
  34220. /**
  34221. * Defines wether cursors are handled by the scene.
  34222. */
  34223. doNotHandleCursors: boolean;
  34224. /**
  34225. * This is used to call preventDefault() on pointer down
  34226. * in order to block unwanted artifacts like system double clicks
  34227. */
  34228. preventDefaultOnPointerDown: boolean;
  34229. /**
  34230. * This is used to call preventDefault() on pointer up
  34231. * in order to block unwanted artifacts like system double clicks
  34232. */
  34233. preventDefaultOnPointerUp: boolean;
  34234. /**
  34235. * Gets or sets user defined metadata
  34236. */
  34237. metadata: any;
  34238. /**
  34239. * For internal use only. Please do not use.
  34240. */
  34241. reservedDataStore: any;
  34242. /**
  34243. * Gets the name of the plugin used to load this scene (null by default)
  34244. */
  34245. loadingPluginName: string;
  34246. /**
  34247. * Use this array to add regular expressions used to disable offline support for specific urls
  34248. */
  34249. disableOfflineSupportExceptionRules: RegExp[];
  34250. /**
  34251. * An event triggered when the scene is disposed.
  34252. */
  34253. onDisposeObservable: Observable<Scene>;
  34254. private _onDisposeObserver;
  34255. /** Sets a function to be executed when this scene is disposed. */
  34256. onDispose: () => void;
  34257. /**
  34258. * An event triggered before rendering the scene (right after animations and physics)
  34259. */
  34260. onBeforeRenderObservable: Observable<Scene>;
  34261. private _onBeforeRenderObserver;
  34262. /** Sets a function to be executed before rendering this scene */
  34263. beforeRender: Nullable<() => void>;
  34264. /**
  34265. * An event triggered after rendering the scene
  34266. */
  34267. onAfterRenderObservable: Observable<Scene>;
  34268. /**
  34269. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  34270. */
  34271. onAfterRenderCameraObservable: Observable<Camera>;
  34272. private _onAfterRenderObserver;
  34273. /** Sets a function to be executed after rendering this scene */
  34274. afterRender: Nullable<() => void>;
  34275. /**
  34276. * An event triggered before animating the scene
  34277. */
  34278. onBeforeAnimationsObservable: Observable<Scene>;
  34279. /**
  34280. * An event triggered after animations processing
  34281. */
  34282. onAfterAnimationsObservable: Observable<Scene>;
  34283. /**
  34284. * An event triggered before draw calls are ready to be sent
  34285. */
  34286. onBeforeDrawPhaseObservable: Observable<Scene>;
  34287. /**
  34288. * An event triggered after draw calls have been sent
  34289. */
  34290. onAfterDrawPhaseObservable: Observable<Scene>;
  34291. /**
  34292. * An event triggered when the scene is ready
  34293. */
  34294. onReadyObservable: Observable<Scene>;
  34295. /**
  34296. * An event triggered before rendering a camera
  34297. */
  34298. onBeforeCameraRenderObservable: Observable<Camera>;
  34299. private _onBeforeCameraRenderObserver;
  34300. /** Sets a function to be executed before rendering a camera*/
  34301. beforeCameraRender: () => void;
  34302. /**
  34303. * An event triggered after rendering a camera
  34304. */
  34305. onAfterCameraRenderObservable: Observable<Camera>;
  34306. private _onAfterCameraRenderObserver;
  34307. /** Sets a function to be executed after rendering a camera*/
  34308. afterCameraRender: () => void;
  34309. /**
  34310. * An event triggered when active meshes evaluation is about to start
  34311. */
  34312. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  34313. /**
  34314. * An event triggered when active meshes evaluation is done
  34315. */
  34316. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  34317. /**
  34318. * An event triggered when particles rendering is about to start
  34319. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34320. */
  34321. onBeforeParticlesRenderingObservable: Observable<Scene>;
  34322. /**
  34323. * An event triggered when particles rendering is done
  34324. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34325. */
  34326. onAfterParticlesRenderingObservable: Observable<Scene>;
  34327. /**
  34328. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  34329. */
  34330. onDataLoadedObservable: Observable<Scene>;
  34331. /**
  34332. * An event triggered when a camera is created
  34333. */
  34334. onNewCameraAddedObservable: Observable<Camera>;
  34335. /**
  34336. * An event triggered when a camera is removed
  34337. */
  34338. onCameraRemovedObservable: Observable<Camera>;
  34339. /**
  34340. * An event triggered when a light is created
  34341. */
  34342. onNewLightAddedObservable: Observable<Light>;
  34343. /**
  34344. * An event triggered when a light is removed
  34345. */
  34346. onLightRemovedObservable: Observable<Light>;
  34347. /**
  34348. * An event triggered when a geometry is created
  34349. */
  34350. onNewGeometryAddedObservable: Observable<Geometry>;
  34351. /**
  34352. * An event triggered when a geometry is removed
  34353. */
  34354. onGeometryRemovedObservable: Observable<Geometry>;
  34355. /**
  34356. * An event triggered when a transform node is created
  34357. */
  34358. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  34359. /**
  34360. * An event triggered when a transform node is removed
  34361. */
  34362. onTransformNodeRemovedObservable: Observable<TransformNode>;
  34363. /**
  34364. * An event triggered when a mesh is created
  34365. */
  34366. onNewMeshAddedObservable: Observable<AbstractMesh>;
  34367. /**
  34368. * An event triggered when a mesh is removed
  34369. */
  34370. onMeshRemovedObservable: Observable<AbstractMesh>;
  34371. /**
  34372. * An event triggered when a skeleton is created
  34373. */
  34374. onNewSkeletonAddedObservable: Observable<Skeleton>;
  34375. /**
  34376. * An event triggered when a skeleton is removed
  34377. */
  34378. onSkeletonRemovedObservable: Observable<Skeleton>;
  34379. /**
  34380. * An event triggered when a material is created
  34381. */
  34382. onNewMaterialAddedObservable: Observable<Material>;
  34383. /**
  34384. * An event triggered when a material is removed
  34385. */
  34386. onMaterialRemovedObservable: Observable<Material>;
  34387. /**
  34388. * An event triggered when a texture is created
  34389. */
  34390. onNewTextureAddedObservable: Observable<BaseTexture>;
  34391. /**
  34392. * An event triggered when a texture is removed
  34393. */
  34394. onTextureRemovedObservable: Observable<BaseTexture>;
  34395. /**
  34396. * An event triggered when render targets are about to be rendered
  34397. * Can happen multiple times per frame.
  34398. */
  34399. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  34400. /**
  34401. * An event triggered when render targets were rendered.
  34402. * Can happen multiple times per frame.
  34403. */
  34404. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  34405. /**
  34406. * An event triggered before calculating deterministic simulation step
  34407. */
  34408. onBeforeStepObservable: Observable<Scene>;
  34409. /**
  34410. * An event triggered after calculating deterministic simulation step
  34411. */
  34412. onAfterStepObservable: Observable<Scene>;
  34413. /**
  34414. * An event triggered when the activeCamera property is updated
  34415. */
  34416. onActiveCameraChanged: Observable<Scene>;
  34417. /**
  34418. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  34419. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34420. * 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)
  34421. */
  34422. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34423. /**
  34424. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  34425. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34426. * 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)
  34427. */
  34428. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34429. /**
  34430. * This Observable will when a mesh has been imported into the scene.
  34431. */
  34432. onMeshImportedObservable: Observable<AbstractMesh>;
  34433. /**
  34434. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  34435. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  34436. */
  34437. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  34438. /** @hidden */
  34439. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  34440. /**
  34441. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  34442. */
  34443. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  34444. /**
  34445. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  34446. */
  34447. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  34448. /**
  34449. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  34450. */
  34451. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  34452. /** Callback called when a pointer move is detected */
  34453. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34454. /** Callback called when a pointer down is detected */
  34455. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34456. /** Callback called when a pointer up is detected */
  34457. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  34458. /** Callback called when a pointer pick is detected */
  34459. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  34460. /**
  34461. * 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).
  34462. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  34463. */
  34464. onPrePointerObservable: Observable<PointerInfoPre>;
  34465. /**
  34466. * Observable event triggered each time an input event is received from the rendering canvas
  34467. */
  34468. onPointerObservable: Observable<PointerInfo>;
  34469. /**
  34470. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  34471. */
  34472. readonly unTranslatedPointer: Vector2;
  34473. /**
  34474. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  34475. */
  34476. static DragMovementThreshold: number;
  34477. /**
  34478. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  34479. */
  34480. static LongPressDelay: number;
  34481. /**
  34482. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34483. */
  34484. static DoubleClickDelay: number;
  34485. /** If you need to check double click without raising a single click at first click, enable this flag */
  34486. static ExclusiveDoubleClickMode: boolean;
  34487. /** @hidden */
  34488. _mirroredCameraPosition: Nullable<Vector3>;
  34489. /**
  34490. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34491. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34492. */
  34493. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34494. /**
  34495. * Observable event triggered each time an keyboard event is received from the hosting window
  34496. */
  34497. onKeyboardObservable: Observable<KeyboardInfo>;
  34498. private _useRightHandedSystem;
  34499. /**
  34500. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34501. */
  34502. useRightHandedSystem: boolean;
  34503. private _timeAccumulator;
  34504. private _currentStepId;
  34505. private _currentInternalStep;
  34506. /**
  34507. * Sets the step Id used by deterministic lock step
  34508. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34509. * @param newStepId defines the step Id
  34510. */
  34511. setStepId(newStepId: number): void;
  34512. /**
  34513. * Gets the step Id used by deterministic lock step
  34514. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34515. * @returns the step Id
  34516. */
  34517. getStepId(): number;
  34518. /**
  34519. * Gets the internal step used by deterministic lock step
  34520. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34521. * @returns the internal step
  34522. */
  34523. getInternalStep(): number;
  34524. private _fogEnabled;
  34525. /**
  34526. * Gets or sets a boolean indicating if fog is enabled on this scene
  34527. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34528. * (Default is true)
  34529. */
  34530. fogEnabled: boolean;
  34531. private _fogMode;
  34532. /**
  34533. * Gets or sets the fog mode to use
  34534. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34535. * | mode | value |
  34536. * | --- | --- |
  34537. * | FOGMODE_NONE | 0 |
  34538. * | FOGMODE_EXP | 1 |
  34539. * | FOGMODE_EXP2 | 2 |
  34540. * | FOGMODE_LINEAR | 3 |
  34541. */
  34542. fogMode: number;
  34543. /**
  34544. * Gets or sets the fog color to use
  34545. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34546. * (Default is Color3(0.2, 0.2, 0.3))
  34547. */
  34548. fogColor: Color3;
  34549. /**
  34550. * Gets or sets the fog density to use
  34551. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34552. * (Default is 0.1)
  34553. */
  34554. fogDensity: number;
  34555. /**
  34556. * Gets or sets the fog start distance to use
  34557. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34558. * (Default is 0)
  34559. */
  34560. fogStart: number;
  34561. /**
  34562. * Gets or sets the fog end distance to use
  34563. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34564. * (Default is 1000)
  34565. */
  34566. fogEnd: number;
  34567. private _shadowsEnabled;
  34568. /**
  34569. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34570. */
  34571. shadowsEnabled: boolean;
  34572. private _lightsEnabled;
  34573. /**
  34574. * Gets or sets a boolean indicating if lights are enabled on this scene
  34575. */
  34576. lightsEnabled: boolean;
  34577. /** All of the active cameras added to this scene. */
  34578. activeCameras: Camera[];
  34579. /** @hidden */
  34580. _activeCamera: Nullable<Camera>;
  34581. /** Gets or sets the current active camera */
  34582. activeCamera: Nullable<Camera>;
  34583. private _defaultMaterial;
  34584. /** The default material used on meshes when no material is affected */
  34585. /** The default material used on meshes when no material is affected */
  34586. defaultMaterial: Material;
  34587. private _texturesEnabled;
  34588. /**
  34589. * Gets or sets a boolean indicating if textures are enabled on this scene
  34590. */
  34591. texturesEnabled: boolean;
  34592. /**
  34593. * Gets or sets a boolean indicating if particles are enabled on this scene
  34594. */
  34595. particlesEnabled: boolean;
  34596. /**
  34597. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34598. */
  34599. spritesEnabled: boolean;
  34600. private _skeletonsEnabled;
  34601. /**
  34602. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34603. */
  34604. skeletonsEnabled: boolean;
  34605. /**
  34606. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34607. */
  34608. lensFlaresEnabled: boolean;
  34609. /**
  34610. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34611. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34612. */
  34613. collisionsEnabled: boolean;
  34614. private _collisionCoordinator;
  34615. /** @hidden */
  34616. readonly collisionCoordinator: ICollisionCoordinator;
  34617. /**
  34618. * Defines the gravity applied to this scene (used only for collisions)
  34619. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34620. */
  34621. gravity: Vector3;
  34622. /**
  34623. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34624. */
  34625. postProcessesEnabled: boolean;
  34626. /**
  34627. * The list of postprocesses added to the scene
  34628. */
  34629. postProcesses: PostProcess[];
  34630. /**
  34631. * Gets the current postprocess manager
  34632. */
  34633. postProcessManager: PostProcessManager;
  34634. /**
  34635. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34636. */
  34637. renderTargetsEnabled: boolean;
  34638. /**
  34639. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34640. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34641. */
  34642. dumpNextRenderTargets: boolean;
  34643. /**
  34644. * The list of user defined render targets added to the scene
  34645. */
  34646. customRenderTargets: RenderTargetTexture[];
  34647. /**
  34648. * Defines if texture loading must be delayed
  34649. * If true, textures will only be loaded when they need to be rendered
  34650. */
  34651. useDelayedTextureLoading: boolean;
  34652. /**
  34653. * Gets the list of meshes imported to the scene through SceneLoader
  34654. */
  34655. importedMeshesFiles: String[];
  34656. /**
  34657. * Gets or sets a boolean indicating if probes are enabled on this scene
  34658. */
  34659. probesEnabled: boolean;
  34660. /**
  34661. * Gets or sets the current offline provider to use to store scene data
  34662. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34663. */
  34664. offlineProvider: IOfflineProvider;
  34665. /**
  34666. * Gets or sets the action manager associated with the scene
  34667. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34668. */
  34669. actionManager: AbstractActionManager;
  34670. private _meshesForIntersections;
  34671. /**
  34672. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34673. */
  34674. proceduralTexturesEnabled: boolean;
  34675. private _engine;
  34676. private _totalVertices;
  34677. /** @hidden */
  34678. _activeIndices: PerfCounter;
  34679. /** @hidden */
  34680. _activeParticles: PerfCounter;
  34681. /** @hidden */
  34682. _activeBones: PerfCounter;
  34683. private _animationRatio;
  34684. /** @hidden */
  34685. _animationTimeLast: number;
  34686. /** @hidden */
  34687. _animationTime: number;
  34688. /**
  34689. * Gets or sets a general scale for animation speed
  34690. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34691. */
  34692. animationTimeScale: number;
  34693. /** @hidden */
  34694. _cachedMaterial: Nullable<Material>;
  34695. /** @hidden */
  34696. _cachedEffect: Nullable<Effect>;
  34697. /** @hidden */
  34698. _cachedVisibility: Nullable<number>;
  34699. private _renderId;
  34700. private _frameId;
  34701. private _executeWhenReadyTimeoutId;
  34702. private _intermediateRendering;
  34703. private _viewUpdateFlag;
  34704. private _projectionUpdateFlag;
  34705. /** @hidden */
  34706. _toBeDisposed: Nullable<IDisposable>[];
  34707. private _activeRequests;
  34708. /** @hidden */
  34709. _pendingData: any[];
  34710. private _isDisposed;
  34711. /**
  34712. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34713. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34714. */
  34715. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34716. private _activeMeshes;
  34717. private _processedMaterials;
  34718. private _renderTargets;
  34719. /** @hidden */
  34720. _activeParticleSystems: SmartArray<IParticleSystem>;
  34721. private _activeSkeletons;
  34722. private _softwareSkinnedMeshes;
  34723. private _renderingManager;
  34724. /** @hidden */
  34725. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34726. private _transformMatrix;
  34727. private _sceneUbo;
  34728. /** @hidden */
  34729. _viewMatrix: Matrix;
  34730. private _projectionMatrix;
  34731. /** @hidden */
  34732. _forcedViewPosition: Nullable<Vector3>;
  34733. /** @hidden */
  34734. _frustumPlanes: Plane[];
  34735. /**
  34736. * Gets the list of frustum planes (built from the active camera)
  34737. */
  34738. readonly frustumPlanes: Plane[];
  34739. /**
  34740. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34741. * This is useful if there are more lights that the maximum simulteanous authorized
  34742. */
  34743. requireLightSorting: boolean;
  34744. /** @hidden */
  34745. readonly useMaterialMeshMap: boolean;
  34746. /** @hidden */
  34747. readonly useClonedMeshhMap: boolean;
  34748. private _externalData;
  34749. private _uid;
  34750. /**
  34751. * @hidden
  34752. * Backing store of defined scene components.
  34753. */
  34754. _components: ISceneComponent[];
  34755. /**
  34756. * @hidden
  34757. * Backing store of defined scene components.
  34758. */
  34759. _serializableComponents: ISceneSerializableComponent[];
  34760. /**
  34761. * List of components to register on the next registration step.
  34762. */
  34763. private _transientComponents;
  34764. /**
  34765. * Registers the transient components if needed.
  34766. */
  34767. private _registerTransientComponents;
  34768. /**
  34769. * @hidden
  34770. * Add a component to the scene.
  34771. * Note that the ccomponent could be registered on th next frame if this is called after
  34772. * the register component stage.
  34773. * @param component Defines the component to add to the scene
  34774. */
  34775. _addComponent(component: ISceneComponent): void;
  34776. /**
  34777. * @hidden
  34778. * Gets a component from the scene.
  34779. * @param name defines the name of the component to retrieve
  34780. * @returns the component or null if not present
  34781. */
  34782. _getComponent(name: string): Nullable<ISceneComponent>;
  34783. /**
  34784. * @hidden
  34785. * Defines the actions happening before camera updates.
  34786. */
  34787. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34788. /**
  34789. * @hidden
  34790. * Defines the actions happening before clear the canvas.
  34791. */
  34792. _beforeClearStage: Stage<SimpleStageAction>;
  34793. /**
  34794. * @hidden
  34795. * Defines the actions when collecting render targets for the frame.
  34796. */
  34797. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34798. /**
  34799. * @hidden
  34800. * Defines the actions happening for one camera in the frame.
  34801. */
  34802. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34803. /**
  34804. * @hidden
  34805. * Defines the actions happening during the per mesh ready checks.
  34806. */
  34807. _isReadyForMeshStage: Stage<MeshStageAction>;
  34808. /**
  34809. * @hidden
  34810. * Defines the actions happening before evaluate active mesh checks.
  34811. */
  34812. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34813. /**
  34814. * @hidden
  34815. * Defines the actions happening during the evaluate sub mesh checks.
  34816. */
  34817. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34818. /**
  34819. * @hidden
  34820. * Defines the actions happening during the active mesh stage.
  34821. */
  34822. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34823. /**
  34824. * @hidden
  34825. * Defines the actions happening during the per camera render target step.
  34826. */
  34827. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34828. /**
  34829. * @hidden
  34830. * Defines the actions happening just before the active camera is drawing.
  34831. */
  34832. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34833. /**
  34834. * @hidden
  34835. * Defines the actions happening just before a render target is drawing.
  34836. */
  34837. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34838. /**
  34839. * @hidden
  34840. * Defines the actions happening just before a rendering group is drawing.
  34841. */
  34842. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34843. /**
  34844. * @hidden
  34845. * Defines the actions happening just before a mesh is drawing.
  34846. */
  34847. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34848. /**
  34849. * @hidden
  34850. * Defines the actions happening just after a mesh has been drawn.
  34851. */
  34852. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34853. /**
  34854. * @hidden
  34855. * Defines the actions happening just after a rendering group has been drawn.
  34856. */
  34857. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34858. /**
  34859. * @hidden
  34860. * Defines the actions happening just after the active camera has been drawn.
  34861. */
  34862. _afterCameraDrawStage: Stage<CameraStageAction>;
  34863. /**
  34864. * @hidden
  34865. * Defines the actions happening just after a render target has been drawn.
  34866. */
  34867. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34868. /**
  34869. * @hidden
  34870. * Defines the actions happening just after rendering all cameras and computing intersections.
  34871. */
  34872. _afterRenderStage: Stage<SimpleStageAction>;
  34873. /**
  34874. * @hidden
  34875. * Defines the actions happening when a pointer move event happens.
  34876. */
  34877. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34878. /**
  34879. * @hidden
  34880. * Defines the actions happening when a pointer down event happens.
  34881. */
  34882. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34883. /**
  34884. * @hidden
  34885. * Defines the actions happening when a pointer up event happens.
  34886. */
  34887. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34888. /**
  34889. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34890. */
  34891. private geometriesByUniqueId;
  34892. /**
  34893. * Creates a new Scene
  34894. * @param engine defines the engine to use to render this scene
  34895. * @param options defines the scene options
  34896. */
  34897. constructor(engine: Engine, options?: SceneOptions);
  34898. /**
  34899. * Gets a string idenfifying the name of the class
  34900. * @returns "Scene" string
  34901. */
  34902. getClassName(): string;
  34903. private _defaultMeshCandidates;
  34904. /**
  34905. * @hidden
  34906. */
  34907. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34908. private _defaultSubMeshCandidates;
  34909. /**
  34910. * @hidden
  34911. */
  34912. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34913. /**
  34914. * Sets the default candidate providers for the scene.
  34915. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34916. * and getCollidingSubMeshCandidates to their default function
  34917. */
  34918. setDefaultCandidateProviders(): void;
  34919. /**
  34920. * Gets the mesh that is currently under the pointer
  34921. */
  34922. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34923. /**
  34924. * Gets or sets the current on-screen X position of the pointer
  34925. */
  34926. pointerX: number;
  34927. /**
  34928. * Gets or sets the current on-screen Y position of the pointer
  34929. */
  34930. pointerY: number;
  34931. /**
  34932. * Gets the cached material (ie. the latest rendered one)
  34933. * @returns the cached material
  34934. */
  34935. getCachedMaterial(): Nullable<Material>;
  34936. /**
  34937. * Gets the cached effect (ie. the latest rendered one)
  34938. * @returns the cached effect
  34939. */
  34940. getCachedEffect(): Nullable<Effect>;
  34941. /**
  34942. * Gets the cached visibility state (ie. the latest rendered one)
  34943. * @returns the cached visibility state
  34944. */
  34945. getCachedVisibility(): Nullable<number>;
  34946. /**
  34947. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34948. * @param material defines the current material
  34949. * @param effect defines the current effect
  34950. * @param visibility defines the current visibility state
  34951. * @returns true if one parameter is not cached
  34952. */
  34953. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34954. /**
  34955. * Gets the engine associated with the scene
  34956. * @returns an Engine
  34957. */
  34958. getEngine(): Engine;
  34959. /**
  34960. * Gets the total number of vertices rendered per frame
  34961. * @returns the total number of vertices rendered per frame
  34962. */
  34963. getTotalVertices(): number;
  34964. /**
  34965. * Gets the performance counter for total vertices
  34966. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34967. */
  34968. readonly totalVerticesPerfCounter: PerfCounter;
  34969. /**
  34970. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34971. * @returns the total number of active indices rendered per frame
  34972. */
  34973. getActiveIndices(): number;
  34974. /**
  34975. * Gets the performance counter for active indices
  34976. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34977. */
  34978. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34979. /**
  34980. * Gets the total number of active particles rendered per frame
  34981. * @returns the total number of active particles rendered per frame
  34982. */
  34983. getActiveParticles(): number;
  34984. /**
  34985. * Gets the performance counter for active particles
  34986. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34987. */
  34988. readonly activeParticlesPerfCounter: PerfCounter;
  34989. /**
  34990. * Gets the total number of active bones rendered per frame
  34991. * @returns the total number of active bones rendered per frame
  34992. */
  34993. getActiveBones(): number;
  34994. /**
  34995. * Gets the performance counter for active bones
  34996. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34997. */
  34998. readonly activeBonesPerfCounter: PerfCounter;
  34999. /**
  35000. * Gets the array of active meshes
  35001. * @returns an array of AbstractMesh
  35002. */
  35003. getActiveMeshes(): SmartArray<AbstractMesh>;
  35004. /**
  35005. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  35006. * @returns a number
  35007. */
  35008. getAnimationRatio(): number;
  35009. /**
  35010. * Gets an unique Id for the current render phase
  35011. * @returns a number
  35012. */
  35013. getRenderId(): number;
  35014. /**
  35015. * Gets an unique Id for the current frame
  35016. * @returns a number
  35017. */
  35018. getFrameId(): number;
  35019. /** Call this function if you want to manually increment the render Id*/
  35020. incrementRenderId(): void;
  35021. private _createUbo;
  35022. /**
  35023. * Use this method to simulate a pointer move on a mesh
  35024. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35025. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35026. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35027. * @returns the current scene
  35028. */
  35029. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35030. /**
  35031. * Use this method to simulate a pointer down on a mesh
  35032. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35033. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35034. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35035. * @returns the current scene
  35036. */
  35037. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35038. /**
  35039. * Use this method to simulate a pointer up on a mesh
  35040. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35041. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35042. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35043. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  35044. * @returns the current scene
  35045. */
  35046. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  35047. /**
  35048. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  35049. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  35050. * @returns true if the pointer was captured
  35051. */
  35052. isPointerCaptured(pointerId?: number): boolean;
  35053. /**
  35054. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  35055. * @param attachUp defines if you want to attach events to pointerup
  35056. * @param attachDown defines if you want to attach events to pointerdown
  35057. * @param attachMove defines if you want to attach events to pointermove
  35058. */
  35059. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  35060. /** Detaches all event handlers*/
  35061. detachControl(): void;
  35062. /**
  35063. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  35064. * Delay loaded resources are not taking in account
  35065. * @return true if all required resources are ready
  35066. */
  35067. isReady(): boolean;
  35068. /** Resets all cached information relative to material (including effect and visibility) */
  35069. resetCachedMaterial(): void;
  35070. /**
  35071. * Registers a function to be called before every frame render
  35072. * @param func defines the function to register
  35073. */
  35074. registerBeforeRender(func: () => void): void;
  35075. /**
  35076. * Unregisters a function called before every frame render
  35077. * @param func defines the function to unregister
  35078. */
  35079. unregisterBeforeRender(func: () => void): void;
  35080. /**
  35081. * Registers a function to be called after every frame render
  35082. * @param func defines the function to register
  35083. */
  35084. registerAfterRender(func: () => void): void;
  35085. /**
  35086. * Unregisters a function called after every frame render
  35087. * @param func defines the function to unregister
  35088. */
  35089. unregisterAfterRender(func: () => void): void;
  35090. private _executeOnceBeforeRender;
  35091. /**
  35092. * The provided function will run before render once and will be disposed afterwards.
  35093. * A timeout delay can be provided so that the function will be executed in N ms.
  35094. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  35095. * @param func The function to be executed.
  35096. * @param timeout optional delay in ms
  35097. */
  35098. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  35099. /** @hidden */
  35100. _addPendingData(data: any): void;
  35101. /** @hidden */
  35102. _removePendingData(data: any): void;
  35103. /**
  35104. * Returns the number of items waiting to be loaded
  35105. * @returns the number of items waiting to be loaded
  35106. */
  35107. getWaitingItemsCount(): number;
  35108. /**
  35109. * Returns a boolean indicating if the scene is still loading data
  35110. */
  35111. readonly isLoading: boolean;
  35112. /**
  35113. * Registers a function to be executed when the scene is ready
  35114. * @param {Function} func - the function to be executed
  35115. */
  35116. executeWhenReady(func: () => void): void;
  35117. /**
  35118. * Returns a promise that resolves when the scene is ready
  35119. * @returns A promise that resolves when the scene is ready
  35120. */
  35121. whenReadyAsync(): Promise<void>;
  35122. /** @hidden */
  35123. _checkIsReady(): void;
  35124. /**
  35125. * Gets all animatable attached to the scene
  35126. */
  35127. readonly animatables: Animatable[];
  35128. /**
  35129. * Resets the last animation time frame.
  35130. * Useful to override when animations start running when loading a scene for the first time.
  35131. */
  35132. resetLastAnimationTimeFrame(): void;
  35133. /**
  35134. * Gets the current view matrix
  35135. * @returns a Matrix
  35136. */
  35137. getViewMatrix(): Matrix;
  35138. /**
  35139. * Gets the current projection matrix
  35140. * @returns a Matrix
  35141. */
  35142. getProjectionMatrix(): Matrix;
  35143. /**
  35144. * Gets the current transform matrix
  35145. * @returns a Matrix made of View * Projection
  35146. */
  35147. getTransformMatrix(): Matrix;
  35148. /**
  35149. * Sets the current transform matrix
  35150. * @param viewL defines the View matrix to use
  35151. * @param projectionL defines the Projection matrix to use
  35152. * @param viewR defines the right View matrix to use (if provided)
  35153. * @param projectionR defines the right Projection matrix to use (if provided)
  35154. */
  35155. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  35156. /**
  35157. * Gets the uniform buffer used to store scene data
  35158. * @returns a UniformBuffer
  35159. */
  35160. getSceneUniformBuffer(): UniformBuffer;
  35161. /**
  35162. * Gets an unique (relatively to the current scene) Id
  35163. * @returns an unique number for the scene
  35164. */
  35165. getUniqueId(): number;
  35166. /**
  35167. * Add a mesh to the list of scene's meshes
  35168. * @param newMesh defines the mesh to add
  35169. * @param recursive if all child meshes should also be added to the scene
  35170. */
  35171. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  35172. /**
  35173. * Remove a mesh for the list of scene's meshes
  35174. * @param toRemove defines the mesh to remove
  35175. * @param recursive if all child meshes should also be removed from the scene
  35176. * @returns the index where the mesh was in the mesh list
  35177. */
  35178. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  35179. /**
  35180. * Add a transform node to the list of scene's transform nodes
  35181. * @param newTransformNode defines the transform node to add
  35182. */
  35183. addTransformNode(newTransformNode: TransformNode): void;
  35184. /**
  35185. * Remove a transform node for the list of scene's transform nodes
  35186. * @param toRemove defines the transform node to remove
  35187. * @returns the index where the transform node was in the transform node list
  35188. */
  35189. removeTransformNode(toRemove: TransformNode): number;
  35190. /**
  35191. * Remove a skeleton for the list of scene's skeletons
  35192. * @param toRemove defines the skeleton to remove
  35193. * @returns the index where the skeleton was in the skeleton list
  35194. */
  35195. removeSkeleton(toRemove: Skeleton): number;
  35196. /**
  35197. * Remove a morph target for the list of scene's morph targets
  35198. * @param toRemove defines the morph target to remove
  35199. * @returns the index where the morph target was in the morph target list
  35200. */
  35201. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  35202. /**
  35203. * Remove a light for the list of scene's lights
  35204. * @param toRemove defines the light to remove
  35205. * @returns the index where the light was in the light list
  35206. */
  35207. removeLight(toRemove: Light): number;
  35208. /**
  35209. * Remove a camera for the list of scene's cameras
  35210. * @param toRemove defines the camera to remove
  35211. * @returns the index where the camera was in the camera list
  35212. */
  35213. removeCamera(toRemove: Camera): number;
  35214. /**
  35215. * Remove a particle system for the list of scene's particle systems
  35216. * @param toRemove defines the particle system to remove
  35217. * @returns the index where the particle system was in the particle system list
  35218. */
  35219. removeParticleSystem(toRemove: IParticleSystem): number;
  35220. /**
  35221. * Remove a animation for the list of scene's animations
  35222. * @param toRemove defines the animation to remove
  35223. * @returns the index where the animation was in the animation list
  35224. */
  35225. removeAnimation(toRemove: Animation): number;
  35226. /**
  35227. * Will stop the animation of the given target
  35228. * @param target - the target
  35229. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  35230. * @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)
  35231. */
  35232. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  35233. /**
  35234. * Removes the given animation group from this scene.
  35235. * @param toRemove The animation group to remove
  35236. * @returns The index of the removed animation group
  35237. */
  35238. removeAnimationGroup(toRemove: AnimationGroup): number;
  35239. /**
  35240. * Removes the given multi-material from this scene.
  35241. * @param toRemove The multi-material to remove
  35242. * @returns The index of the removed multi-material
  35243. */
  35244. removeMultiMaterial(toRemove: MultiMaterial): number;
  35245. /**
  35246. * Removes the given material from this scene.
  35247. * @param toRemove The material to remove
  35248. * @returns The index of the removed material
  35249. */
  35250. removeMaterial(toRemove: Material): number;
  35251. /**
  35252. * Removes the given action manager from this scene.
  35253. * @param toRemove The action manager to remove
  35254. * @returns The index of the removed action manager
  35255. */
  35256. removeActionManager(toRemove: AbstractActionManager): number;
  35257. /**
  35258. * Removes the given texture from this scene.
  35259. * @param toRemove The texture to remove
  35260. * @returns The index of the removed texture
  35261. */
  35262. removeTexture(toRemove: BaseTexture): number;
  35263. /**
  35264. * Adds the given light to this scene
  35265. * @param newLight The light to add
  35266. */
  35267. addLight(newLight: Light): void;
  35268. /**
  35269. * Sorts the list list based on light priorities
  35270. */
  35271. sortLightsByPriority(): void;
  35272. /**
  35273. * Adds the given camera to this scene
  35274. * @param newCamera The camera to add
  35275. */
  35276. addCamera(newCamera: Camera): void;
  35277. /**
  35278. * Adds the given skeleton to this scene
  35279. * @param newSkeleton The skeleton to add
  35280. */
  35281. addSkeleton(newSkeleton: Skeleton): void;
  35282. /**
  35283. * Adds the given particle system to this scene
  35284. * @param newParticleSystem The particle system to add
  35285. */
  35286. addParticleSystem(newParticleSystem: IParticleSystem): void;
  35287. /**
  35288. * Adds the given animation to this scene
  35289. * @param newAnimation The animation to add
  35290. */
  35291. addAnimation(newAnimation: Animation): void;
  35292. /**
  35293. * Adds the given animation group to this scene.
  35294. * @param newAnimationGroup The animation group to add
  35295. */
  35296. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  35297. /**
  35298. * Adds the given multi-material to this scene
  35299. * @param newMultiMaterial The multi-material to add
  35300. */
  35301. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  35302. /**
  35303. * Adds the given material to this scene
  35304. * @param newMaterial The material to add
  35305. */
  35306. addMaterial(newMaterial: Material): void;
  35307. /**
  35308. * Adds the given morph target to this scene
  35309. * @param newMorphTargetManager The morph target to add
  35310. */
  35311. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  35312. /**
  35313. * Adds the given geometry to this scene
  35314. * @param newGeometry The geometry to add
  35315. */
  35316. addGeometry(newGeometry: Geometry): void;
  35317. /**
  35318. * Adds the given action manager to this scene
  35319. * @param newActionManager The action manager to add
  35320. */
  35321. addActionManager(newActionManager: AbstractActionManager): void;
  35322. /**
  35323. * Adds the given texture to this scene.
  35324. * @param newTexture The texture to add
  35325. */
  35326. addTexture(newTexture: BaseTexture): void;
  35327. /**
  35328. * Switch active camera
  35329. * @param newCamera defines the new active camera
  35330. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  35331. */
  35332. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  35333. /**
  35334. * sets the active camera of the scene using its ID
  35335. * @param id defines the camera's ID
  35336. * @return the new active camera or null if none found.
  35337. */
  35338. setActiveCameraByID(id: string): Nullable<Camera>;
  35339. /**
  35340. * sets the active camera of the scene using its name
  35341. * @param name defines the camera's name
  35342. * @returns the new active camera or null if none found.
  35343. */
  35344. setActiveCameraByName(name: string): Nullable<Camera>;
  35345. /**
  35346. * get an animation group using its name
  35347. * @param name defines the material's name
  35348. * @return the animation group or null if none found.
  35349. */
  35350. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  35351. /**
  35352. * Get a material using its unique id
  35353. * @param uniqueId defines the material's unique id
  35354. * @return the material or null if none found.
  35355. */
  35356. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  35357. /**
  35358. * get a material using its id
  35359. * @param id defines the material's ID
  35360. * @return the material or null if none found.
  35361. */
  35362. getMaterialByID(id: string): Nullable<Material>;
  35363. /**
  35364. * Gets a the last added material using a given id
  35365. * @param id defines the material's ID
  35366. * @return the last material with the given id or null if none found.
  35367. */
  35368. getLastMaterialByID(id: string): Nullable<Material>;
  35369. /**
  35370. * Gets a material using its name
  35371. * @param name defines the material's name
  35372. * @return the material or null if none found.
  35373. */
  35374. getMaterialByName(name: string): Nullable<Material>;
  35375. /**
  35376. * Get a texture using its unique id
  35377. * @param uniqueId defines the texture's unique id
  35378. * @return the texture or null if none found.
  35379. */
  35380. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  35381. /**
  35382. * Gets a camera using its id
  35383. * @param id defines the id to look for
  35384. * @returns the camera or null if not found
  35385. */
  35386. getCameraByID(id: string): Nullable<Camera>;
  35387. /**
  35388. * Gets a camera using its unique id
  35389. * @param uniqueId defines the unique id to look for
  35390. * @returns the camera or null if not found
  35391. */
  35392. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  35393. /**
  35394. * Gets a camera using its name
  35395. * @param name defines the camera's name
  35396. * @return the camera or null if none found.
  35397. */
  35398. getCameraByName(name: string): Nullable<Camera>;
  35399. /**
  35400. * Gets a bone using its id
  35401. * @param id defines the bone's id
  35402. * @return the bone or null if not found
  35403. */
  35404. getBoneByID(id: string): Nullable<Bone>;
  35405. /**
  35406. * Gets a bone using its id
  35407. * @param name defines the bone's name
  35408. * @return the bone or null if not found
  35409. */
  35410. getBoneByName(name: string): Nullable<Bone>;
  35411. /**
  35412. * Gets a light node using its name
  35413. * @param name defines the the light's name
  35414. * @return the light or null if none found.
  35415. */
  35416. getLightByName(name: string): Nullable<Light>;
  35417. /**
  35418. * Gets a light node using its id
  35419. * @param id defines the light's id
  35420. * @return the light or null if none found.
  35421. */
  35422. getLightByID(id: string): Nullable<Light>;
  35423. /**
  35424. * Gets a light node using its scene-generated unique ID
  35425. * @param uniqueId defines the light's unique id
  35426. * @return the light or null if none found.
  35427. */
  35428. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  35429. /**
  35430. * Gets a particle system by id
  35431. * @param id defines the particle system id
  35432. * @return the corresponding system or null if none found
  35433. */
  35434. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  35435. /**
  35436. * Gets a geometry using its ID
  35437. * @param id defines the geometry's id
  35438. * @return the geometry or null if none found.
  35439. */
  35440. getGeometryByID(id: string): Nullable<Geometry>;
  35441. private _getGeometryByUniqueID;
  35442. /**
  35443. * Add a new geometry to this scene
  35444. * @param geometry defines the geometry to be added to the scene.
  35445. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  35446. * @return a boolean defining if the geometry was added or not
  35447. */
  35448. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  35449. /**
  35450. * Removes an existing geometry
  35451. * @param geometry defines the geometry to be removed from the scene
  35452. * @return a boolean defining if the geometry was removed or not
  35453. */
  35454. removeGeometry(geometry: Geometry): boolean;
  35455. /**
  35456. * Gets the list of geometries attached to the scene
  35457. * @returns an array of Geometry
  35458. */
  35459. getGeometries(): Geometry[];
  35460. /**
  35461. * Gets the first added mesh found of a given ID
  35462. * @param id defines the id to search for
  35463. * @return the mesh found or null if not found at all
  35464. */
  35465. getMeshByID(id: string): Nullable<AbstractMesh>;
  35466. /**
  35467. * Gets a list of meshes using their id
  35468. * @param id defines the id to search for
  35469. * @returns a list of meshes
  35470. */
  35471. getMeshesByID(id: string): Array<AbstractMesh>;
  35472. /**
  35473. * Gets the first added transform node found of a given ID
  35474. * @param id defines the id to search for
  35475. * @return the found transform node or null if not found at all.
  35476. */
  35477. getTransformNodeByID(id: string): Nullable<TransformNode>;
  35478. /**
  35479. * Gets a transform node with its auto-generated unique id
  35480. * @param uniqueId efines the unique id to search for
  35481. * @return the found transform node or null if not found at all.
  35482. */
  35483. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35484. /**
  35485. * Gets a list of transform nodes using their id
  35486. * @param id defines the id to search for
  35487. * @returns a list of transform nodes
  35488. */
  35489. getTransformNodesByID(id: string): Array<TransformNode>;
  35490. /**
  35491. * Gets a mesh with its auto-generated unique id
  35492. * @param uniqueId defines the unique id to search for
  35493. * @return the found mesh or null if not found at all.
  35494. */
  35495. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35496. /**
  35497. * Gets a the last added mesh using a given id
  35498. * @param id defines the id to search for
  35499. * @return the found mesh or null if not found at all.
  35500. */
  35501. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35502. /**
  35503. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35504. * @param id defines the id to search for
  35505. * @return the found node or null if not found at all
  35506. */
  35507. getLastEntryByID(id: string): Nullable<Node>;
  35508. /**
  35509. * Gets a node (Mesh, Camera, Light) using a given id
  35510. * @param id defines the id to search for
  35511. * @return the found node or null if not found at all
  35512. */
  35513. getNodeByID(id: string): Nullable<Node>;
  35514. /**
  35515. * Gets a node (Mesh, Camera, Light) using a given name
  35516. * @param name defines the name to search for
  35517. * @return the found node or null if not found at all.
  35518. */
  35519. getNodeByName(name: string): Nullable<Node>;
  35520. /**
  35521. * Gets a mesh using a given name
  35522. * @param name defines the name to search for
  35523. * @return the found mesh or null if not found at all.
  35524. */
  35525. getMeshByName(name: string): Nullable<AbstractMesh>;
  35526. /**
  35527. * Gets a transform node using a given name
  35528. * @param name defines the name to search for
  35529. * @return the found transform node or null if not found at all.
  35530. */
  35531. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35532. /**
  35533. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35534. * @param id defines the id to search for
  35535. * @return the found skeleton or null if not found at all.
  35536. */
  35537. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35538. /**
  35539. * Gets a skeleton using a given auto generated unique id
  35540. * @param uniqueId defines the unique id to search for
  35541. * @return the found skeleton or null if not found at all.
  35542. */
  35543. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35544. /**
  35545. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35546. * @param id defines the id to search for
  35547. * @return the found skeleton or null if not found at all.
  35548. */
  35549. getSkeletonById(id: string): Nullable<Skeleton>;
  35550. /**
  35551. * Gets a skeleton using a given name
  35552. * @param name defines the name to search for
  35553. * @return the found skeleton or null if not found at all.
  35554. */
  35555. getSkeletonByName(name: string): Nullable<Skeleton>;
  35556. /**
  35557. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35558. * @param id defines the id to search for
  35559. * @return the found morph target manager or null if not found at all.
  35560. */
  35561. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35562. /**
  35563. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35564. * @param id defines the id to search for
  35565. * @return the found morph target or null if not found at all.
  35566. */
  35567. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35568. /**
  35569. * Gets a boolean indicating if the given mesh is active
  35570. * @param mesh defines the mesh to look for
  35571. * @returns true if the mesh is in the active list
  35572. */
  35573. isActiveMesh(mesh: AbstractMesh): boolean;
  35574. /**
  35575. * Return a unique id as a string which can serve as an identifier for the scene
  35576. */
  35577. readonly uid: string;
  35578. /**
  35579. * Add an externaly attached data from its key.
  35580. * This method call will fail and return false, if such key already exists.
  35581. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35582. * @param key the unique key that identifies the data
  35583. * @param data the data object to associate to the key for this Engine instance
  35584. * @return true if no such key were already present and the data was added successfully, false otherwise
  35585. */
  35586. addExternalData<T>(key: string, data: T): boolean;
  35587. /**
  35588. * Get an externaly attached data from its key
  35589. * @param key the unique key that identifies the data
  35590. * @return the associated data, if present (can be null), or undefined if not present
  35591. */
  35592. getExternalData<T>(key: string): Nullable<T>;
  35593. /**
  35594. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35595. * @param key the unique key that identifies the data
  35596. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35597. * @return the associated data, can be null if the factory returned null.
  35598. */
  35599. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35600. /**
  35601. * Remove an externaly attached data from the Engine instance
  35602. * @param key the unique key that identifies the data
  35603. * @return true if the data was successfully removed, false if it doesn't exist
  35604. */
  35605. removeExternalData(key: string): boolean;
  35606. private _evaluateSubMesh;
  35607. /**
  35608. * Clear the processed materials smart array preventing retention point in material dispose.
  35609. */
  35610. freeProcessedMaterials(): void;
  35611. private _preventFreeActiveMeshesAndRenderingGroups;
  35612. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35613. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35614. * when disposing several meshes in a row or a hierarchy of meshes.
  35615. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35616. */
  35617. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35618. /**
  35619. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35620. */
  35621. freeActiveMeshes(): void;
  35622. /**
  35623. * Clear the info related to rendering groups preventing retention points during dispose.
  35624. */
  35625. freeRenderingGroups(): void;
  35626. /** @hidden */
  35627. _isInIntermediateRendering(): boolean;
  35628. /**
  35629. * Lambda returning the list of potentially active meshes.
  35630. */
  35631. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35632. /**
  35633. * Lambda returning the list of potentially active sub meshes.
  35634. */
  35635. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35636. /**
  35637. * Lambda returning the list of potentially intersecting sub meshes.
  35638. */
  35639. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35640. /**
  35641. * Lambda returning the list of potentially colliding sub meshes.
  35642. */
  35643. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35644. private _activeMeshesFrozen;
  35645. /**
  35646. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35647. * @returns the current scene
  35648. */
  35649. freezeActiveMeshes(): Scene;
  35650. /**
  35651. * Use this function to restart evaluating active meshes on every frame
  35652. * @returns the current scene
  35653. */
  35654. unfreezeActiveMeshes(): Scene;
  35655. private _evaluateActiveMeshes;
  35656. private _activeMesh;
  35657. /**
  35658. * Update the transform matrix to update from the current active camera
  35659. * @param force defines a boolean used to force the update even if cache is up to date
  35660. */
  35661. updateTransformMatrix(force?: boolean): void;
  35662. private _bindFrameBuffer;
  35663. /** @hidden */
  35664. _allowPostProcessClearColor: boolean;
  35665. /** @hidden */
  35666. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35667. private _processSubCameras;
  35668. private _checkIntersections;
  35669. /** @hidden */
  35670. _advancePhysicsEngineStep(step: number): void;
  35671. /**
  35672. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35673. */
  35674. getDeterministicFrameTime: () => number;
  35675. /** @hidden */
  35676. _animate(): void;
  35677. /** Execute all animations (for a frame) */
  35678. animate(): void;
  35679. /**
  35680. * Render the scene
  35681. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35682. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35683. */
  35684. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35685. /**
  35686. * Freeze all materials
  35687. * A frozen material will not be updatable but should be faster to render
  35688. */
  35689. freezeMaterials(): void;
  35690. /**
  35691. * Unfreeze all materials
  35692. * A frozen material will not be updatable but should be faster to render
  35693. */
  35694. unfreezeMaterials(): void;
  35695. /**
  35696. * Releases all held ressources
  35697. */
  35698. dispose(): void;
  35699. /**
  35700. * Gets if the scene is already disposed
  35701. */
  35702. readonly isDisposed: boolean;
  35703. /**
  35704. * Call this function to reduce memory footprint of the scene.
  35705. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35706. */
  35707. clearCachedVertexData(): void;
  35708. /**
  35709. * This function will remove the local cached buffer data from texture.
  35710. * It will save memory but will prevent the texture from being rebuilt
  35711. */
  35712. cleanCachedTextureBuffer(): void;
  35713. /**
  35714. * Get the world extend vectors with an optional filter
  35715. *
  35716. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35717. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35718. */
  35719. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35720. min: Vector3;
  35721. max: Vector3;
  35722. };
  35723. /**
  35724. * Creates a ray that can be used to pick in the scene
  35725. * @param x defines the x coordinate of the origin (on-screen)
  35726. * @param y defines the y coordinate of the origin (on-screen)
  35727. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35728. * @param camera defines the camera to use for the picking
  35729. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35730. * @returns a Ray
  35731. */
  35732. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35733. /**
  35734. * Creates a ray that can be used to pick in the scene
  35735. * @param x defines the x coordinate of the origin (on-screen)
  35736. * @param y defines the y coordinate of the origin (on-screen)
  35737. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35738. * @param result defines the ray where to store the picking ray
  35739. * @param camera defines the camera to use for the picking
  35740. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35741. * @returns the current scene
  35742. */
  35743. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35744. /**
  35745. * Creates a ray that can be used to pick in the scene
  35746. * @param x defines the x coordinate of the origin (on-screen)
  35747. * @param y defines the y coordinate of the origin (on-screen)
  35748. * @param camera defines the camera to use for the picking
  35749. * @returns a Ray
  35750. */
  35751. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35752. /**
  35753. * Creates a ray that can be used to pick in the scene
  35754. * @param x defines the x coordinate of the origin (on-screen)
  35755. * @param y defines the y coordinate of the origin (on-screen)
  35756. * @param result defines the ray where to store the picking ray
  35757. * @param camera defines the camera to use for the picking
  35758. * @returns the current scene
  35759. */
  35760. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35761. /** Launch a ray to try to pick a mesh in the scene
  35762. * @param x position on screen
  35763. * @param y position on screen
  35764. * @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
  35765. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35766. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35767. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35768. * @returns a PickingInfo
  35769. */
  35770. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35771. /** Use the given ray to pick a mesh in the scene
  35772. * @param ray The ray to use to pick meshes
  35773. * @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
  35774. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35775. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35776. * @returns a PickingInfo
  35777. */
  35778. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35779. /**
  35780. * Launch a ray to try to pick a mesh in the scene
  35781. * @param x X position on screen
  35782. * @param y Y position on screen
  35783. * @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
  35784. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35785. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35786. * @returns an array of PickingInfo
  35787. */
  35788. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35789. /**
  35790. * Launch a ray to try to pick a mesh in the scene
  35791. * @param ray Ray to use
  35792. * @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
  35793. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35794. * @returns an array of PickingInfo
  35795. */
  35796. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35797. /**
  35798. * Force the value of meshUnderPointer
  35799. * @param mesh defines the mesh to use
  35800. */
  35801. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35802. /**
  35803. * Gets the mesh under the pointer
  35804. * @returns a Mesh or null if no mesh is under the pointer
  35805. */
  35806. getPointerOverMesh(): Nullable<AbstractMesh>;
  35807. /** @hidden */
  35808. _rebuildGeometries(): void;
  35809. /** @hidden */
  35810. _rebuildTextures(): void;
  35811. private _getByTags;
  35812. /**
  35813. * Get a list of meshes by tags
  35814. * @param tagsQuery defines the tags query to use
  35815. * @param forEach defines a predicate used to filter results
  35816. * @returns an array of Mesh
  35817. */
  35818. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35819. /**
  35820. * Get a list of cameras by tags
  35821. * @param tagsQuery defines the tags query to use
  35822. * @param forEach defines a predicate used to filter results
  35823. * @returns an array of Camera
  35824. */
  35825. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35826. /**
  35827. * Get a list of lights by tags
  35828. * @param tagsQuery defines the tags query to use
  35829. * @param forEach defines a predicate used to filter results
  35830. * @returns an array of Light
  35831. */
  35832. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35833. /**
  35834. * Get a list of materials by tags
  35835. * @param tagsQuery defines the tags query to use
  35836. * @param forEach defines a predicate used to filter results
  35837. * @returns an array of Material
  35838. */
  35839. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35840. /**
  35841. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35842. * This allowed control for front to back rendering or reversly depending of the special needs.
  35843. *
  35844. * @param renderingGroupId The rendering group id corresponding to its index
  35845. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35846. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35847. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35848. */
  35849. 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;
  35850. /**
  35851. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35852. *
  35853. * @param renderingGroupId The rendering group id corresponding to its index
  35854. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35855. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35856. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35857. */
  35858. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35859. /**
  35860. * Gets the current auto clear configuration for one rendering group of the rendering
  35861. * manager.
  35862. * @param index the rendering group index to get the information for
  35863. * @returns The auto clear setup for the requested rendering group
  35864. */
  35865. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35866. private _blockMaterialDirtyMechanism;
  35867. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35868. blockMaterialDirtyMechanism: boolean;
  35869. /**
  35870. * Will flag all materials as dirty to trigger new shader compilation
  35871. * @param flag defines the flag used to specify which material part must be marked as dirty
  35872. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35873. */
  35874. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35875. /** @hidden */
  35876. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  35877. /** @hidden */
  35878. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35879. /** @hidden */
  35880. _requestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  35881. /** @hidden */
  35882. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  35883. /** @hidden */
  35884. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  35885. /** @hidden */
  35886. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35887. }
  35888. }
  35889. declare module "babylonjs/assetContainer" {
  35890. import { AbstractScene } from "babylonjs/abstractScene";
  35891. import { Scene } from "babylonjs/scene";
  35892. import { Mesh } from "babylonjs/Meshes/mesh";
  35893. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35894. import { Skeleton } from "babylonjs/Bones/skeleton";
  35895. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35896. /**
  35897. * Set of assets to keep when moving a scene into an asset container.
  35898. */
  35899. export class KeepAssets extends AbstractScene {
  35900. }
  35901. /**
  35902. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  35903. */
  35904. export class InstantiatedEntries {
  35905. /**
  35906. * List of new root nodes (eg. nodes with no parent)
  35907. */
  35908. rootNodes: TransformNode[];
  35909. /**
  35910. * List of new skeletons
  35911. */
  35912. skeletons: Skeleton[];
  35913. /**
  35914. * List of new animation groups
  35915. */
  35916. animationGroups: AnimationGroup[];
  35917. }
  35918. /**
  35919. * Container with a set of assets that can be added or removed from a scene.
  35920. */
  35921. export class AssetContainer extends AbstractScene {
  35922. /**
  35923. * The scene the AssetContainer belongs to.
  35924. */
  35925. scene: Scene;
  35926. /**
  35927. * Instantiates an AssetContainer.
  35928. * @param scene The scene the AssetContainer belongs to.
  35929. */
  35930. constructor(scene: Scene);
  35931. /**
  35932. * Instantiate or clone all meshes and add the new ones to the scene.
  35933. * Skeletons and animation groups will all be cloned
  35934. * @param nameFunction defines an optional function used to get new names for clones
  35935. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  35936. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  35937. */
  35938. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  35939. /**
  35940. * Adds all the assets from the container to the scene.
  35941. */
  35942. addAllToScene(): void;
  35943. /**
  35944. * Removes all the assets in the container from the scene
  35945. */
  35946. removeAllFromScene(): void;
  35947. /**
  35948. * Disposes all the assets in the container
  35949. */
  35950. dispose(): void;
  35951. private _moveAssets;
  35952. /**
  35953. * Removes all the assets contained in the scene and adds them to the container.
  35954. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35955. */
  35956. moveAllFromScene(keepAssets?: KeepAssets): void;
  35957. /**
  35958. * 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.
  35959. * @returns the root mesh
  35960. */
  35961. createRootMesh(): Mesh;
  35962. }
  35963. }
  35964. declare module "babylonjs/abstractScene" {
  35965. import { Scene } from "babylonjs/scene";
  35966. import { Nullable } from "babylonjs/types";
  35967. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35968. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35969. import { Geometry } from "babylonjs/Meshes/geometry";
  35970. import { Skeleton } from "babylonjs/Bones/skeleton";
  35971. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35972. import { AssetContainer } from "babylonjs/assetContainer";
  35973. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35974. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35975. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35976. import { Material } from "babylonjs/Materials/material";
  35977. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35978. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35979. import { Camera } from "babylonjs/Cameras/camera";
  35980. import { Light } from "babylonjs/Lights/light";
  35981. import { Node } from "babylonjs/node";
  35982. import { Animation } from "babylonjs/Animations/animation";
  35983. /**
  35984. * Defines how the parser contract is defined.
  35985. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35986. */
  35987. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35988. /**
  35989. * Defines how the individual parser contract is defined.
  35990. * These parser can parse an individual asset
  35991. */
  35992. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35993. /**
  35994. * Base class of the scene acting as a container for the different elements composing a scene.
  35995. * This class is dynamically extended by the different components of the scene increasing
  35996. * flexibility and reducing coupling
  35997. */
  35998. export abstract class AbstractScene {
  35999. /**
  36000. * Stores the list of available parsers in the application.
  36001. */
  36002. private static _BabylonFileParsers;
  36003. /**
  36004. * Stores the list of available individual parsers in the application.
  36005. */
  36006. private static _IndividualBabylonFileParsers;
  36007. /**
  36008. * Adds a parser in the list of available ones
  36009. * @param name Defines the name of the parser
  36010. * @param parser Defines the parser to add
  36011. */
  36012. static AddParser(name: string, parser: BabylonFileParser): void;
  36013. /**
  36014. * Gets a general parser from the list of avaialble ones
  36015. * @param name Defines the name of the parser
  36016. * @returns the requested parser or null
  36017. */
  36018. static GetParser(name: string): Nullable<BabylonFileParser>;
  36019. /**
  36020. * Adds n individual parser in the list of available ones
  36021. * @param name Defines the name of the parser
  36022. * @param parser Defines the parser to add
  36023. */
  36024. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  36025. /**
  36026. * Gets an individual parser from the list of avaialble ones
  36027. * @param name Defines the name of the parser
  36028. * @returns the requested parser or null
  36029. */
  36030. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  36031. /**
  36032. * Parser json data and populate both a scene and its associated container object
  36033. * @param jsonData Defines the data to parse
  36034. * @param scene Defines the scene to parse the data for
  36035. * @param container Defines the container attached to the parsing sequence
  36036. * @param rootUrl Defines the root url of the data
  36037. */
  36038. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  36039. /**
  36040. * Gets the list of root nodes (ie. nodes with no parent)
  36041. */
  36042. rootNodes: Node[];
  36043. /** All of the cameras added to this scene
  36044. * @see http://doc.babylonjs.com/babylon101/cameras
  36045. */
  36046. cameras: Camera[];
  36047. /**
  36048. * All of the lights added to this scene
  36049. * @see http://doc.babylonjs.com/babylon101/lights
  36050. */
  36051. lights: Light[];
  36052. /**
  36053. * All of the (abstract) meshes added to this scene
  36054. */
  36055. meshes: AbstractMesh[];
  36056. /**
  36057. * The list of skeletons added to the scene
  36058. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  36059. */
  36060. skeletons: Skeleton[];
  36061. /**
  36062. * All of the particle systems added to this scene
  36063. * @see http://doc.babylonjs.com/babylon101/particles
  36064. */
  36065. particleSystems: IParticleSystem[];
  36066. /**
  36067. * Gets a list of Animations associated with the scene
  36068. */
  36069. animations: Animation[];
  36070. /**
  36071. * All of the animation groups added to this scene
  36072. * @see http://doc.babylonjs.com/how_to/group
  36073. */
  36074. animationGroups: AnimationGroup[];
  36075. /**
  36076. * All of the multi-materials added to this scene
  36077. * @see http://doc.babylonjs.com/how_to/multi_materials
  36078. */
  36079. multiMaterials: MultiMaterial[];
  36080. /**
  36081. * All of the materials added to this scene
  36082. * In the context of a Scene, it is not supposed to be modified manually.
  36083. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  36084. * Note also that the order of the Material within the array is not significant and might change.
  36085. * @see http://doc.babylonjs.com/babylon101/materials
  36086. */
  36087. materials: Material[];
  36088. /**
  36089. * The list of morph target managers added to the scene
  36090. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  36091. */
  36092. morphTargetManagers: MorphTargetManager[];
  36093. /**
  36094. * The list of geometries used in the scene.
  36095. */
  36096. geometries: Geometry[];
  36097. /**
  36098. * All of the tranform nodes added to this scene
  36099. * In the context of a Scene, it is not supposed to be modified manually.
  36100. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  36101. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  36102. * @see http://doc.babylonjs.com/how_to/transformnode
  36103. */
  36104. transformNodes: TransformNode[];
  36105. /**
  36106. * ActionManagers available on the scene.
  36107. */
  36108. actionManagers: AbstractActionManager[];
  36109. /**
  36110. * Textures to keep.
  36111. */
  36112. textures: BaseTexture[];
  36113. /**
  36114. * Environment texture for the scene
  36115. */
  36116. environmentTexture: Nullable<BaseTexture>;
  36117. }
  36118. }
  36119. declare module "babylonjs/Audio/sound" {
  36120. import { Observable } from "babylonjs/Misc/observable";
  36121. import { Vector3 } from "babylonjs/Maths/math.vector";
  36122. import { Nullable } from "babylonjs/types";
  36123. import { Scene } from "babylonjs/scene";
  36124. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36125. /**
  36126. * Interface used to define options for Sound class
  36127. */
  36128. export interface ISoundOptions {
  36129. /**
  36130. * Does the sound autoplay once loaded.
  36131. */
  36132. autoplay?: boolean;
  36133. /**
  36134. * Does the sound loop after it finishes playing once.
  36135. */
  36136. loop?: boolean;
  36137. /**
  36138. * Sound's volume
  36139. */
  36140. volume?: number;
  36141. /**
  36142. * Is it a spatial sound?
  36143. */
  36144. spatialSound?: boolean;
  36145. /**
  36146. * Maximum distance to hear that sound
  36147. */
  36148. maxDistance?: number;
  36149. /**
  36150. * Uses user defined attenuation function
  36151. */
  36152. useCustomAttenuation?: boolean;
  36153. /**
  36154. * Define the roll off factor of spatial sounds.
  36155. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36156. */
  36157. rolloffFactor?: number;
  36158. /**
  36159. * Define the reference distance the sound should be heard perfectly.
  36160. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36161. */
  36162. refDistance?: number;
  36163. /**
  36164. * Define the distance attenuation model the sound will follow.
  36165. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36166. */
  36167. distanceModel?: string;
  36168. /**
  36169. * Defines the playback speed (1 by default)
  36170. */
  36171. playbackRate?: number;
  36172. /**
  36173. * Defines if the sound is from a streaming source
  36174. */
  36175. streaming?: boolean;
  36176. /**
  36177. * Defines an optional length (in seconds) inside the sound file
  36178. */
  36179. length?: number;
  36180. /**
  36181. * Defines an optional offset (in seconds) inside the sound file
  36182. */
  36183. offset?: number;
  36184. /**
  36185. * If true, URLs will not be required to state the audio file codec to use.
  36186. */
  36187. skipCodecCheck?: boolean;
  36188. }
  36189. /**
  36190. * Defines a sound that can be played in the application.
  36191. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  36192. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36193. */
  36194. export class Sound {
  36195. /**
  36196. * The name of the sound in the scene.
  36197. */
  36198. name: string;
  36199. /**
  36200. * Does the sound autoplay once loaded.
  36201. */
  36202. autoplay: boolean;
  36203. /**
  36204. * Does the sound loop after it finishes playing once.
  36205. */
  36206. loop: boolean;
  36207. /**
  36208. * Does the sound use a custom attenuation curve to simulate the falloff
  36209. * happening when the source gets further away from the camera.
  36210. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36211. */
  36212. useCustomAttenuation: boolean;
  36213. /**
  36214. * The sound track id this sound belongs to.
  36215. */
  36216. soundTrackId: number;
  36217. /**
  36218. * Is this sound currently played.
  36219. */
  36220. isPlaying: boolean;
  36221. /**
  36222. * Is this sound currently paused.
  36223. */
  36224. isPaused: boolean;
  36225. /**
  36226. * Does this sound enables spatial sound.
  36227. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36228. */
  36229. spatialSound: boolean;
  36230. /**
  36231. * Define the reference distance the sound should be heard perfectly.
  36232. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36233. */
  36234. refDistance: number;
  36235. /**
  36236. * Define the roll off factor of spatial sounds.
  36237. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36238. */
  36239. rolloffFactor: number;
  36240. /**
  36241. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  36242. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36243. */
  36244. maxDistance: number;
  36245. /**
  36246. * Define the distance attenuation model the sound will follow.
  36247. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36248. */
  36249. distanceModel: string;
  36250. /**
  36251. * @hidden
  36252. * Back Compat
  36253. **/
  36254. onended: () => any;
  36255. /**
  36256. * Observable event when the current playing sound finishes.
  36257. */
  36258. onEndedObservable: Observable<Sound>;
  36259. private _panningModel;
  36260. private _playbackRate;
  36261. private _streaming;
  36262. private _startTime;
  36263. private _startOffset;
  36264. private _position;
  36265. /** @hidden */
  36266. _positionInEmitterSpace: boolean;
  36267. private _localDirection;
  36268. private _volume;
  36269. private _isReadyToPlay;
  36270. private _isDirectional;
  36271. private _readyToPlayCallback;
  36272. private _audioBuffer;
  36273. private _soundSource;
  36274. private _streamingSource;
  36275. private _soundPanner;
  36276. private _soundGain;
  36277. private _inputAudioNode;
  36278. private _outputAudioNode;
  36279. private _coneInnerAngle;
  36280. private _coneOuterAngle;
  36281. private _coneOuterGain;
  36282. private _scene;
  36283. private _connectedTransformNode;
  36284. private _customAttenuationFunction;
  36285. private _registerFunc;
  36286. private _isOutputConnected;
  36287. private _htmlAudioElement;
  36288. private _urlType;
  36289. private _length?;
  36290. private _offset?;
  36291. /** @hidden */
  36292. static _SceneComponentInitialization: (scene: Scene) => void;
  36293. /**
  36294. * Create a sound and attach it to a scene
  36295. * @param name Name of your sound
  36296. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  36297. * @param scene defines the scene the sound belongs to
  36298. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  36299. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  36300. */
  36301. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  36302. /**
  36303. * Release the sound and its associated resources
  36304. */
  36305. dispose(): void;
  36306. /**
  36307. * Gets if the sounds is ready to be played or not.
  36308. * @returns true if ready, otherwise false
  36309. */
  36310. isReady(): boolean;
  36311. private _soundLoaded;
  36312. /**
  36313. * Sets the data of the sound from an audiobuffer
  36314. * @param audioBuffer The audioBuffer containing the data
  36315. */
  36316. setAudioBuffer(audioBuffer: AudioBuffer): void;
  36317. /**
  36318. * Updates the current sounds options such as maxdistance, loop...
  36319. * @param options A JSON object containing values named as the object properties
  36320. */
  36321. updateOptions(options: ISoundOptions): void;
  36322. private _createSpatialParameters;
  36323. private _updateSpatialParameters;
  36324. /**
  36325. * Switch the panning model to HRTF:
  36326. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36327. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36328. */
  36329. switchPanningModelToHRTF(): void;
  36330. /**
  36331. * Switch the panning model to Equal Power:
  36332. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36333. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36334. */
  36335. switchPanningModelToEqualPower(): void;
  36336. private _switchPanningModel;
  36337. /**
  36338. * Connect this sound to a sound track audio node like gain...
  36339. * @param soundTrackAudioNode the sound track audio node to connect to
  36340. */
  36341. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  36342. /**
  36343. * Transform this sound into a directional source
  36344. * @param coneInnerAngle Size of the inner cone in degree
  36345. * @param coneOuterAngle Size of the outer cone in degree
  36346. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  36347. */
  36348. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  36349. /**
  36350. * Gets or sets the inner angle for the directional cone.
  36351. */
  36352. /**
  36353. * Gets or sets the inner angle for the directional cone.
  36354. */
  36355. directionalConeInnerAngle: number;
  36356. /**
  36357. * Gets or sets the outer angle for the directional cone.
  36358. */
  36359. /**
  36360. * Gets or sets the outer angle for the directional cone.
  36361. */
  36362. directionalConeOuterAngle: number;
  36363. /**
  36364. * Sets the position of the emitter if spatial sound is enabled
  36365. * @param newPosition Defines the new posisiton
  36366. */
  36367. setPosition(newPosition: Vector3): void;
  36368. /**
  36369. * Sets the local direction of the emitter if spatial sound is enabled
  36370. * @param newLocalDirection Defines the new local direction
  36371. */
  36372. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  36373. private _updateDirection;
  36374. /** @hidden */
  36375. updateDistanceFromListener(): void;
  36376. /**
  36377. * Sets a new custom attenuation function for the sound.
  36378. * @param callback Defines the function used for the attenuation
  36379. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36380. */
  36381. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  36382. /**
  36383. * Play the sound
  36384. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  36385. * @param offset (optional) Start the sound at a specific time in seconds
  36386. * @param length (optional) Sound duration (in seconds)
  36387. */
  36388. play(time?: number, offset?: number, length?: number): void;
  36389. private _onended;
  36390. /**
  36391. * Stop the sound
  36392. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  36393. */
  36394. stop(time?: number): void;
  36395. /**
  36396. * Put the sound in pause
  36397. */
  36398. pause(): void;
  36399. /**
  36400. * Sets a dedicated volume for this sounds
  36401. * @param newVolume Define the new volume of the sound
  36402. * @param time Define time for gradual change to new volume
  36403. */
  36404. setVolume(newVolume: number, time?: number): void;
  36405. /**
  36406. * Set the sound play back rate
  36407. * @param newPlaybackRate Define the playback rate the sound should be played at
  36408. */
  36409. setPlaybackRate(newPlaybackRate: number): void;
  36410. /**
  36411. * Gets the volume of the sound.
  36412. * @returns the volume of the sound
  36413. */
  36414. getVolume(): number;
  36415. /**
  36416. * Attach the sound to a dedicated mesh
  36417. * @param transformNode The transform node to connect the sound with
  36418. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36419. */
  36420. attachToMesh(transformNode: TransformNode): void;
  36421. /**
  36422. * Detach the sound from the previously attached mesh
  36423. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36424. */
  36425. detachFromMesh(): void;
  36426. private _onRegisterAfterWorldMatrixUpdate;
  36427. /**
  36428. * Clone the current sound in the scene.
  36429. * @returns the new sound clone
  36430. */
  36431. clone(): Nullable<Sound>;
  36432. /**
  36433. * Gets the current underlying audio buffer containing the data
  36434. * @returns the audio buffer
  36435. */
  36436. getAudioBuffer(): Nullable<AudioBuffer>;
  36437. /**
  36438. * Serializes the Sound in a JSON representation
  36439. * @returns the JSON representation of the sound
  36440. */
  36441. serialize(): any;
  36442. /**
  36443. * Parse a JSON representation of a sound to innstantiate in a given scene
  36444. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  36445. * @param scene Define the scene the new parsed sound should be created in
  36446. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  36447. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  36448. * @returns the newly parsed sound
  36449. */
  36450. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  36451. }
  36452. }
  36453. declare module "babylonjs/Actions/directAudioActions" {
  36454. import { Action } from "babylonjs/Actions/action";
  36455. import { Condition } from "babylonjs/Actions/condition";
  36456. import { Sound } from "babylonjs/Audio/sound";
  36457. /**
  36458. * This defines an action helpful to play a defined sound on a triggered action.
  36459. */
  36460. export class PlaySoundAction extends Action {
  36461. private _sound;
  36462. /**
  36463. * Instantiate the action
  36464. * @param triggerOptions defines the trigger options
  36465. * @param sound defines the sound to play
  36466. * @param condition defines the trigger related conditions
  36467. */
  36468. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36469. /** @hidden */
  36470. _prepare(): void;
  36471. /**
  36472. * Execute the action and play the sound.
  36473. */
  36474. execute(): void;
  36475. /**
  36476. * Serializes the actions and its related information.
  36477. * @param parent defines the object to serialize in
  36478. * @returns the serialized object
  36479. */
  36480. serialize(parent: any): any;
  36481. }
  36482. /**
  36483. * This defines an action helpful to stop a defined sound on a triggered action.
  36484. */
  36485. export class StopSoundAction extends Action {
  36486. private _sound;
  36487. /**
  36488. * Instantiate the action
  36489. * @param triggerOptions defines the trigger options
  36490. * @param sound defines the sound to stop
  36491. * @param condition defines the trigger related conditions
  36492. */
  36493. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36494. /** @hidden */
  36495. _prepare(): void;
  36496. /**
  36497. * Execute the action and stop the sound.
  36498. */
  36499. execute(): void;
  36500. /**
  36501. * Serializes the actions and its related information.
  36502. * @param parent defines the object to serialize in
  36503. * @returns the serialized object
  36504. */
  36505. serialize(parent: any): any;
  36506. }
  36507. }
  36508. declare module "babylonjs/Actions/interpolateValueAction" {
  36509. import { Action } from "babylonjs/Actions/action";
  36510. import { Condition } from "babylonjs/Actions/condition";
  36511. import { Observable } from "babylonjs/Misc/observable";
  36512. /**
  36513. * This defines an action responsible to change the value of a property
  36514. * by interpolating between its current value and the newly set one once triggered.
  36515. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36516. */
  36517. export class InterpolateValueAction extends Action {
  36518. /**
  36519. * Defines the path of the property where the value should be interpolated
  36520. */
  36521. propertyPath: string;
  36522. /**
  36523. * Defines the target value at the end of the interpolation.
  36524. */
  36525. value: any;
  36526. /**
  36527. * Defines the time it will take for the property to interpolate to the value.
  36528. */
  36529. duration: number;
  36530. /**
  36531. * Defines if the other scene animations should be stopped when the action has been triggered
  36532. */
  36533. stopOtherAnimations?: boolean;
  36534. /**
  36535. * Defines a callback raised once the interpolation animation has been done.
  36536. */
  36537. onInterpolationDone?: () => void;
  36538. /**
  36539. * Observable triggered once the interpolation animation has been done.
  36540. */
  36541. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36542. private _target;
  36543. private _effectiveTarget;
  36544. private _property;
  36545. /**
  36546. * Instantiate the action
  36547. * @param triggerOptions defines the trigger options
  36548. * @param target defines the object containing the value to interpolate
  36549. * @param propertyPath defines the path to the property in the target object
  36550. * @param value defines the target value at the end of the interpolation
  36551. * @param duration deines the time it will take for the property to interpolate to the value.
  36552. * @param condition defines the trigger related conditions
  36553. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36554. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36555. */
  36556. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36557. /** @hidden */
  36558. _prepare(): void;
  36559. /**
  36560. * Execute the action starts the value interpolation.
  36561. */
  36562. execute(): void;
  36563. /**
  36564. * Serializes the actions and its related information.
  36565. * @param parent defines the object to serialize in
  36566. * @returns the serialized object
  36567. */
  36568. serialize(parent: any): any;
  36569. }
  36570. }
  36571. declare module "babylonjs/Actions/index" {
  36572. export * from "babylonjs/Actions/abstractActionManager";
  36573. export * from "babylonjs/Actions/action";
  36574. export * from "babylonjs/Actions/actionEvent";
  36575. export * from "babylonjs/Actions/actionManager";
  36576. export * from "babylonjs/Actions/condition";
  36577. export * from "babylonjs/Actions/directActions";
  36578. export * from "babylonjs/Actions/directAudioActions";
  36579. export * from "babylonjs/Actions/interpolateValueAction";
  36580. }
  36581. declare module "babylonjs/Animations/index" {
  36582. export * from "babylonjs/Animations/animatable";
  36583. export * from "babylonjs/Animations/animation";
  36584. export * from "babylonjs/Animations/animationGroup";
  36585. export * from "babylonjs/Animations/animationPropertiesOverride";
  36586. export * from "babylonjs/Animations/easing";
  36587. export * from "babylonjs/Animations/runtimeAnimation";
  36588. export * from "babylonjs/Animations/animationEvent";
  36589. export * from "babylonjs/Animations/animationGroup";
  36590. export * from "babylonjs/Animations/animationKey";
  36591. export * from "babylonjs/Animations/animationRange";
  36592. export * from "babylonjs/Animations/animatable.interface";
  36593. }
  36594. declare module "babylonjs/Audio/soundTrack" {
  36595. import { Sound } from "babylonjs/Audio/sound";
  36596. import { Analyser } from "babylonjs/Audio/analyser";
  36597. import { Scene } from "babylonjs/scene";
  36598. /**
  36599. * Options allowed during the creation of a sound track.
  36600. */
  36601. export interface ISoundTrackOptions {
  36602. /**
  36603. * The volume the sound track should take during creation
  36604. */
  36605. volume?: number;
  36606. /**
  36607. * Define if the sound track is the main sound track of the scene
  36608. */
  36609. mainTrack?: boolean;
  36610. }
  36611. /**
  36612. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36613. * It will be also used in a future release to apply effects on a specific track.
  36614. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36615. */
  36616. export class SoundTrack {
  36617. /**
  36618. * The unique identifier of the sound track in the scene.
  36619. */
  36620. id: number;
  36621. /**
  36622. * The list of sounds included in the sound track.
  36623. */
  36624. soundCollection: Array<Sound>;
  36625. private _outputAudioNode;
  36626. private _scene;
  36627. private _isMainTrack;
  36628. private _connectedAnalyser;
  36629. private _options;
  36630. private _isInitialized;
  36631. /**
  36632. * Creates a new sound track.
  36633. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36634. * @param scene Define the scene the sound track belongs to
  36635. * @param options
  36636. */
  36637. constructor(scene: Scene, options?: ISoundTrackOptions);
  36638. private _initializeSoundTrackAudioGraph;
  36639. /**
  36640. * Release the sound track and its associated resources
  36641. */
  36642. dispose(): void;
  36643. /**
  36644. * Adds a sound to this sound track
  36645. * @param sound define the cound to add
  36646. * @ignoreNaming
  36647. */
  36648. AddSound(sound: Sound): void;
  36649. /**
  36650. * Removes a sound to this sound track
  36651. * @param sound define the cound to remove
  36652. * @ignoreNaming
  36653. */
  36654. RemoveSound(sound: Sound): void;
  36655. /**
  36656. * Set a global volume for the full sound track.
  36657. * @param newVolume Define the new volume of the sound track
  36658. */
  36659. setVolume(newVolume: number): void;
  36660. /**
  36661. * Switch the panning model to HRTF:
  36662. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36663. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36664. */
  36665. switchPanningModelToHRTF(): void;
  36666. /**
  36667. * Switch the panning model to Equal Power:
  36668. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36669. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36670. */
  36671. switchPanningModelToEqualPower(): void;
  36672. /**
  36673. * Connect the sound track to an audio analyser allowing some amazing
  36674. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36675. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36676. * @param analyser The analyser to connect to the engine
  36677. */
  36678. connectToAnalyser(analyser: Analyser): void;
  36679. }
  36680. }
  36681. declare module "babylonjs/Audio/audioSceneComponent" {
  36682. import { Sound } from "babylonjs/Audio/sound";
  36683. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36684. import { Nullable } from "babylonjs/types";
  36685. import { Vector3 } from "babylonjs/Maths/math.vector";
  36686. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36687. import { Scene } from "babylonjs/scene";
  36688. import { AbstractScene } from "babylonjs/abstractScene";
  36689. import "babylonjs/Audio/audioEngine";
  36690. module "babylonjs/abstractScene" {
  36691. interface AbstractScene {
  36692. /**
  36693. * The list of sounds used in the scene.
  36694. */
  36695. sounds: Nullable<Array<Sound>>;
  36696. }
  36697. }
  36698. module "babylonjs/scene" {
  36699. interface Scene {
  36700. /**
  36701. * @hidden
  36702. * Backing field
  36703. */
  36704. _mainSoundTrack: SoundTrack;
  36705. /**
  36706. * The main sound track played by the scene.
  36707. * It cotains your primary collection of sounds.
  36708. */
  36709. mainSoundTrack: SoundTrack;
  36710. /**
  36711. * The list of sound tracks added to the scene
  36712. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36713. */
  36714. soundTracks: Nullable<Array<SoundTrack>>;
  36715. /**
  36716. * Gets a sound using a given name
  36717. * @param name defines the name to search for
  36718. * @return the found sound or null if not found at all.
  36719. */
  36720. getSoundByName(name: string): Nullable<Sound>;
  36721. /**
  36722. * Gets or sets if audio support is enabled
  36723. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36724. */
  36725. audioEnabled: boolean;
  36726. /**
  36727. * Gets or sets if audio will be output to headphones
  36728. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36729. */
  36730. headphone: boolean;
  36731. /**
  36732. * Gets or sets custom audio listener position provider
  36733. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36734. */
  36735. audioListenerPositionProvider: Nullable<() => Vector3>;
  36736. /**
  36737. * Gets or sets a refresh rate when using 3D audio positioning
  36738. */
  36739. audioPositioningRefreshRate: number;
  36740. }
  36741. }
  36742. /**
  36743. * Defines the sound scene component responsible to manage any sounds
  36744. * in a given scene.
  36745. */
  36746. export class AudioSceneComponent implements ISceneSerializableComponent {
  36747. /**
  36748. * The component name helpfull to identify the component in the list of scene components.
  36749. */
  36750. readonly name: string;
  36751. /**
  36752. * The scene the component belongs to.
  36753. */
  36754. scene: Scene;
  36755. private _audioEnabled;
  36756. /**
  36757. * Gets whether audio is enabled or not.
  36758. * Please use related enable/disable method to switch state.
  36759. */
  36760. readonly audioEnabled: boolean;
  36761. private _headphone;
  36762. /**
  36763. * Gets whether audio is outputing to headphone or not.
  36764. * Please use the according Switch methods to change output.
  36765. */
  36766. readonly headphone: boolean;
  36767. /**
  36768. * Gets or sets a refresh rate when using 3D audio positioning
  36769. */
  36770. audioPositioningRefreshRate: number;
  36771. private _audioListenerPositionProvider;
  36772. /**
  36773. * Gets the current audio listener position provider
  36774. */
  36775. /**
  36776. * Sets a custom listener position for all sounds in the scene
  36777. * By default, this is the position of the first active camera
  36778. */
  36779. audioListenerPositionProvider: Nullable<() => Vector3>;
  36780. /**
  36781. * Creates a new instance of the component for the given scene
  36782. * @param scene Defines the scene to register the component in
  36783. */
  36784. constructor(scene: Scene);
  36785. /**
  36786. * Registers the component in a given scene
  36787. */
  36788. register(): void;
  36789. /**
  36790. * Rebuilds the elements related to this component in case of
  36791. * context lost for instance.
  36792. */
  36793. rebuild(): void;
  36794. /**
  36795. * Serializes the component data to the specified json object
  36796. * @param serializationObject The object to serialize to
  36797. */
  36798. serialize(serializationObject: any): void;
  36799. /**
  36800. * Adds all the elements from the container to the scene
  36801. * @param container the container holding the elements
  36802. */
  36803. addFromContainer(container: AbstractScene): void;
  36804. /**
  36805. * Removes all the elements in the container from the scene
  36806. * @param container contains the elements to remove
  36807. * @param dispose if the removed element should be disposed (default: false)
  36808. */
  36809. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36810. /**
  36811. * Disposes the component and the associated ressources.
  36812. */
  36813. dispose(): void;
  36814. /**
  36815. * Disables audio in the associated scene.
  36816. */
  36817. disableAudio(): void;
  36818. /**
  36819. * Enables audio in the associated scene.
  36820. */
  36821. enableAudio(): void;
  36822. /**
  36823. * Switch audio to headphone output.
  36824. */
  36825. switchAudioModeForHeadphones(): void;
  36826. /**
  36827. * Switch audio to normal speakers.
  36828. */
  36829. switchAudioModeForNormalSpeakers(): void;
  36830. private _cachedCameraDirection;
  36831. private _cachedCameraPosition;
  36832. private _lastCheck;
  36833. private _afterRender;
  36834. }
  36835. }
  36836. declare module "babylonjs/Audio/weightedsound" {
  36837. import { Sound } from "babylonjs/Audio/sound";
  36838. /**
  36839. * Wraps one or more Sound objects and selects one with random weight for playback.
  36840. */
  36841. export class WeightedSound {
  36842. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36843. loop: boolean;
  36844. private _coneInnerAngle;
  36845. private _coneOuterAngle;
  36846. private _volume;
  36847. /** A Sound is currently playing. */
  36848. isPlaying: boolean;
  36849. /** A Sound is currently paused. */
  36850. isPaused: boolean;
  36851. private _sounds;
  36852. private _weights;
  36853. private _currentIndex?;
  36854. /**
  36855. * Creates a new WeightedSound from the list of sounds given.
  36856. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36857. * @param sounds Array of Sounds that will be selected from.
  36858. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36859. */
  36860. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36861. /**
  36862. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36863. */
  36864. /**
  36865. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36866. */
  36867. directionalConeInnerAngle: number;
  36868. /**
  36869. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36870. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36871. */
  36872. /**
  36873. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36874. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36875. */
  36876. directionalConeOuterAngle: number;
  36877. /**
  36878. * Playback volume.
  36879. */
  36880. /**
  36881. * Playback volume.
  36882. */
  36883. volume: number;
  36884. private _onended;
  36885. /**
  36886. * Suspend playback
  36887. */
  36888. pause(): void;
  36889. /**
  36890. * Stop playback
  36891. */
  36892. stop(): void;
  36893. /**
  36894. * Start playback.
  36895. * @param startOffset Position the clip head at a specific time in seconds.
  36896. */
  36897. play(startOffset?: number): void;
  36898. }
  36899. }
  36900. declare module "babylonjs/Audio/index" {
  36901. export * from "babylonjs/Audio/analyser";
  36902. export * from "babylonjs/Audio/audioEngine";
  36903. export * from "babylonjs/Audio/audioSceneComponent";
  36904. export * from "babylonjs/Audio/sound";
  36905. export * from "babylonjs/Audio/soundTrack";
  36906. export * from "babylonjs/Audio/weightedsound";
  36907. }
  36908. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36909. import { Behavior } from "babylonjs/Behaviors/behavior";
  36910. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36911. import { BackEase } from "babylonjs/Animations/easing";
  36912. /**
  36913. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36914. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36915. */
  36916. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36917. /**
  36918. * Gets the name of the behavior.
  36919. */
  36920. readonly name: string;
  36921. /**
  36922. * The easing function used by animations
  36923. */
  36924. static EasingFunction: BackEase;
  36925. /**
  36926. * The easing mode used by animations
  36927. */
  36928. static EasingMode: number;
  36929. /**
  36930. * The duration of the animation, in milliseconds
  36931. */
  36932. transitionDuration: number;
  36933. /**
  36934. * Length of the distance animated by the transition when lower radius is reached
  36935. */
  36936. lowerRadiusTransitionRange: number;
  36937. /**
  36938. * Length of the distance animated by the transition when upper radius is reached
  36939. */
  36940. upperRadiusTransitionRange: number;
  36941. private _autoTransitionRange;
  36942. /**
  36943. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36944. */
  36945. /**
  36946. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36947. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36948. */
  36949. autoTransitionRange: boolean;
  36950. private _attachedCamera;
  36951. private _onAfterCheckInputsObserver;
  36952. private _onMeshTargetChangedObserver;
  36953. /**
  36954. * Initializes the behavior.
  36955. */
  36956. init(): void;
  36957. /**
  36958. * Attaches the behavior to its arc rotate camera.
  36959. * @param camera Defines the camera to attach the behavior to
  36960. */
  36961. attach(camera: ArcRotateCamera): void;
  36962. /**
  36963. * Detaches the behavior from its current arc rotate camera.
  36964. */
  36965. detach(): void;
  36966. private _radiusIsAnimating;
  36967. private _radiusBounceTransition;
  36968. private _animatables;
  36969. private _cachedWheelPrecision;
  36970. /**
  36971. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36972. * @param radiusLimit The limit to check against.
  36973. * @return Bool to indicate if at limit.
  36974. */
  36975. private _isRadiusAtLimit;
  36976. /**
  36977. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36978. * @param radiusDelta The delta by which to animate to. Can be negative.
  36979. */
  36980. private _applyBoundRadiusAnimation;
  36981. /**
  36982. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36983. */
  36984. protected _clearAnimationLocks(): void;
  36985. /**
  36986. * Stops and removes all animations that have been applied to the camera
  36987. */
  36988. stopAllAnimations(): void;
  36989. }
  36990. }
  36991. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36992. import { Behavior } from "babylonjs/Behaviors/behavior";
  36993. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36994. import { ExponentialEase } from "babylonjs/Animations/easing";
  36995. import { Nullable } from "babylonjs/types";
  36996. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36997. import { Vector3 } from "babylonjs/Maths/math.vector";
  36998. /**
  36999. * 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.
  37000. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37001. */
  37002. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  37003. /**
  37004. * Gets the name of the behavior.
  37005. */
  37006. readonly name: string;
  37007. private _mode;
  37008. private _radiusScale;
  37009. private _positionScale;
  37010. private _defaultElevation;
  37011. private _elevationReturnTime;
  37012. private _elevationReturnWaitTime;
  37013. private _zoomStopsAnimation;
  37014. private _framingTime;
  37015. /**
  37016. * The easing function used by animations
  37017. */
  37018. static EasingFunction: ExponentialEase;
  37019. /**
  37020. * The easing mode used by animations
  37021. */
  37022. static EasingMode: number;
  37023. /**
  37024. * Sets the current mode used by the behavior
  37025. */
  37026. /**
  37027. * Gets current mode used by the behavior.
  37028. */
  37029. mode: number;
  37030. /**
  37031. * Sets the scale applied to the radius (1 by default)
  37032. */
  37033. /**
  37034. * Gets the scale applied to the radius
  37035. */
  37036. radiusScale: number;
  37037. /**
  37038. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37039. */
  37040. /**
  37041. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37042. */
  37043. positionScale: number;
  37044. /**
  37045. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37046. * behaviour is triggered, in radians.
  37047. */
  37048. /**
  37049. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37050. * behaviour is triggered, in radians.
  37051. */
  37052. defaultElevation: number;
  37053. /**
  37054. * Sets the time (in milliseconds) taken to return to the default beta position.
  37055. * Negative value indicates camera should not return to default.
  37056. */
  37057. /**
  37058. * Gets the time (in milliseconds) taken to return to the default beta position.
  37059. * Negative value indicates camera should not return to default.
  37060. */
  37061. elevationReturnTime: number;
  37062. /**
  37063. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37064. */
  37065. /**
  37066. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37067. */
  37068. elevationReturnWaitTime: number;
  37069. /**
  37070. * Sets the flag that indicates if user zooming should stop animation.
  37071. */
  37072. /**
  37073. * Gets the flag that indicates if user zooming should stop animation.
  37074. */
  37075. zoomStopsAnimation: boolean;
  37076. /**
  37077. * Sets the transition time when framing the mesh, in milliseconds
  37078. */
  37079. /**
  37080. * Gets the transition time when framing the mesh, in milliseconds
  37081. */
  37082. framingTime: number;
  37083. /**
  37084. * Define if the behavior should automatically change the configured
  37085. * camera limits and sensibilities.
  37086. */
  37087. autoCorrectCameraLimitsAndSensibility: boolean;
  37088. private _onPrePointerObservableObserver;
  37089. private _onAfterCheckInputsObserver;
  37090. private _onMeshTargetChangedObserver;
  37091. private _attachedCamera;
  37092. private _isPointerDown;
  37093. private _lastInteractionTime;
  37094. /**
  37095. * Initializes the behavior.
  37096. */
  37097. init(): void;
  37098. /**
  37099. * Attaches the behavior to its arc rotate camera.
  37100. * @param camera Defines the camera to attach the behavior to
  37101. */
  37102. attach(camera: ArcRotateCamera): void;
  37103. /**
  37104. * Detaches the behavior from its current arc rotate camera.
  37105. */
  37106. detach(): void;
  37107. private _animatables;
  37108. private _betaIsAnimating;
  37109. private _betaTransition;
  37110. private _radiusTransition;
  37111. private _vectorTransition;
  37112. /**
  37113. * Targets the given mesh and updates zoom level accordingly.
  37114. * @param mesh The mesh to target.
  37115. * @param radius Optional. If a cached radius position already exists, overrides default.
  37116. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37117. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37118. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37119. */
  37120. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37121. /**
  37122. * Targets the given mesh with its children and updates zoom level accordingly.
  37123. * @param mesh The mesh to target.
  37124. * @param radius Optional. If a cached radius position already exists, overrides default.
  37125. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37126. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37127. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37128. */
  37129. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37130. /**
  37131. * Targets the given meshes with their children and updates zoom level accordingly.
  37132. * @param meshes The mesh to target.
  37133. * @param radius Optional. If a cached radius position already exists, overrides default.
  37134. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37135. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37136. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37137. */
  37138. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37139. /**
  37140. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  37141. * @param minimumWorld Determines the smaller position of the bounding box extend
  37142. * @param maximumWorld Determines the bigger position of the bounding box extend
  37143. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37144. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37145. */
  37146. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37147. /**
  37148. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  37149. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  37150. * frustum width.
  37151. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  37152. * to fully enclose the mesh in the viewing frustum.
  37153. */
  37154. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  37155. /**
  37156. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  37157. * is automatically returned to its default position (expected to be above ground plane).
  37158. */
  37159. private _maintainCameraAboveGround;
  37160. /**
  37161. * Returns the frustum slope based on the canvas ratio and camera FOV
  37162. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  37163. */
  37164. private _getFrustumSlope;
  37165. /**
  37166. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  37167. */
  37168. private _clearAnimationLocks;
  37169. /**
  37170. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37171. */
  37172. private _applyUserInteraction;
  37173. /**
  37174. * Stops and removes all animations that have been applied to the camera
  37175. */
  37176. stopAllAnimations(): void;
  37177. /**
  37178. * Gets a value indicating if the user is moving the camera
  37179. */
  37180. readonly isUserIsMoving: boolean;
  37181. /**
  37182. * The camera can move all the way towards the mesh.
  37183. */
  37184. static IgnoreBoundsSizeMode: number;
  37185. /**
  37186. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  37187. */
  37188. static FitFrustumSidesMode: number;
  37189. }
  37190. }
  37191. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  37192. import { Nullable } from "babylonjs/types";
  37193. import { Camera } from "babylonjs/Cameras/camera";
  37194. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37195. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37196. /**
  37197. * Base class for Camera Pointer Inputs.
  37198. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  37199. * for example usage.
  37200. */
  37201. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  37202. /**
  37203. * Defines the camera the input is attached to.
  37204. */
  37205. abstract camera: Camera;
  37206. /**
  37207. * Whether keyboard modifier keys are pressed at time of last mouse event.
  37208. */
  37209. protected _altKey: boolean;
  37210. protected _ctrlKey: boolean;
  37211. protected _metaKey: boolean;
  37212. protected _shiftKey: boolean;
  37213. /**
  37214. * Which mouse buttons were pressed at time of last mouse event.
  37215. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  37216. */
  37217. protected _buttonsPressed: number;
  37218. /**
  37219. * Defines the buttons associated with the input to handle camera move.
  37220. */
  37221. buttons: number[];
  37222. /**
  37223. * Attach the input controls to a specific dom element to get the input from.
  37224. * @param element Defines the element the controls should be listened from
  37225. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37226. */
  37227. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37228. /**
  37229. * Detach the current controls from the specified dom element.
  37230. * @param element Defines the element to stop listening the inputs from
  37231. */
  37232. detachControl(element: Nullable<HTMLElement>): void;
  37233. /**
  37234. * Gets the class name of the current input.
  37235. * @returns the class name
  37236. */
  37237. getClassName(): string;
  37238. /**
  37239. * Get the friendly name associated with the input class.
  37240. * @returns the input friendly name
  37241. */
  37242. getSimpleName(): string;
  37243. /**
  37244. * Called on pointer POINTERDOUBLETAP event.
  37245. * Override this method to provide functionality on POINTERDOUBLETAP event.
  37246. */
  37247. protected onDoubleTap(type: string): void;
  37248. /**
  37249. * Called on pointer POINTERMOVE event if only a single touch is active.
  37250. * Override this method to provide functionality.
  37251. */
  37252. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37253. /**
  37254. * Called on pointer POINTERMOVE event if multiple touches are active.
  37255. * Override this method to provide functionality.
  37256. */
  37257. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37258. /**
  37259. * Called on JS contextmenu event.
  37260. * Override this method to provide functionality.
  37261. */
  37262. protected onContextMenu(evt: PointerEvent): void;
  37263. /**
  37264. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37265. * press.
  37266. * Override this method to provide functionality.
  37267. */
  37268. protected onButtonDown(evt: PointerEvent): void;
  37269. /**
  37270. * Called each time a new POINTERUP event occurs. Ie, for each button
  37271. * release.
  37272. * Override this method to provide functionality.
  37273. */
  37274. protected onButtonUp(evt: PointerEvent): void;
  37275. /**
  37276. * Called when window becomes inactive.
  37277. * Override this method to provide functionality.
  37278. */
  37279. protected onLostFocus(): void;
  37280. private _pointerInput;
  37281. private _observer;
  37282. private _onLostFocus;
  37283. private pointA;
  37284. private pointB;
  37285. }
  37286. }
  37287. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  37288. import { Nullable } from "babylonjs/types";
  37289. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37290. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  37291. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37292. /**
  37293. * Manage the pointers inputs to control an arc rotate camera.
  37294. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37295. */
  37296. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  37297. /**
  37298. * Defines the camera the input is attached to.
  37299. */
  37300. camera: ArcRotateCamera;
  37301. /**
  37302. * Gets the class name of the current input.
  37303. * @returns the class name
  37304. */
  37305. getClassName(): string;
  37306. /**
  37307. * Defines the buttons associated with the input to handle camera move.
  37308. */
  37309. buttons: number[];
  37310. /**
  37311. * Defines the pointer angular sensibility along the X axis or how fast is
  37312. * the camera rotating.
  37313. */
  37314. angularSensibilityX: number;
  37315. /**
  37316. * Defines the pointer angular sensibility along the Y axis or how fast is
  37317. * the camera rotating.
  37318. */
  37319. angularSensibilityY: number;
  37320. /**
  37321. * Defines the pointer pinch precision or how fast is the camera zooming.
  37322. */
  37323. pinchPrecision: number;
  37324. /**
  37325. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  37326. * from 0.
  37327. * It defines the percentage of current camera.radius to use as delta when
  37328. * pinch zoom is used.
  37329. */
  37330. pinchDeltaPercentage: number;
  37331. /**
  37332. * Defines the pointer panning sensibility or how fast is the camera moving.
  37333. */
  37334. panningSensibility: number;
  37335. /**
  37336. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  37337. */
  37338. multiTouchPanning: boolean;
  37339. /**
  37340. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  37341. * zoom (pinch) through multitouch.
  37342. */
  37343. multiTouchPanAndZoom: boolean;
  37344. /**
  37345. * Revers pinch action direction.
  37346. */
  37347. pinchInwards: boolean;
  37348. private _isPanClick;
  37349. private _twoFingerActivityCount;
  37350. private _isPinching;
  37351. /**
  37352. * Called on pointer POINTERMOVE event if only a single touch is active.
  37353. */
  37354. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37355. /**
  37356. * Called on pointer POINTERDOUBLETAP event.
  37357. */
  37358. protected onDoubleTap(type: string): void;
  37359. /**
  37360. * Called on pointer POINTERMOVE event if multiple touches are active.
  37361. */
  37362. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37363. /**
  37364. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37365. * press.
  37366. */
  37367. protected onButtonDown(evt: PointerEvent): void;
  37368. /**
  37369. * Called each time a new POINTERUP event occurs. Ie, for each button
  37370. * release.
  37371. */
  37372. protected onButtonUp(evt: PointerEvent): void;
  37373. /**
  37374. * Called when window becomes inactive.
  37375. */
  37376. protected onLostFocus(): void;
  37377. }
  37378. }
  37379. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  37380. import { Nullable } from "babylonjs/types";
  37381. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37382. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37383. /**
  37384. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  37385. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37386. */
  37387. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  37388. /**
  37389. * Defines the camera the input is attached to.
  37390. */
  37391. camera: ArcRotateCamera;
  37392. /**
  37393. * Defines the list of key codes associated with the up action (increase alpha)
  37394. */
  37395. keysUp: number[];
  37396. /**
  37397. * Defines the list of key codes associated with the down action (decrease alpha)
  37398. */
  37399. keysDown: number[];
  37400. /**
  37401. * Defines the list of key codes associated with the left action (increase beta)
  37402. */
  37403. keysLeft: number[];
  37404. /**
  37405. * Defines the list of key codes associated with the right action (decrease beta)
  37406. */
  37407. keysRight: number[];
  37408. /**
  37409. * Defines the list of key codes associated with the reset action.
  37410. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  37411. */
  37412. keysReset: number[];
  37413. /**
  37414. * Defines the panning sensibility of the inputs.
  37415. * (How fast is the camera paning)
  37416. */
  37417. panningSensibility: number;
  37418. /**
  37419. * Defines the zooming sensibility of the inputs.
  37420. * (How fast is the camera zooming)
  37421. */
  37422. zoomingSensibility: number;
  37423. /**
  37424. * Defines wether maintaining the alt key down switch the movement mode from
  37425. * orientation to zoom.
  37426. */
  37427. useAltToZoom: boolean;
  37428. /**
  37429. * Rotation speed of the camera
  37430. */
  37431. angularSpeed: number;
  37432. private _keys;
  37433. private _ctrlPressed;
  37434. private _altPressed;
  37435. private _onCanvasBlurObserver;
  37436. private _onKeyboardObserver;
  37437. private _engine;
  37438. private _scene;
  37439. /**
  37440. * Attach the input controls to a specific dom element to get the input from.
  37441. * @param element Defines the element the controls should be listened from
  37442. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37443. */
  37444. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37445. /**
  37446. * Detach the current controls from the specified dom element.
  37447. * @param element Defines the element to stop listening the inputs from
  37448. */
  37449. detachControl(element: Nullable<HTMLElement>): void;
  37450. /**
  37451. * Update the current camera state depending on the inputs that have been used this frame.
  37452. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  37453. */
  37454. checkInputs(): void;
  37455. /**
  37456. * Gets the class name of the current intput.
  37457. * @returns the class name
  37458. */
  37459. getClassName(): string;
  37460. /**
  37461. * Get the friendly name associated with the input class.
  37462. * @returns the input friendly name
  37463. */
  37464. getSimpleName(): string;
  37465. }
  37466. }
  37467. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  37468. import { Nullable } from "babylonjs/types";
  37469. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37470. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37471. /**
  37472. * Manage the mouse wheel inputs to control an arc rotate camera.
  37473. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37474. */
  37475. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  37476. /**
  37477. * Defines the camera the input is attached to.
  37478. */
  37479. camera: ArcRotateCamera;
  37480. /**
  37481. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37482. */
  37483. wheelPrecision: number;
  37484. /**
  37485. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  37486. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  37487. */
  37488. wheelDeltaPercentage: number;
  37489. private _wheel;
  37490. private _observer;
  37491. private computeDeltaFromMouseWheelLegacyEvent;
  37492. /**
  37493. * Attach the input controls to a specific dom element to get the input from.
  37494. * @param element Defines the element the controls should be listened from
  37495. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37496. */
  37497. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37498. /**
  37499. * Detach the current controls from the specified dom element.
  37500. * @param element Defines the element to stop listening the inputs from
  37501. */
  37502. detachControl(element: Nullable<HTMLElement>): void;
  37503. /**
  37504. * Gets the class name of the current intput.
  37505. * @returns the class name
  37506. */
  37507. getClassName(): string;
  37508. /**
  37509. * Get the friendly name associated with the input class.
  37510. * @returns the input friendly name
  37511. */
  37512. getSimpleName(): string;
  37513. }
  37514. }
  37515. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37516. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37517. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37518. /**
  37519. * Default Inputs manager for the ArcRotateCamera.
  37520. * It groups all the default supported inputs for ease of use.
  37521. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37522. */
  37523. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37524. /**
  37525. * Instantiates a new ArcRotateCameraInputsManager.
  37526. * @param camera Defines the camera the inputs belong to
  37527. */
  37528. constructor(camera: ArcRotateCamera);
  37529. /**
  37530. * Add mouse wheel input support to the input manager.
  37531. * @returns the current input manager
  37532. */
  37533. addMouseWheel(): ArcRotateCameraInputsManager;
  37534. /**
  37535. * Add pointers input support to the input manager.
  37536. * @returns the current input manager
  37537. */
  37538. addPointers(): ArcRotateCameraInputsManager;
  37539. /**
  37540. * Add keyboard input support to the input manager.
  37541. * @returns the current input manager
  37542. */
  37543. addKeyboard(): ArcRotateCameraInputsManager;
  37544. }
  37545. }
  37546. declare module "babylonjs/Cameras/arcRotateCamera" {
  37547. import { Observable } from "babylonjs/Misc/observable";
  37548. import { Nullable } from "babylonjs/types";
  37549. import { Scene } from "babylonjs/scene";
  37550. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37551. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37552. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37553. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37554. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37555. import { Camera } from "babylonjs/Cameras/camera";
  37556. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37557. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37558. import { Collider } from "babylonjs/Collisions/collider";
  37559. /**
  37560. * This represents an orbital type of camera.
  37561. *
  37562. * 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.
  37563. * 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.
  37564. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37565. */
  37566. export class ArcRotateCamera extends TargetCamera {
  37567. /**
  37568. * Defines the rotation angle of the camera along the longitudinal axis.
  37569. */
  37570. alpha: number;
  37571. /**
  37572. * Defines the rotation angle of the camera along the latitudinal axis.
  37573. */
  37574. beta: number;
  37575. /**
  37576. * Defines the radius of the camera from it s target point.
  37577. */
  37578. radius: number;
  37579. protected _target: Vector3;
  37580. protected _targetHost: Nullable<AbstractMesh>;
  37581. /**
  37582. * Defines the target point of the camera.
  37583. * The camera looks towards it form the radius distance.
  37584. */
  37585. target: Vector3;
  37586. /**
  37587. * Define the current local position of the camera in the scene
  37588. */
  37589. position: Vector3;
  37590. protected _upVector: Vector3;
  37591. protected _upToYMatrix: Matrix;
  37592. protected _YToUpMatrix: Matrix;
  37593. /**
  37594. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37595. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37596. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37597. */
  37598. upVector: Vector3;
  37599. /**
  37600. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37601. */
  37602. setMatUp(): void;
  37603. /**
  37604. * Current inertia value on the longitudinal axis.
  37605. * The bigger this number the longer it will take for the camera to stop.
  37606. */
  37607. inertialAlphaOffset: number;
  37608. /**
  37609. * Current inertia value on the latitudinal axis.
  37610. * The bigger this number the longer it will take for the camera to stop.
  37611. */
  37612. inertialBetaOffset: number;
  37613. /**
  37614. * Current inertia value on the radius axis.
  37615. * The bigger this number the longer it will take for the camera to stop.
  37616. */
  37617. inertialRadiusOffset: number;
  37618. /**
  37619. * Minimum allowed angle on the longitudinal axis.
  37620. * This can help limiting how the Camera is able to move in the scene.
  37621. */
  37622. lowerAlphaLimit: Nullable<number>;
  37623. /**
  37624. * Maximum allowed angle on the longitudinal axis.
  37625. * This can help limiting how the Camera is able to move in the scene.
  37626. */
  37627. upperAlphaLimit: Nullable<number>;
  37628. /**
  37629. * Minimum allowed angle on the latitudinal axis.
  37630. * This can help limiting how the Camera is able to move in the scene.
  37631. */
  37632. lowerBetaLimit: number;
  37633. /**
  37634. * Maximum allowed angle on the latitudinal axis.
  37635. * This can help limiting how the Camera is able to move in the scene.
  37636. */
  37637. upperBetaLimit: number;
  37638. /**
  37639. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37640. * This can help limiting how the Camera is able to move in the scene.
  37641. */
  37642. lowerRadiusLimit: Nullable<number>;
  37643. /**
  37644. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37645. * This can help limiting how the Camera is able to move in the scene.
  37646. */
  37647. upperRadiusLimit: Nullable<number>;
  37648. /**
  37649. * Defines the current inertia value used during panning of the camera along the X axis.
  37650. */
  37651. inertialPanningX: number;
  37652. /**
  37653. * Defines the current inertia value used during panning of the camera along the Y axis.
  37654. */
  37655. inertialPanningY: number;
  37656. /**
  37657. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37658. * Basically if your fingers moves away from more than this distance you will be considered
  37659. * in pinch mode.
  37660. */
  37661. pinchToPanMaxDistance: number;
  37662. /**
  37663. * Defines the maximum distance the camera can pan.
  37664. * This could help keeping the cammera always in your scene.
  37665. */
  37666. panningDistanceLimit: Nullable<number>;
  37667. /**
  37668. * Defines the target of the camera before paning.
  37669. */
  37670. panningOriginTarget: Vector3;
  37671. /**
  37672. * Defines the value of the inertia used during panning.
  37673. * 0 would mean stop inertia and one would mean no decelleration at all.
  37674. */
  37675. panningInertia: number;
  37676. /**
  37677. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37678. */
  37679. angularSensibilityX: number;
  37680. /**
  37681. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37682. */
  37683. angularSensibilityY: number;
  37684. /**
  37685. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37686. */
  37687. pinchPrecision: number;
  37688. /**
  37689. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37690. * It will be used instead of pinchDeltaPrecision if different from 0.
  37691. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37692. */
  37693. pinchDeltaPercentage: number;
  37694. /**
  37695. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37696. */
  37697. panningSensibility: number;
  37698. /**
  37699. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37700. */
  37701. keysUp: number[];
  37702. /**
  37703. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37704. */
  37705. keysDown: number[];
  37706. /**
  37707. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37708. */
  37709. keysLeft: number[];
  37710. /**
  37711. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37712. */
  37713. keysRight: number[];
  37714. /**
  37715. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37716. */
  37717. wheelPrecision: number;
  37718. /**
  37719. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37720. * It will be used instead of pinchDeltaPrecision if different from 0.
  37721. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37722. */
  37723. wheelDeltaPercentage: number;
  37724. /**
  37725. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37726. */
  37727. zoomOnFactor: number;
  37728. /**
  37729. * Defines a screen offset for the camera position.
  37730. */
  37731. targetScreenOffset: Vector2;
  37732. /**
  37733. * Allows the camera to be completely reversed.
  37734. * If false the camera can not arrive upside down.
  37735. */
  37736. allowUpsideDown: boolean;
  37737. /**
  37738. * Define if double tap/click is used to restore the previously saved state of the camera.
  37739. */
  37740. useInputToRestoreState: boolean;
  37741. /** @hidden */
  37742. _viewMatrix: Matrix;
  37743. /** @hidden */
  37744. _useCtrlForPanning: boolean;
  37745. /** @hidden */
  37746. _panningMouseButton: number;
  37747. /**
  37748. * Defines the input associated to the camera.
  37749. */
  37750. inputs: ArcRotateCameraInputsManager;
  37751. /** @hidden */
  37752. _reset: () => void;
  37753. /**
  37754. * Defines the allowed panning axis.
  37755. */
  37756. panningAxis: Vector3;
  37757. protected _localDirection: Vector3;
  37758. protected _transformedDirection: Vector3;
  37759. private _bouncingBehavior;
  37760. /**
  37761. * Gets the bouncing behavior of the camera if it has been enabled.
  37762. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37763. */
  37764. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37765. /**
  37766. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37767. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37768. */
  37769. useBouncingBehavior: boolean;
  37770. private _framingBehavior;
  37771. /**
  37772. * Gets the framing behavior of the camera if it has been enabled.
  37773. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37774. */
  37775. readonly framingBehavior: Nullable<FramingBehavior>;
  37776. /**
  37777. * Defines if the framing behavior of the camera is enabled on the camera.
  37778. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37779. */
  37780. useFramingBehavior: boolean;
  37781. private _autoRotationBehavior;
  37782. /**
  37783. * Gets the auto rotation behavior of the camera if it has been enabled.
  37784. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37785. */
  37786. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37787. /**
  37788. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37789. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37790. */
  37791. useAutoRotationBehavior: boolean;
  37792. /**
  37793. * Observable triggered when the mesh target has been changed on the camera.
  37794. */
  37795. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37796. /**
  37797. * Event raised when the camera is colliding with a mesh.
  37798. */
  37799. onCollide: (collidedMesh: AbstractMesh) => void;
  37800. /**
  37801. * Defines whether the camera should check collision with the objects oh the scene.
  37802. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37803. */
  37804. checkCollisions: boolean;
  37805. /**
  37806. * Defines the collision radius of the camera.
  37807. * This simulates a sphere around the camera.
  37808. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37809. */
  37810. collisionRadius: Vector3;
  37811. protected _collider: Collider;
  37812. protected _previousPosition: Vector3;
  37813. protected _collisionVelocity: Vector3;
  37814. protected _newPosition: Vector3;
  37815. protected _previousAlpha: number;
  37816. protected _previousBeta: number;
  37817. protected _previousRadius: number;
  37818. protected _collisionTriggered: boolean;
  37819. protected _targetBoundingCenter: Nullable<Vector3>;
  37820. private _computationVector;
  37821. /**
  37822. * Instantiates a new ArcRotateCamera in a given scene
  37823. * @param name Defines the name of the camera
  37824. * @param alpha Defines the camera rotation along the logitudinal axis
  37825. * @param beta Defines the camera rotation along the latitudinal axis
  37826. * @param radius Defines the camera distance from its target
  37827. * @param target Defines the camera target
  37828. * @param scene Defines the scene the camera belongs to
  37829. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37830. */
  37831. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37832. /** @hidden */
  37833. _initCache(): void;
  37834. /** @hidden */
  37835. _updateCache(ignoreParentClass?: boolean): void;
  37836. protected _getTargetPosition(): Vector3;
  37837. private _storedAlpha;
  37838. private _storedBeta;
  37839. private _storedRadius;
  37840. private _storedTarget;
  37841. private _storedTargetScreenOffset;
  37842. /**
  37843. * Stores the current state of the camera (alpha, beta, radius and target)
  37844. * @returns the camera itself
  37845. */
  37846. storeState(): Camera;
  37847. /**
  37848. * @hidden
  37849. * Restored camera state. You must call storeState() first
  37850. */
  37851. _restoreStateValues(): boolean;
  37852. /** @hidden */
  37853. _isSynchronizedViewMatrix(): boolean;
  37854. /**
  37855. * Attached controls to the current camera.
  37856. * @param element Defines the element the controls should be listened from
  37857. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37858. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37859. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37860. */
  37861. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37862. /**
  37863. * Detach the current controls from the camera.
  37864. * The camera will stop reacting to inputs.
  37865. * @param element Defines the element to stop listening the inputs from
  37866. */
  37867. detachControl(element: HTMLElement): void;
  37868. /** @hidden */
  37869. _checkInputs(): void;
  37870. protected _checkLimits(): void;
  37871. /**
  37872. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37873. */
  37874. rebuildAnglesAndRadius(): void;
  37875. /**
  37876. * Use a position to define the current camera related information like alpha, beta and radius
  37877. * @param position Defines the position to set the camera at
  37878. */
  37879. setPosition(position: Vector3): void;
  37880. /**
  37881. * Defines the target the camera should look at.
  37882. * This will automatically adapt alpha beta and radius to fit within the new target.
  37883. * @param target Defines the new target as a Vector or a mesh
  37884. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37885. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37886. */
  37887. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37888. /** @hidden */
  37889. _getViewMatrix(): Matrix;
  37890. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37891. /**
  37892. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37893. * @param meshes Defines the mesh to zoom on
  37894. * @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)
  37895. */
  37896. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37897. /**
  37898. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37899. * The target will be changed but the radius
  37900. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37901. * @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)
  37902. */
  37903. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37904. min: Vector3;
  37905. max: Vector3;
  37906. distance: number;
  37907. }, doNotUpdateMaxZ?: boolean): void;
  37908. /**
  37909. * @override
  37910. * Override Camera.createRigCamera
  37911. */
  37912. createRigCamera(name: string, cameraIndex: number): Camera;
  37913. /**
  37914. * @hidden
  37915. * @override
  37916. * Override Camera._updateRigCameras
  37917. */
  37918. _updateRigCameras(): void;
  37919. /**
  37920. * Destroy the camera and release the current resources hold by it.
  37921. */
  37922. dispose(): void;
  37923. /**
  37924. * Gets the current object class name.
  37925. * @return the class name
  37926. */
  37927. getClassName(): string;
  37928. }
  37929. }
  37930. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37931. import { Behavior } from "babylonjs/Behaviors/behavior";
  37932. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37933. /**
  37934. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37935. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37936. */
  37937. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37938. /**
  37939. * Gets the name of the behavior.
  37940. */
  37941. readonly name: string;
  37942. private _zoomStopsAnimation;
  37943. private _idleRotationSpeed;
  37944. private _idleRotationWaitTime;
  37945. private _idleRotationSpinupTime;
  37946. /**
  37947. * Sets the flag that indicates if user zooming should stop animation.
  37948. */
  37949. /**
  37950. * Gets the flag that indicates if user zooming should stop animation.
  37951. */
  37952. zoomStopsAnimation: boolean;
  37953. /**
  37954. * Sets the default speed at which the camera rotates around the model.
  37955. */
  37956. /**
  37957. * Gets the default speed at which the camera rotates around the model.
  37958. */
  37959. idleRotationSpeed: number;
  37960. /**
  37961. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37962. */
  37963. /**
  37964. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37965. */
  37966. idleRotationWaitTime: number;
  37967. /**
  37968. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37969. */
  37970. /**
  37971. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37972. */
  37973. idleRotationSpinupTime: number;
  37974. /**
  37975. * Gets a value indicating if the camera is currently rotating because of this behavior
  37976. */
  37977. readonly rotationInProgress: boolean;
  37978. private _onPrePointerObservableObserver;
  37979. private _onAfterCheckInputsObserver;
  37980. private _attachedCamera;
  37981. private _isPointerDown;
  37982. private _lastFrameTime;
  37983. private _lastInteractionTime;
  37984. private _cameraRotationSpeed;
  37985. /**
  37986. * Initializes the behavior.
  37987. */
  37988. init(): void;
  37989. /**
  37990. * Attaches the behavior to its arc rotate camera.
  37991. * @param camera Defines the camera to attach the behavior to
  37992. */
  37993. attach(camera: ArcRotateCamera): void;
  37994. /**
  37995. * Detaches the behavior from its current arc rotate camera.
  37996. */
  37997. detach(): void;
  37998. /**
  37999. * Returns true if user is scrolling.
  38000. * @return true if user is scrolling.
  38001. */
  38002. private _userIsZooming;
  38003. private _lastFrameRadius;
  38004. private _shouldAnimationStopForInteraction;
  38005. /**
  38006. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  38007. */
  38008. private _applyUserInteraction;
  38009. private _userIsMoving;
  38010. }
  38011. }
  38012. declare module "babylonjs/Behaviors/Cameras/index" {
  38013. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  38014. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  38015. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  38016. }
  38017. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  38018. import { Mesh } from "babylonjs/Meshes/mesh";
  38019. import { TransformNode } from "babylonjs/Meshes/transformNode";
  38020. import { Behavior } from "babylonjs/Behaviors/behavior";
  38021. /**
  38022. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  38023. */
  38024. export class AttachToBoxBehavior implements Behavior<Mesh> {
  38025. private ui;
  38026. /**
  38027. * The name of the behavior
  38028. */
  38029. name: string;
  38030. /**
  38031. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  38032. */
  38033. distanceAwayFromFace: number;
  38034. /**
  38035. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  38036. */
  38037. distanceAwayFromBottomOfFace: number;
  38038. private _faceVectors;
  38039. private _target;
  38040. private _scene;
  38041. private _onRenderObserver;
  38042. private _tmpMatrix;
  38043. private _tmpVector;
  38044. /**
  38045. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  38046. * @param ui The transform node that should be attched to the mesh
  38047. */
  38048. constructor(ui: TransformNode);
  38049. /**
  38050. * Initializes the behavior
  38051. */
  38052. init(): void;
  38053. private _closestFace;
  38054. private _zeroVector;
  38055. private _lookAtTmpMatrix;
  38056. private _lookAtToRef;
  38057. /**
  38058. * Attaches the AttachToBoxBehavior to the passed in mesh
  38059. * @param target The mesh that the specified node will be attached to
  38060. */
  38061. attach(target: Mesh): void;
  38062. /**
  38063. * Detaches the behavior from the mesh
  38064. */
  38065. detach(): void;
  38066. }
  38067. }
  38068. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  38069. import { Behavior } from "babylonjs/Behaviors/behavior";
  38070. import { Mesh } from "babylonjs/Meshes/mesh";
  38071. /**
  38072. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  38073. */
  38074. export class FadeInOutBehavior implements Behavior<Mesh> {
  38075. /**
  38076. * Time in milliseconds to delay before fading in (Default: 0)
  38077. */
  38078. delay: number;
  38079. /**
  38080. * Time in milliseconds for the mesh to fade in (Default: 300)
  38081. */
  38082. fadeInTime: number;
  38083. private _millisecondsPerFrame;
  38084. private _hovered;
  38085. private _hoverValue;
  38086. private _ownerNode;
  38087. /**
  38088. * Instatiates the FadeInOutBehavior
  38089. */
  38090. constructor();
  38091. /**
  38092. * The name of the behavior
  38093. */
  38094. readonly name: string;
  38095. /**
  38096. * Initializes the behavior
  38097. */
  38098. init(): void;
  38099. /**
  38100. * Attaches the fade behavior on the passed in mesh
  38101. * @param ownerNode The mesh that will be faded in/out once attached
  38102. */
  38103. attach(ownerNode: Mesh): void;
  38104. /**
  38105. * Detaches the behavior from the mesh
  38106. */
  38107. detach(): void;
  38108. /**
  38109. * Triggers the mesh to begin fading in or out
  38110. * @param value if the object should fade in or out (true to fade in)
  38111. */
  38112. fadeIn(value: boolean): void;
  38113. private _update;
  38114. private _setAllVisibility;
  38115. }
  38116. }
  38117. declare module "babylonjs/Misc/pivotTools" {
  38118. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38119. /**
  38120. * Class containing a set of static utilities functions for managing Pivots
  38121. * @hidden
  38122. */
  38123. export class PivotTools {
  38124. private static _PivotCached;
  38125. private static _OldPivotPoint;
  38126. private static _PivotTranslation;
  38127. private static _PivotTmpVector;
  38128. /** @hidden */
  38129. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  38130. /** @hidden */
  38131. static _RestorePivotPoint(mesh: AbstractMesh): void;
  38132. }
  38133. }
  38134. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  38135. import { Scene } from "babylonjs/scene";
  38136. import { Vector4 } from "babylonjs/Maths/math.vector";
  38137. import { Mesh } from "babylonjs/Meshes/mesh";
  38138. import { Nullable } from "babylonjs/types";
  38139. import { Plane } from "babylonjs/Maths/math.plane";
  38140. /**
  38141. * Class containing static functions to help procedurally build meshes
  38142. */
  38143. export class PlaneBuilder {
  38144. /**
  38145. * Creates a plane mesh
  38146. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  38147. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  38148. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  38149. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38150. * * If you create a double-sided mesh, you can choose what parts of 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
  38151. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  38152. * @param name defines the name of the mesh
  38153. * @param options defines the options used to create the mesh
  38154. * @param scene defines the hosting scene
  38155. * @returns the plane mesh
  38156. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  38157. */
  38158. static CreatePlane(name: string, options: {
  38159. size?: number;
  38160. width?: number;
  38161. height?: number;
  38162. sideOrientation?: number;
  38163. frontUVs?: Vector4;
  38164. backUVs?: Vector4;
  38165. updatable?: boolean;
  38166. sourcePlane?: Plane;
  38167. }, scene?: Nullable<Scene>): Mesh;
  38168. }
  38169. }
  38170. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  38171. import { Behavior } from "babylonjs/Behaviors/behavior";
  38172. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38173. import { Observable } from "babylonjs/Misc/observable";
  38174. import { Vector3 } from "babylonjs/Maths/math.vector";
  38175. import { Ray } from "babylonjs/Culling/ray";
  38176. import "babylonjs/Meshes/Builders/planeBuilder";
  38177. /**
  38178. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  38179. */
  38180. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  38181. private static _AnyMouseID;
  38182. /**
  38183. * Abstract mesh the behavior is set on
  38184. */
  38185. attachedNode: AbstractMesh;
  38186. private _dragPlane;
  38187. private _scene;
  38188. private _pointerObserver;
  38189. private _beforeRenderObserver;
  38190. private static _planeScene;
  38191. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  38192. /**
  38193. * 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)
  38194. */
  38195. maxDragAngle: number;
  38196. /**
  38197. * @hidden
  38198. */
  38199. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  38200. /**
  38201. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38202. */
  38203. currentDraggingPointerID: number;
  38204. /**
  38205. * The last position where the pointer hit the drag plane in world space
  38206. */
  38207. lastDragPosition: Vector3;
  38208. /**
  38209. * If the behavior is currently in a dragging state
  38210. */
  38211. dragging: boolean;
  38212. /**
  38213. * 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)
  38214. */
  38215. dragDeltaRatio: number;
  38216. /**
  38217. * If the drag plane orientation should be updated during the dragging (Default: true)
  38218. */
  38219. updateDragPlane: boolean;
  38220. private _debugMode;
  38221. private _moving;
  38222. /**
  38223. * Fires each time the attached mesh is dragged with the pointer
  38224. * * delta between last drag position and current drag position in world space
  38225. * * dragDistance along the drag axis
  38226. * * dragPlaneNormal normal of the current drag plane used during the drag
  38227. * * dragPlanePoint in world space where the drag intersects the drag plane
  38228. */
  38229. onDragObservable: Observable<{
  38230. delta: Vector3;
  38231. dragPlanePoint: Vector3;
  38232. dragPlaneNormal: Vector3;
  38233. dragDistance: number;
  38234. pointerId: number;
  38235. }>;
  38236. /**
  38237. * Fires each time a drag begins (eg. mouse down on mesh)
  38238. */
  38239. onDragStartObservable: Observable<{
  38240. dragPlanePoint: Vector3;
  38241. pointerId: number;
  38242. }>;
  38243. /**
  38244. * Fires each time a drag ends (eg. mouse release after drag)
  38245. */
  38246. onDragEndObservable: Observable<{
  38247. dragPlanePoint: Vector3;
  38248. pointerId: number;
  38249. }>;
  38250. /**
  38251. * If the attached mesh should be moved when dragged
  38252. */
  38253. moveAttached: boolean;
  38254. /**
  38255. * If the drag behavior will react to drag events (Default: true)
  38256. */
  38257. enabled: boolean;
  38258. /**
  38259. * If pointer events should start and release the drag (Default: true)
  38260. */
  38261. startAndReleaseDragOnPointerEvents: boolean;
  38262. /**
  38263. * If camera controls should be detached during the drag
  38264. */
  38265. detachCameraControls: boolean;
  38266. /**
  38267. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  38268. */
  38269. useObjectOrienationForDragging: boolean;
  38270. private _options;
  38271. /**
  38272. * Creates a pointer drag behavior that can be attached to a mesh
  38273. * @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)
  38274. */
  38275. constructor(options?: {
  38276. dragAxis?: Vector3;
  38277. dragPlaneNormal?: Vector3;
  38278. });
  38279. /**
  38280. * Predicate to determine if it is valid to move the object to a new position when it is moved
  38281. */
  38282. validateDrag: (targetPosition: Vector3) => boolean;
  38283. /**
  38284. * The name of the behavior
  38285. */
  38286. readonly name: string;
  38287. /**
  38288. * Initializes the behavior
  38289. */
  38290. init(): void;
  38291. private _tmpVector;
  38292. private _alternatePickedPoint;
  38293. private _worldDragAxis;
  38294. private _targetPosition;
  38295. private _attachedElement;
  38296. /**
  38297. * Attaches the drag behavior the passed in mesh
  38298. * @param ownerNode The mesh that will be dragged around once attached
  38299. * @param predicate Predicate to use for pick filtering
  38300. */
  38301. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  38302. /**
  38303. * Force relase the drag action by code.
  38304. */
  38305. releaseDrag(): void;
  38306. private _startDragRay;
  38307. private _lastPointerRay;
  38308. /**
  38309. * Simulates the start of a pointer drag event on the behavior
  38310. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  38311. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  38312. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  38313. */
  38314. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  38315. private _startDrag;
  38316. private _dragDelta;
  38317. private _moveDrag;
  38318. private _pickWithRayOnDragPlane;
  38319. private _pointA;
  38320. private _pointB;
  38321. private _pointC;
  38322. private _lineA;
  38323. private _lineB;
  38324. private _localAxis;
  38325. private _lookAt;
  38326. private _updateDragPlanePosition;
  38327. /**
  38328. * Detaches the behavior from the mesh
  38329. */
  38330. detach(): void;
  38331. }
  38332. }
  38333. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  38334. import { Mesh } from "babylonjs/Meshes/mesh";
  38335. import { Behavior } from "babylonjs/Behaviors/behavior";
  38336. /**
  38337. * A behavior that when attached to a mesh will allow the mesh to be scaled
  38338. */
  38339. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  38340. private _dragBehaviorA;
  38341. private _dragBehaviorB;
  38342. private _startDistance;
  38343. private _initialScale;
  38344. private _targetScale;
  38345. private _ownerNode;
  38346. private _sceneRenderObserver;
  38347. /**
  38348. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  38349. */
  38350. constructor();
  38351. /**
  38352. * The name of the behavior
  38353. */
  38354. readonly name: string;
  38355. /**
  38356. * Initializes the behavior
  38357. */
  38358. init(): void;
  38359. private _getCurrentDistance;
  38360. /**
  38361. * Attaches the scale behavior the passed in mesh
  38362. * @param ownerNode The mesh that will be scaled around once attached
  38363. */
  38364. attach(ownerNode: Mesh): void;
  38365. /**
  38366. * Detaches the behavior from the mesh
  38367. */
  38368. detach(): void;
  38369. }
  38370. }
  38371. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  38372. import { Behavior } from "babylonjs/Behaviors/behavior";
  38373. import { Mesh } from "babylonjs/Meshes/mesh";
  38374. import { Observable } from "babylonjs/Misc/observable";
  38375. /**
  38376. * 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
  38377. */
  38378. export class SixDofDragBehavior implements Behavior<Mesh> {
  38379. private static _virtualScene;
  38380. private _ownerNode;
  38381. private _sceneRenderObserver;
  38382. private _scene;
  38383. private _targetPosition;
  38384. private _virtualOriginMesh;
  38385. private _virtualDragMesh;
  38386. private _pointerObserver;
  38387. private _moving;
  38388. private _startingOrientation;
  38389. /**
  38390. * 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)
  38391. */
  38392. private zDragFactor;
  38393. /**
  38394. * If the object should rotate to face the drag origin
  38395. */
  38396. rotateDraggedObject: boolean;
  38397. /**
  38398. * If the behavior is currently in a dragging state
  38399. */
  38400. dragging: boolean;
  38401. /**
  38402. * 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)
  38403. */
  38404. dragDeltaRatio: number;
  38405. /**
  38406. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38407. */
  38408. currentDraggingPointerID: number;
  38409. /**
  38410. * If camera controls should be detached during the drag
  38411. */
  38412. detachCameraControls: boolean;
  38413. /**
  38414. * Fires each time a drag starts
  38415. */
  38416. onDragStartObservable: Observable<{}>;
  38417. /**
  38418. * Fires each time a drag ends (eg. mouse release after drag)
  38419. */
  38420. onDragEndObservable: Observable<{}>;
  38421. /**
  38422. * 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
  38423. */
  38424. constructor();
  38425. /**
  38426. * The name of the behavior
  38427. */
  38428. readonly name: string;
  38429. /**
  38430. * Initializes the behavior
  38431. */
  38432. init(): void;
  38433. /**
  38434. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  38435. */
  38436. private readonly _pointerCamera;
  38437. /**
  38438. * Attaches the scale behavior the passed in mesh
  38439. * @param ownerNode The mesh that will be scaled around once attached
  38440. */
  38441. attach(ownerNode: Mesh): void;
  38442. /**
  38443. * Detaches the behavior from the mesh
  38444. */
  38445. detach(): void;
  38446. }
  38447. }
  38448. declare module "babylonjs/Behaviors/Meshes/index" {
  38449. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  38450. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  38451. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  38452. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  38453. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  38454. }
  38455. declare module "babylonjs/Behaviors/index" {
  38456. export * from "babylonjs/Behaviors/behavior";
  38457. export * from "babylonjs/Behaviors/Cameras/index";
  38458. export * from "babylonjs/Behaviors/Meshes/index";
  38459. }
  38460. declare module "babylonjs/Bones/boneIKController" {
  38461. import { Bone } from "babylonjs/Bones/bone";
  38462. import { Vector3 } from "babylonjs/Maths/math.vector";
  38463. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38464. import { Nullable } from "babylonjs/types";
  38465. /**
  38466. * Class used to apply inverse kinematics to bones
  38467. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  38468. */
  38469. export class BoneIKController {
  38470. private static _tmpVecs;
  38471. private static _tmpQuat;
  38472. private static _tmpMats;
  38473. /**
  38474. * Gets or sets the target mesh
  38475. */
  38476. targetMesh: AbstractMesh;
  38477. /** Gets or sets the mesh used as pole */
  38478. poleTargetMesh: AbstractMesh;
  38479. /**
  38480. * Gets or sets the bone used as pole
  38481. */
  38482. poleTargetBone: Nullable<Bone>;
  38483. /**
  38484. * Gets or sets the target position
  38485. */
  38486. targetPosition: Vector3;
  38487. /**
  38488. * Gets or sets the pole target position
  38489. */
  38490. poleTargetPosition: Vector3;
  38491. /**
  38492. * Gets or sets the pole target local offset
  38493. */
  38494. poleTargetLocalOffset: Vector3;
  38495. /**
  38496. * Gets or sets the pole angle
  38497. */
  38498. poleAngle: number;
  38499. /**
  38500. * Gets or sets the mesh associated with the controller
  38501. */
  38502. mesh: AbstractMesh;
  38503. /**
  38504. * 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)
  38505. */
  38506. slerpAmount: number;
  38507. private _bone1Quat;
  38508. private _bone1Mat;
  38509. private _bone2Ang;
  38510. private _bone1;
  38511. private _bone2;
  38512. private _bone1Length;
  38513. private _bone2Length;
  38514. private _maxAngle;
  38515. private _maxReach;
  38516. private _rightHandedSystem;
  38517. private _bendAxis;
  38518. private _slerping;
  38519. private _adjustRoll;
  38520. /**
  38521. * Gets or sets maximum allowed angle
  38522. */
  38523. maxAngle: number;
  38524. /**
  38525. * Creates a new BoneIKController
  38526. * @param mesh defines the mesh to control
  38527. * @param bone defines the bone to control
  38528. * @param options defines options to set up the controller
  38529. */
  38530. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38531. targetMesh?: AbstractMesh;
  38532. poleTargetMesh?: AbstractMesh;
  38533. poleTargetBone?: Bone;
  38534. poleTargetLocalOffset?: Vector3;
  38535. poleAngle?: number;
  38536. bendAxis?: Vector3;
  38537. maxAngle?: number;
  38538. slerpAmount?: number;
  38539. });
  38540. private _setMaxAngle;
  38541. /**
  38542. * Force the controller to update the bones
  38543. */
  38544. update(): void;
  38545. }
  38546. }
  38547. declare module "babylonjs/Bones/boneLookController" {
  38548. import { Vector3 } from "babylonjs/Maths/math.vector";
  38549. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38550. import { Bone } from "babylonjs/Bones/bone";
  38551. import { Space } from "babylonjs/Maths/math.axis";
  38552. /**
  38553. * Class used to make a bone look toward a point in space
  38554. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38555. */
  38556. export class BoneLookController {
  38557. private static _tmpVecs;
  38558. private static _tmpQuat;
  38559. private static _tmpMats;
  38560. /**
  38561. * The target Vector3 that the bone will look at
  38562. */
  38563. target: Vector3;
  38564. /**
  38565. * The mesh that the bone is attached to
  38566. */
  38567. mesh: AbstractMesh;
  38568. /**
  38569. * The bone that will be looking to the target
  38570. */
  38571. bone: Bone;
  38572. /**
  38573. * The up axis of the coordinate system that is used when the bone is rotated
  38574. */
  38575. upAxis: Vector3;
  38576. /**
  38577. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38578. */
  38579. upAxisSpace: Space;
  38580. /**
  38581. * Used to make an adjustment to the yaw of the bone
  38582. */
  38583. adjustYaw: number;
  38584. /**
  38585. * Used to make an adjustment to the pitch of the bone
  38586. */
  38587. adjustPitch: number;
  38588. /**
  38589. * Used to make an adjustment to the roll of the bone
  38590. */
  38591. adjustRoll: number;
  38592. /**
  38593. * 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)
  38594. */
  38595. slerpAmount: number;
  38596. private _minYaw;
  38597. private _maxYaw;
  38598. private _minPitch;
  38599. private _maxPitch;
  38600. private _minYawSin;
  38601. private _minYawCos;
  38602. private _maxYawSin;
  38603. private _maxYawCos;
  38604. private _midYawConstraint;
  38605. private _minPitchTan;
  38606. private _maxPitchTan;
  38607. private _boneQuat;
  38608. private _slerping;
  38609. private _transformYawPitch;
  38610. private _transformYawPitchInv;
  38611. private _firstFrameSkipped;
  38612. private _yawRange;
  38613. private _fowardAxis;
  38614. /**
  38615. * Gets or sets the minimum yaw angle that the bone can look to
  38616. */
  38617. minYaw: number;
  38618. /**
  38619. * Gets or sets the maximum yaw angle that the bone can look to
  38620. */
  38621. maxYaw: number;
  38622. /**
  38623. * Gets or sets the minimum pitch angle that the bone can look to
  38624. */
  38625. minPitch: number;
  38626. /**
  38627. * Gets or sets the maximum pitch angle that the bone can look to
  38628. */
  38629. maxPitch: number;
  38630. /**
  38631. * Create a BoneLookController
  38632. * @param mesh the mesh that the bone belongs to
  38633. * @param bone the bone that will be looking to the target
  38634. * @param target the target Vector3 to look at
  38635. * @param options optional settings:
  38636. * * maxYaw: the maximum angle the bone will yaw to
  38637. * * minYaw: the minimum angle the bone will yaw to
  38638. * * maxPitch: the maximum angle the bone will pitch to
  38639. * * minPitch: the minimum angle the bone will yaw to
  38640. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38641. * * upAxis: the up axis of the coordinate system
  38642. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38643. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38644. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38645. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38646. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38647. * * adjustRoll: used to make an adjustment to the roll of the bone
  38648. **/
  38649. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38650. maxYaw?: number;
  38651. minYaw?: number;
  38652. maxPitch?: number;
  38653. minPitch?: number;
  38654. slerpAmount?: number;
  38655. upAxis?: Vector3;
  38656. upAxisSpace?: Space;
  38657. yawAxis?: Vector3;
  38658. pitchAxis?: Vector3;
  38659. adjustYaw?: number;
  38660. adjustPitch?: number;
  38661. adjustRoll?: number;
  38662. });
  38663. /**
  38664. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38665. */
  38666. update(): void;
  38667. private _getAngleDiff;
  38668. private _getAngleBetween;
  38669. private _isAngleBetween;
  38670. }
  38671. }
  38672. declare module "babylonjs/Bones/index" {
  38673. export * from "babylonjs/Bones/bone";
  38674. export * from "babylonjs/Bones/boneIKController";
  38675. export * from "babylonjs/Bones/boneLookController";
  38676. export * from "babylonjs/Bones/skeleton";
  38677. }
  38678. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38679. import { Nullable } from "babylonjs/types";
  38680. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38681. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38682. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38683. /**
  38684. * Manage the gamepad inputs to control an arc rotate camera.
  38685. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38686. */
  38687. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38688. /**
  38689. * Defines the camera the input is attached to.
  38690. */
  38691. camera: ArcRotateCamera;
  38692. /**
  38693. * Defines the gamepad the input is gathering event from.
  38694. */
  38695. gamepad: Nullable<Gamepad>;
  38696. /**
  38697. * Defines the gamepad rotation sensiblity.
  38698. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38699. */
  38700. gamepadRotationSensibility: number;
  38701. /**
  38702. * Defines the gamepad move sensiblity.
  38703. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38704. */
  38705. gamepadMoveSensibility: number;
  38706. private _yAxisScale;
  38707. /**
  38708. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  38709. */
  38710. invertYAxis: boolean;
  38711. private _onGamepadConnectedObserver;
  38712. private _onGamepadDisconnectedObserver;
  38713. /**
  38714. * Attach the input controls to a specific dom element to get the input from.
  38715. * @param element Defines the element the controls should be listened from
  38716. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38717. */
  38718. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38719. /**
  38720. * Detach the current controls from the specified dom element.
  38721. * @param element Defines the element to stop listening the inputs from
  38722. */
  38723. detachControl(element: Nullable<HTMLElement>): void;
  38724. /**
  38725. * Update the current camera state depending on the inputs that have been used this frame.
  38726. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38727. */
  38728. checkInputs(): void;
  38729. /**
  38730. * Gets the class name of the current intput.
  38731. * @returns the class name
  38732. */
  38733. getClassName(): string;
  38734. /**
  38735. * Get the friendly name associated with the input class.
  38736. * @returns the input friendly name
  38737. */
  38738. getSimpleName(): string;
  38739. }
  38740. }
  38741. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38742. import { Nullable } from "babylonjs/types";
  38743. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38744. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38745. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38746. interface ArcRotateCameraInputsManager {
  38747. /**
  38748. * Add orientation input support to the input manager.
  38749. * @returns the current input manager
  38750. */
  38751. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38752. }
  38753. }
  38754. /**
  38755. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38756. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38757. */
  38758. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38759. /**
  38760. * Defines the camera the input is attached to.
  38761. */
  38762. camera: ArcRotateCamera;
  38763. /**
  38764. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38765. */
  38766. alphaCorrection: number;
  38767. /**
  38768. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38769. */
  38770. gammaCorrection: number;
  38771. private _alpha;
  38772. private _gamma;
  38773. private _dirty;
  38774. private _deviceOrientationHandler;
  38775. /**
  38776. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38777. */
  38778. constructor();
  38779. /**
  38780. * Attach the input controls to a specific dom element to get the input from.
  38781. * @param element Defines the element the controls should be listened from
  38782. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38783. */
  38784. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38785. /** @hidden */
  38786. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38787. /**
  38788. * Update the current camera state depending on the inputs that have been used this frame.
  38789. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38790. */
  38791. checkInputs(): void;
  38792. /**
  38793. * Detach the current controls from the specified dom element.
  38794. * @param element Defines the element to stop listening the inputs from
  38795. */
  38796. detachControl(element: Nullable<HTMLElement>): void;
  38797. /**
  38798. * Gets the class name of the current intput.
  38799. * @returns the class name
  38800. */
  38801. getClassName(): string;
  38802. /**
  38803. * Get the friendly name associated with the input class.
  38804. * @returns the input friendly name
  38805. */
  38806. getSimpleName(): string;
  38807. }
  38808. }
  38809. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38810. import { Nullable } from "babylonjs/types";
  38811. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38812. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38813. /**
  38814. * Listen to mouse events to control the camera.
  38815. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38816. */
  38817. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38818. /**
  38819. * Defines the camera the input is attached to.
  38820. */
  38821. camera: FlyCamera;
  38822. /**
  38823. * Defines if touch is enabled. (Default is true.)
  38824. */
  38825. touchEnabled: boolean;
  38826. /**
  38827. * Defines the buttons associated with the input to handle camera rotation.
  38828. */
  38829. buttons: number[];
  38830. /**
  38831. * Assign buttons for Yaw control.
  38832. */
  38833. buttonsYaw: number[];
  38834. /**
  38835. * Assign buttons for Pitch control.
  38836. */
  38837. buttonsPitch: number[];
  38838. /**
  38839. * Assign buttons for Roll control.
  38840. */
  38841. buttonsRoll: number[];
  38842. /**
  38843. * Detect if any button is being pressed while mouse is moved.
  38844. * -1 = Mouse locked.
  38845. * 0 = Left button.
  38846. * 1 = Middle Button.
  38847. * 2 = Right Button.
  38848. */
  38849. activeButton: number;
  38850. /**
  38851. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38852. * Higher values reduce its sensitivity.
  38853. */
  38854. angularSensibility: number;
  38855. private _mousemoveCallback;
  38856. private _observer;
  38857. private _rollObserver;
  38858. private previousPosition;
  38859. private noPreventDefault;
  38860. private element;
  38861. /**
  38862. * Listen to mouse events to control the camera.
  38863. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38864. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38865. */
  38866. constructor(touchEnabled?: boolean);
  38867. /**
  38868. * Attach the mouse control to the HTML DOM element.
  38869. * @param element Defines the element that listens to the input events.
  38870. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38871. */
  38872. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38873. /**
  38874. * Detach the current controls from the specified dom element.
  38875. * @param element Defines the element to stop listening the inputs from
  38876. */
  38877. detachControl(element: Nullable<HTMLElement>): void;
  38878. /**
  38879. * Gets the class name of the current input.
  38880. * @returns the class name.
  38881. */
  38882. getClassName(): string;
  38883. /**
  38884. * Get the friendly name associated with the input class.
  38885. * @returns the input's friendly name.
  38886. */
  38887. getSimpleName(): string;
  38888. private _pointerInput;
  38889. private _onMouseMove;
  38890. /**
  38891. * Rotate camera by mouse offset.
  38892. */
  38893. private rotateCamera;
  38894. }
  38895. }
  38896. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38897. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38898. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38899. /**
  38900. * Default Inputs manager for the FlyCamera.
  38901. * It groups all the default supported inputs for ease of use.
  38902. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38903. */
  38904. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38905. /**
  38906. * Instantiates a new FlyCameraInputsManager.
  38907. * @param camera Defines the camera the inputs belong to.
  38908. */
  38909. constructor(camera: FlyCamera);
  38910. /**
  38911. * Add keyboard input support to the input manager.
  38912. * @returns the new FlyCameraKeyboardMoveInput().
  38913. */
  38914. addKeyboard(): FlyCameraInputsManager;
  38915. /**
  38916. * Add mouse input support to the input manager.
  38917. * @param touchEnabled Enable touch screen support.
  38918. * @returns the new FlyCameraMouseInput().
  38919. */
  38920. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38921. }
  38922. }
  38923. declare module "babylonjs/Cameras/flyCamera" {
  38924. import { Scene } from "babylonjs/scene";
  38925. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38926. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38927. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38928. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38929. /**
  38930. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38931. * such as in a 3D Space Shooter or a Flight Simulator.
  38932. */
  38933. export class FlyCamera extends TargetCamera {
  38934. /**
  38935. * Define the collision ellipsoid of the camera.
  38936. * This is helpful for simulating a camera body, like a player's body.
  38937. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38938. */
  38939. ellipsoid: Vector3;
  38940. /**
  38941. * Define an offset for the position of the ellipsoid around the camera.
  38942. * This can be helpful if the camera is attached away from the player's body center,
  38943. * such as at its head.
  38944. */
  38945. ellipsoidOffset: Vector3;
  38946. /**
  38947. * Enable or disable collisions of the camera with the rest of the scene objects.
  38948. */
  38949. checkCollisions: boolean;
  38950. /**
  38951. * Enable or disable gravity on the camera.
  38952. */
  38953. applyGravity: boolean;
  38954. /**
  38955. * Define the current direction the camera is moving to.
  38956. */
  38957. cameraDirection: Vector3;
  38958. /**
  38959. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38960. * This overrides and empties cameraRotation.
  38961. */
  38962. rotationQuaternion: Quaternion;
  38963. /**
  38964. * Track Roll to maintain the wanted Rolling when looking around.
  38965. */
  38966. _trackRoll: number;
  38967. /**
  38968. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38969. */
  38970. rollCorrect: number;
  38971. /**
  38972. * Mimic a banked turn, Rolling the camera when Yawing.
  38973. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38974. */
  38975. bankedTurn: boolean;
  38976. /**
  38977. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38978. */
  38979. bankedTurnLimit: number;
  38980. /**
  38981. * Value of 0 disables the banked Roll.
  38982. * Value of 1 is equal to the Yaw angle in radians.
  38983. */
  38984. bankedTurnMultiplier: number;
  38985. /**
  38986. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38987. */
  38988. inputs: FlyCameraInputsManager;
  38989. /**
  38990. * Gets the input sensibility for mouse input.
  38991. * Higher values reduce sensitivity.
  38992. */
  38993. /**
  38994. * Sets the input sensibility for a mouse input.
  38995. * Higher values reduce sensitivity.
  38996. */
  38997. angularSensibility: number;
  38998. /**
  38999. * Get the keys for camera movement forward.
  39000. */
  39001. /**
  39002. * Set the keys for camera movement forward.
  39003. */
  39004. keysForward: number[];
  39005. /**
  39006. * Get the keys for camera movement backward.
  39007. */
  39008. keysBackward: number[];
  39009. /**
  39010. * Get the keys for camera movement up.
  39011. */
  39012. /**
  39013. * Set the keys for camera movement up.
  39014. */
  39015. keysUp: number[];
  39016. /**
  39017. * Get the keys for camera movement down.
  39018. */
  39019. /**
  39020. * Set the keys for camera movement down.
  39021. */
  39022. keysDown: number[];
  39023. /**
  39024. * Get the keys for camera movement left.
  39025. */
  39026. /**
  39027. * Set the keys for camera movement left.
  39028. */
  39029. keysLeft: number[];
  39030. /**
  39031. * Set the keys for camera movement right.
  39032. */
  39033. /**
  39034. * Set the keys for camera movement right.
  39035. */
  39036. keysRight: number[];
  39037. /**
  39038. * Event raised when the camera collides with a mesh in the scene.
  39039. */
  39040. onCollide: (collidedMesh: AbstractMesh) => void;
  39041. private _collider;
  39042. private _needMoveForGravity;
  39043. private _oldPosition;
  39044. private _diffPosition;
  39045. private _newPosition;
  39046. /** @hidden */
  39047. _localDirection: Vector3;
  39048. /** @hidden */
  39049. _transformedDirection: Vector3;
  39050. /**
  39051. * Instantiates a FlyCamera.
  39052. * This is a flying camera, designed for 3D movement and rotation in all directions,
  39053. * such as in a 3D Space Shooter or a Flight Simulator.
  39054. * @param name Define the name of the camera in the scene.
  39055. * @param position Define the starting position of the camera in the scene.
  39056. * @param scene Define the scene the camera belongs to.
  39057. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  39058. */
  39059. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  39060. /**
  39061. * Attach a control to the HTML DOM element.
  39062. * @param element Defines the element that listens to the input events.
  39063. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  39064. */
  39065. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39066. /**
  39067. * Detach a control from the HTML DOM element.
  39068. * The camera will stop reacting to that input.
  39069. * @param element Defines the element that listens to the input events.
  39070. */
  39071. detachControl(element: HTMLElement): void;
  39072. private _collisionMask;
  39073. /**
  39074. * Get the mask that the camera ignores in collision events.
  39075. */
  39076. /**
  39077. * Set the mask that the camera ignores in collision events.
  39078. */
  39079. collisionMask: number;
  39080. /** @hidden */
  39081. _collideWithWorld(displacement: Vector3): void;
  39082. /** @hidden */
  39083. private _onCollisionPositionChange;
  39084. /** @hidden */
  39085. _checkInputs(): void;
  39086. /** @hidden */
  39087. _decideIfNeedsToMove(): boolean;
  39088. /** @hidden */
  39089. _updatePosition(): void;
  39090. /**
  39091. * Restore the Roll to its target value at the rate specified.
  39092. * @param rate - Higher means slower restoring.
  39093. * @hidden
  39094. */
  39095. restoreRoll(rate: number): void;
  39096. /**
  39097. * Destroy the camera and release the current resources held by it.
  39098. */
  39099. dispose(): void;
  39100. /**
  39101. * Get the current object class name.
  39102. * @returns the class name.
  39103. */
  39104. getClassName(): string;
  39105. }
  39106. }
  39107. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  39108. import { Nullable } from "babylonjs/types";
  39109. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39110. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39111. /**
  39112. * Listen to keyboard events to control the camera.
  39113. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39114. */
  39115. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  39116. /**
  39117. * Defines the camera the input is attached to.
  39118. */
  39119. camera: FlyCamera;
  39120. /**
  39121. * The list of keyboard keys used to control the forward move of the camera.
  39122. */
  39123. keysForward: number[];
  39124. /**
  39125. * The list of keyboard keys used to control the backward move of the camera.
  39126. */
  39127. keysBackward: number[];
  39128. /**
  39129. * The list of keyboard keys used to control the forward move of the camera.
  39130. */
  39131. keysUp: number[];
  39132. /**
  39133. * The list of keyboard keys used to control the backward move of the camera.
  39134. */
  39135. keysDown: number[];
  39136. /**
  39137. * The list of keyboard keys used to control the right strafe move of the camera.
  39138. */
  39139. keysRight: number[];
  39140. /**
  39141. * The list of keyboard keys used to control the left strafe move of the camera.
  39142. */
  39143. keysLeft: number[];
  39144. private _keys;
  39145. private _onCanvasBlurObserver;
  39146. private _onKeyboardObserver;
  39147. private _engine;
  39148. private _scene;
  39149. /**
  39150. * Attach the input controls to a specific dom element to get the input from.
  39151. * @param element Defines the element the controls should be listened from
  39152. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39153. */
  39154. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39155. /**
  39156. * Detach the current controls from the specified dom element.
  39157. * @param element Defines the element to stop listening the inputs from
  39158. */
  39159. detachControl(element: Nullable<HTMLElement>): void;
  39160. /**
  39161. * Gets the class name of the current intput.
  39162. * @returns the class name
  39163. */
  39164. getClassName(): string;
  39165. /** @hidden */
  39166. _onLostFocus(e: FocusEvent): void;
  39167. /**
  39168. * Get the friendly name associated with the input class.
  39169. * @returns the input friendly name
  39170. */
  39171. getSimpleName(): string;
  39172. /**
  39173. * Update the current camera state depending on the inputs that have been used this frame.
  39174. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39175. */
  39176. checkInputs(): void;
  39177. }
  39178. }
  39179. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  39180. import { Nullable } from "babylonjs/types";
  39181. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39182. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39183. /**
  39184. * Manage the mouse wheel inputs to control a follow camera.
  39185. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39186. */
  39187. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  39188. /**
  39189. * Defines the camera the input is attached to.
  39190. */
  39191. camera: FollowCamera;
  39192. /**
  39193. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  39194. */
  39195. axisControlRadius: boolean;
  39196. /**
  39197. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  39198. */
  39199. axisControlHeight: boolean;
  39200. /**
  39201. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  39202. */
  39203. axisControlRotation: boolean;
  39204. /**
  39205. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  39206. * relation to mouseWheel events.
  39207. */
  39208. wheelPrecision: number;
  39209. /**
  39210. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  39211. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  39212. */
  39213. wheelDeltaPercentage: number;
  39214. private _wheel;
  39215. private _observer;
  39216. /**
  39217. * Attach the input controls to a specific dom element to get the input from.
  39218. * @param element Defines the element the controls should be listened from
  39219. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39220. */
  39221. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39222. /**
  39223. * Detach the current controls from the specified dom element.
  39224. * @param element Defines the element to stop listening the inputs from
  39225. */
  39226. detachControl(element: Nullable<HTMLElement>): void;
  39227. /**
  39228. * Gets the class name of the current intput.
  39229. * @returns the class name
  39230. */
  39231. getClassName(): string;
  39232. /**
  39233. * Get the friendly name associated with the input class.
  39234. * @returns the input friendly name
  39235. */
  39236. getSimpleName(): string;
  39237. }
  39238. }
  39239. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  39240. import { Nullable } from "babylonjs/types";
  39241. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39242. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  39243. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  39244. /**
  39245. * Manage the pointers inputs to control an follow camera.
  39246. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39247. */
  39248. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  39249. /**
  39250. * Defines the camera the input is attached to.
  39251. */
  39252. camera: FollowCamera;
  39253. /**
  39254. * Gets the class name of the current input.
  39255. * @returns the class name
  39256. */
  39257. getClassName(): string;
  39258. /**
  39259. * Defines the pointer angular sensibility along the X axis or how fast is
  39260. * the camera rotating.
  39261. * A negative number will reverse the axis direction.
  39262. */
  39263. angularSensibilityX: number;
  39264. /**
  39265. * Defines the pointer angular sensibility along the Y axis or how fast is
  39266. * the camera rotating.
  39267. * A negative number will reverse the axis direction.
  39268. */
  39269. angularSensibilityY: number;
  39270. /**
  39271. * Defines the pointer pinch precision or how fast is the camera zooming.
  39272. * A negative number will reverse the axis direction.
  39273. */
  39274. pinchPrecision: number;
  39275. /**
  39276. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  39277. * from 0.
  39278. * It defines the percentage of current camera.radius to use as delta when
  39279. * pinch zoom is used.
  39280. */
  39281. pinchDeltaPercentage: number;
  39282. /**
  39283. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  39284. */
  39285. axisXControlRadius: boolean;
  39286. /**
  39287. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  39288. */
  39289. axisXControlHeight: boolean;
  39290. /**
  39291. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  39292. */
  39293. axisXControlRotation: boolean;
  39294. /**
  39295. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  39296. */
  39297. axisYControlRadius: boolean;
  39298. /**
  39299. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  39300. */
  39301. axisYControlHeight: boolean;
  39302. /**
  39303. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  39304. */
  39305. axisYControlRotation: boolean;
  39306. /**
  39307. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  39308. */
  39309. axisPinchControlRadius: boolean;
  39310. /**
  39311. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  39312. */
  39313. axisPinchControlHeight: boolean;
  39314. /**
  39315. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  39316. */
  39317. axisPinchControlRotation: boolean;
  39318. /**
  39319. * Log error messages if basic misconfiguration has occurred.
  39320. */
  39321. warningEnable: boolean;
  39322. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  39323. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  39324. private _warningCounter;
  39325. private _warning;
  39326. }
  39327. }
  39328. declare module "babylonjs/Cameras/followCameraInputsManager" {
  39329. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39330. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39331. /**
  39332. * Default Inputs manager for the FollowCamera.
  39333. * It groups all the default supported inputs for ease of use.
  39334. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39335. */
  39336. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  39337. /**
  39338. * Instantiates a new FollowCameraInputsManager.
  39339. * @param camera Defines the camera the inputs belong to
  39340. */
  39341. constructor(camera: FollowCamera);
  39342. /**
  39343. * Add keyboard input support to the input manager.
  39344. * @returns the current input manager
  39345. */
  39346. addKeyboard(): FollowCameraInputsManager;
  39347. /**
  39348. * Add mouse wheel input support to the input manager.
  39349. * @returns the current input manager
  39350. */
  39351. addMouseWheel(): FollowCameraInputsManager;
  39352. /**
  39353. * Add pointers input support to the input manager.
  39354. * @returns the current input manager
  39355. */
  39356. addPointers(): FollowCameraInputsManager;
  39357. /**
  39358. * Add orientation input support to the input manager.
  39359. * @returns the current input manager
  39360. */
  39361. addVRDeviceOrientation(): FollowCameraInputsManager;
  39362. }
  39363. }
  39364. declare module "babylonjs/Cameras/followCamera" {
  39365. import { Nullable } from "babylonjs/types";
  39366. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39367. import { Scene } from "babylonjs/scene";
  39368. import { Vector3 } from "babylonjs/Maths/math.vector";
  39369. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39370. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  39371. /**
  39372. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  39373. * an arc rotate version arcFollowCamera are available.
  39374. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39375. */
  39376. export class FollowCamera extends TargetCamera {
  39377. /**
  39378. * Distance the follow camera should follow an object at
  39379. */
  39380. radius: number;
  39381. /**
  39382. * Minimum allowed distance of the camera to the axis of rotation
  39383. * (The camera can not get closer).
  39384. * This can help limiting how the Camera is able to move in the scene.
  39385. */
  39386. lowerRadiusLimit: Nullable<number>;
  39387. /**
  39388. * Maximum allowed distance of the camera to the axis of rotation
  39389. * (The camera can not get further).
  39390. * This can help limiting how the Camera is able to move in the scene.
  39391. */
  39392. upperRadiusLimit: Nullable<number>;
  39393. /**
  39394. * Define a rotation offset between the camera and the object it follows
  39395. */
  39396. rotationOffset: number;
  39397. /**
  39398. * Minimum allowed angle to camera position relative to target object.
  39399. * This can help limiting how the Camera is able to move in the scene.
  39400. */
  39401. lowerRotationOffsetLimit: Nullable<number>;
  39402. /**
  39403. * Maximum allowed angle to camera position relative to target object.
  39404. * This can help limiting how the Camera is able to move in the scene.
  39405. */
  39406. upperRotationOffsetLimit: Nullable<number>;
  39407. /**
  39408. * Define a height offset between the camera and the object it follows.
  39409. * It can help following an object from the top (like a car chaing a plane)
  39410. */
  39411. heightOffset: number;
  39412. /**
  39413. * Minimum allowed height of camera position relative to target object.
  39414. * This can help limiting how the Camera is able to move in the scene.
  39415. */
  39416. lowerHeightOffsetLimit: Nullable<number>;
  39417. /**
  39418. * Maximum allowed height of camera position relative to target object.
  39419. * This can help limiting how the Camera is able to move in the scene.
  39420. */
  39421. upperHeightOffsetLimit: Nullable<number>;
  39422. /**
  39423. * Define how fast the camera can accelerate to follow it s target.
  39424. */
  39425. cameraAcceleration: number;
  39426. /**
  39427. * Define the speed limit of the camera following an object.
  39428. */
  39429. maxCameraSpeed: number;
  39430. /**
  39431. * Define the target of the camera.
  39432. */
  39433. lockedTarget: Nullable<AbstractMesh>;
  39434. /**
  39435. * Defines the input associated with the camera.
  39436. */
  39437. inputs: FollowCameraInputsManager;
  39438. /**
  39439. * Instantiates the follow camera.
  39440. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39441. * @param name Define the name of the camera in the scene
  39442. * @param position Define the position of the camera
  39443. * @param scene Define the scene the camera belong to
  39444. * @param lockedTarget Define the target of the camera
  39445. */
  39446. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  39447. private _follow;
  39448. /**
  39449. * Attached controls to the current camera.
  39450. * @param element Defines the element the controls should be listened from
  39451. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39452. */
  39453. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39454. /**
  39455. * Detach the current controls from the camera.
  39456. * The camera will stop reacting to inputs.
  39457. * @param element Defines the element to stop listening the inputs from
  39458. */
  39459. detachControl(element: HTMLElement): void;
  39460. /** @hidden */
  39461. _checkInputs(): void;
  39462. private _checkLimits;
  39463. /**
  39464. * Gets the camera class name.
  39465. * @returns the class name
  39466. */
  39467. getClassName(): string;
  39468. }
  39469. /**
  39470. * Arc Rotate version of the follow camera.
  39471. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  39472. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39473. */
  39474. export class ArcFollowCamera extends TargetCamera {
  39475. /** The longitudinal angle of the camera */
  39476. alpha: number;
  39477. /** The latitudinal angle of the camera */
  39478. beta: number;
  39479. /** The radius of the camera from its target */
  39480. radius: number;
  39481. /** Define the camera target (the messh it should follow) */
  39482. target: Nullable<AbstractMesh>;
  39483. private _cartesianCoordinates;
  39484. /**
  39485. * Instantiates a new ArcFollowCamera
  39486. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39487. * @param name Define the name of the camera
  39488. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  39489. * @param beta Define the rotation angle of the camera around the elevation axis
  39490. * @param radius Define the radius of the camera from its target point
  39491. * @param target Define the target of the camera
  39492. * @param scene Define the scene the camera belongs to
  39493. */
  39494. constructor(name: string,
  39495. /** The longitudinal angle of the camera */
  39496. alpha: number,
  39497. /** The latitudinal angle of the camera */
  39498. beta: number,
  39499. /** The radius of the camera from its target */
  39500. radius: number,
  39501. /** Define the camera target (the messh it should follow) */
  39502. target: Nullable<AbstractMesh>, scene: Scene);
  39503. private _follow;
  39504. /** @hidden */
  39505. _checkInputs(): void;
  39506. /**
  39507. * Returns the class name of the object.
  39508. * It is mostly used internally for serialization purposes.
  39509. */
  39510. getClassName(): string;
  39511. }
  39512. }
  39513. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39514. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39515. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39516. import { Nullable } from "babylonjs/types";
  39517. /**
  39518. * Manage the keyboard inputs to control the movement of a follow camera.
  39519. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39520. */
  39521. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39522. /**
  39523. * Defines the camera the input is attached to.
  39524. */
  39525. camera: FollowCamera;
  39526. /**
  39527. * Defines the list of key codes associated with the up action (increase heightOffset)
  39528. */
  39529. keysHeightOffsetIncr: number[];
  39530. /**
  39531. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39532. */
  39533. keysHeightOffsetDecr: number[];
  39534. /**
  39535. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39536. */
  39537. keysHeightOffsetModifierAlt: boolean;
  39538. /**
  39539. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39540. */
  39541. keysHeightOffsetModifierCtrl: boolean;
  39542. /**
  39543. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39544. */
  39545. keysHeightOffsetModifierShift: boolean;
  39546. /**
  39547. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39548. */
  39549. keysRotationOffsetIncr: number[];
  39550. /**
  39551. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39552. */
  39553. keysRotationOffsetDecr: number[];
  39554. /**
  39555. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39556. */
  39557. keysRotationOffsetModifierAlt: boolean;
  39558. /**
  39559. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39560. */
  39561. keysRotationOffsetModifierCtrl: boolean;
  39562. /**
  39563. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39564. */
  39565. keysRotationOffsetModifierShift: boolean;
  39566. /**
  39567. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39568. */
  39569. keysRadiusIncr: number[];
  39570. /**
  39571. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39572. */
  39573. keysRadiusDecr: number[];
  39574. /**
  39575. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39576. */
  39577. keysRadiusModifierAlt: boolean;
  39578. /**
  39579. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39580. */
  39581. keysRadiusModifierCtrl: boolean;
  39582. /**
  39583. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39584. */
  39585. keysRadiusModifierShift: boolean;
  39586. /**
  39587. * Defines the rate of change of heightOffset.
  39588. */
  39589. heightSensibility: number;
  39590. /**
  39591. * Defines the rate of change of rotationOffset.
  39592. */
  39593. rotationSensibility: number;
  39594. /**
  39595. * Defines the rate of change of radius.
  39596. */
  39597. radiusSensibility: number;
  39598. private _keys;
  39599. private _ctrlPressed;
  39600. private _altPressed;
  39601. private _shiftPressed;
  39602. private _onCanvasBlurObserver;
  39603. private _onKeyboardObserver;
  39604. private _engine;
  39605. private _scene;
  39606. /**
  39607. * Attach the input controls to a specific dom element to get the input from.
  39608. * @param element Defines the element the controls should be listened from
  39609. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39610. */
  39611. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39612. /**
  39613. * Detach the current controls from the specified dom element.
  39614. * @param element Defines the element to stop listening the inputs from
  39615. */
  39616. detachControl(element: Nullable<HTMLElement>): void;
  39617. /**
  39618. * Update the current camera state depending on the inputs that have been used this frame.
  39619. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39620. */
  39621. checkInputs(): void;
  39622. /**
  39623. * Gets the class name of the current input.
  39624. * @returns the class name
  39625. */
  39626. getClassName(): string;
  39627. /**
  39628. * Get the friendly name associated with the input class.
  39629. * @returns the input friendly name
  39630. */
  39631. getSimpleName(): string;
  39632. /**
  39633. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39634. * allow modification of the heightOffset value.
  39635. */
  39636. private _modifierHeightOffset;
  39637. /**
  39638. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39639. * allow modification of the rotationOffset value.
  39640. */
  39641. private _modifierRotationOffset;
  39642. /**
  39643. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39644. * allow modification of the radius value.
  39645. */
  39646. private _modifierRadius;
  39647. }
  39648. }
  39649. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39650. import { Nullable } from "babylonjs/types";
  39651. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39652. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39653. import { Observable } from "babylonjs/Misc/observable";
  39654. module "babylonjs/Cameras/freeCameraInputsManager" {
  39655. interface FreeCameraInputsManager {
  39656. /**
  39657. * @hidden
  39658. */
  39659. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39660. /**
  39661. * Add orientation input support to the input manager.
  39662. * @returns the current input manager
  39663. */
  39664. addDeviceOrientation(): FreeCameraInputsManager;
  39665. }
  39666. }
  39667. /**
  39668. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39669. * Screen rotation is taken into account.
  39670. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39671. */
  39672. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39673. private _camera;
  39674. private _screenOrientationAngle;
  39675. private _constantTranform;
  39676. private _screenQuaternion;
  39677. private _alpha;
  39678. private _beta;
  39679. private _gamma;
  39680. /**
  39681. * Can be used to detect if a device orientation sensor is availible on a device
  39682. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39683. * @returns a promise that will resolve on orientation change
  39684. */
  39685. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39686. /**
  39687. * @hidden
  39688. */
  39689. _onDeviceOrientationChangedObservable: Observable<void>;
  39690. /**
  39691. * Instantiates a new input
  39692. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39693. */
  39694. constructor();
  39695. /**
  39696. * Define the camera controlled by the input.
  39697. */
  39698. camera: FreeCamera;
  39699. /**
  39700. * Attach the input controls to a specific dom element to get the input from.
  39701. * @param element Defines the element the controls should be listened from
  39702. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39703. */
  39704. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39705. private _orientationChanged;
  39706. private _deviceOrientation;
  39707. /**
  39708. * Detach the current controls from the specified dom element.
  39709. * @param element Defines the element to stop listening the inputs from
  39710. */
  39711. detachControl(element: Nullable<HTMLElement>): void;
  39712. /**
  39713. * Update the current camera state depending on the inputs that have been used this frame.
  39714. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39715. */
  39716. checkInputs(): void;
  39717. /**
  39718. * Gets the class name of the current intput.
  39719. * @returns the class name
  39720. */
  39721. getClassName(): string;
  39722. /**
  39723. * Get the friendly name associated with the input class.
  39724. * @returns the input friendly name
  39725. */
  39726. getSimpleName(): string;
  39727. }
  39728. }
  39729. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39730. import { Nullable } from "babylonjs/types";
  39731. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39732. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39733. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39734. /**
  39735. * Manage the gamepad inputs to control a free camera.
  39736. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39737. */
  39738. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39739. /**
  39740. * Define the camera the input is attached to.
  39741. */
  39742. camera: FreeCamera;
  39743. /**
  39744. * Define the Gamepad controlling the input
  39745. */
  39746. gamepad: Nullable<Gamepad>;
  39747. /**
  39748. * Defines the gamepad rotation sensiblity.
  39749. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39750. */
  39751. gamepadAngularSensibility: number;
  39752. /**
  39753. * Defines the gamepad move sensiblity.
  39754. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39755. */
  39756. gamepadMoveSensibility: number;
  39757. private _yAxisScale;
  39758. /**
  39759. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  39760. */
  39761. invertYAxis: boolean;
  39762. private _onGamepadConnectedObserver;
  39763. private _onGamepadDisconnectedObserver;
  39764. private _cameraTransform;
  39765. private _deltaTransform;
  39766. private _vector3;
  39767. private _vector2;
  39768. /**
  39769. * Attach the input controls to a specific dom element to get the input from.
  39770. * @param element Defines the element the controls should be listened from
  39771. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39772. */
  39773. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39774. /**
  39775. * Detach the current controls from the specified dom element.
  39776. * @param element Defines the element to stop listening the inputs from
  39777. */
  39778. detachControl(element: Nullable<HTMLElement>): void;
  39779. /**
  39780. * Update the current camera state depending on the inputs that have been used this frame.
  39781. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39782. */
  39783. checkInputs(): void;
  39784. /**
  39785. * Gets the class name of the current intput.
  39786. * @returns the class name
  39787. */
  39788. getClassName(): string;
  39789. /**
  39790. * Get the friendly name associated with the input class.
  39791. * @returns the input friendly name
  39792. */
  39793. getSimpleName(): string;
  39794. }
  39795. }
  39796. declare module "babylonjs/Misc/virtualJoystick" {
  39797. import { Nullable } from "babylonjs/types";
  39798. import { Vector3 } from "babylonjs/Maths/math.vector";
  39799. /**
  39800. * Defines the potential axis of a Joystick
  39801. */
  39802. export enum JoystickAxis {
  39803. /** X axis */
  39804. X = 0,
  39805. /** Y axis */
  39806. Y = 1,
  39807. /** Z axis */
  39808. Z = 2
  39809. }
  39810. /**
  39811. * Class used to define virtual joystick (used in touch mode)
  39812. */
  39813. export class VirtualJoystick {
  39814. /**
  39815. * Gets or sets a boolean indicating that left and right values must be inverted
  39816. */
  39817. reverseLeftRight: boolean;
  39818. /**
  39819. * Gets or sets a boolean indicating that up and down values must be inverted
  39820. */
  39821. reverseUpDown: boolean;
  39822. /**
  39823. * Gets the offset value for the position (ie. the change of the position value)
  39824. */
  39825. deltaPosition: Vector3;
  39826. /**
  39827. * Gets a boolean indicating if the virtual joystick was pressed
  39828. */
  39829. pressed: boolean;
  39830. /**
  39831. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39832. */
  39833. static Canvas: Nullable<HTMLCanvasElement>;
  39834. private static _globalJoystickIndex;
  39835. private static vjCanvasContext;
  39836. private static vjCanvasWidth;
  39837. private static vjCanvasHeight;
  39838. private static halfWidth;
  39839. private _action;
  39840. private _axisTargetedByLeftAndRight;
  39841. private _axisTargetedByUpAndDown;
  39842. private _joystickSensibility;
  39843. private _inversedSensibility;
  39844. private _joystickPointerID;
  39845. private _joystickColor;
  39846. private _joystickPointerPos;
  39847. private _joystickPreviousPointerPos;
  39848. private _joystickPointerStartPos;
  39849. private _deltaJoystickVector;
  39850. private _leftJoystick;
  39851. private _touches;
  39852. private _onPointerDownHandlerRef;
  39853. private _onPointerMoveHandlerRef;
  39854. private _onPointerUpHandlerRef;
  39855. private _onResize;
  39856. /**
  39857. * Creates a new virtual joystick
  39858. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39859. */
  39860. constructor(leftJoystick?: boolean);
  39861. /**
  39862. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39863. * @param newJoystickSensibility defines the new sensibility
  39864. */
  39865. setJoystickSensibility(newJoystickSensibility: number): void;
  39866. private _onPointerDown;
  39867. private _onPointerMove;
  39868. private _onPointerUp;
  39869. /**
  39870. * Change the color of the virtual joystick
  39871. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39872. */
  39873. setJoystickColor(newColor: string): void;
  39874. /**
  39875. * Defines a callback to call when the joystick is touched
  39876. * @param action defines the callback
  39877. */
  39878. setActionOnTouch(action: () => any): void;
  39879. /**
  39880. * Defines which axis you'd like to control for left & right
  39881. * @param axis defines the axis to use
  39882. */
  39883. setAxisForLeftRight(axis: JoystickAxis): void;
  39884. /**
  39885. * Defines which axis you'd like to control for up & down
  39886. * @param axis defines the axis to use
  39887. */
  39888. setAxisForUpDown(axis: JoystickAxis): void;
  39889. private _drawVirtualJoystick;
  39890. /**
  39891. * Release internal HTML canvas
  39892. */
  39893. releaseCanvas(): void;
  39894. }
  39895. }
  39896. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39897. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39898. import { Nullable } from "babylonjs/types";
  39899. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39900. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39901. module "babylonjs/Cameras/freeCameraInputsManager" {
  39902. interface FreeCameraInputsManager {
  39903. /**
  39904. * Add virtual joystick input support to the input manager.
  39905. * @returns the current input manager
  39906. */
  39907. addVirtualJoystick(): FreeCameraInputsManager;
  39908. }
  39909. }
  39910. /**
  39911. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39912. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39913. */
  39914. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39915. /**
  39916. * Defines the camera the input is attached to.
  39917. */
  39918. camera: FreeCamera;
  39919. private _leftjoystick;
  39920. private _rightjoystick;
  39921. /**
  39922. * Gets the left stick of the virtual joystick.
  39923. * @returns The virtual Joystick
  39924. */
  39925. getLeftJoystick(): VirtualJoystick;
  39926. /**
  39927. * Gets the right stick of the virtual joystick.
  39928. * @returns The virtual Joystick
  39929. */
  39930. getRightJoystick(): VirtualJoystick;
  39931. /**
  39932. * Update the current camera state depending on the inputs that have been used this frame.
  39933. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39934. */
  39935. checkInputs(): void;
  39936. /**
  39937. * Attach the input controls to a specific dom element to get the input from.
  39938. * @param element Defines the element the controls should be listened from
  39939. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39940. */
  39941. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39942. /**
  39943. * Detach the current controls from the specified dom element.
  39944. * @param element Defines the element to stop listening the inputs from
  39945. */
  39946. detachControl(element: Nullable<HTMLElement>): void;
  39947. /**
  39948. * Gets the class name of the current intput.
  39949. * @returns the class name
  39950. */
  39951. getClassName(): string;
  39952. /**
  39953. * Get the friendly name associated with the input class.
  39954. * @returns the input friendly name
  39955. */
  39956. getSimpleName(): string;
  39957. }
  39958. }
  39959. declare module "babylonjs/Cameras/Inputs/index" {
  39960. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39961. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39962. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39963. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39964. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39965. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39966. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39967. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39968. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39969. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39970. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39971. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39972. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39973. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39974. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39975. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39976. }
  39977. declare module "babylonjs/Cameras/touchCamera" {
  39978. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39979. import { Scene } from "babylonjs/scene";
  39980. import { Vector3 } from "babylonjs/Maths/math.vector";
  39981. /**
  39982. * This represents a FPS type of camera controlled by touch.
  39983. * This is like a universal camera minus the Gamepad controls.
  39984. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39985. */
  39986. export class TouchCamera extends FreeCamera {
  39987. /**
  39988. * Defines the touch sensibility for rotation.
  39989. * The higher the faster.
  39990. */
  39991. touchAngularSensibility: number;
  39992. /**
  39993. * Defines the touch sensibility for move.
  39994. * The higher the faster.
  39995. */
  39996. touchMoveSensibility: number;
  39997. /**
  39998. * Instantiates a new touch camera.
  39999. * This represents a FPS type of camera controlled by touch.
  40000. * This is like a universal camera minus the Gamepad controls.
  40001. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40002. * @param name Define the name of the camera in the scene
  40003. * @param position Define the start position of the camera in the scene
  40004. * @param scene Define the scene the camera belongs to
  40005. */
  40006. constructor(name: string, position: Vector3, scene: Scene);
  40007. /**
  40008. * Gets the current object class name.
  40009. * @return the class name
  40010. */
  40011. getClassName(): string;
  40012. /** @hidden */
  40013. _setupInputs(): void;
  40014. }
  40015. }
  40016. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  40017. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40018. import { Scene } from "babylonjs/scene";
  40019. import { Vector3 } from "babylonjs/Maths/math.vector";
  40020. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  40021. import { Axis } from "babylonjs/Maths/math.axis";
  40022. /**
  40023. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  40024. * being tilted forward or back and left or right.
  40025. */
  40026. export class DeviceOrientationCamera extends FreeCamera {
  40027. private _initialQuaternion;
  40028. private _quaternionCache;
  40029. private _tmpDragQuaternion;
  40030. private _disablePointerInputWhenUsingDeviceOrientation;
  40031. /**
  40032. * Creates a new device orientation camera
  40033. * @param name The name of the camera
  40034. * @param position The start position camera
  40035. * @param scene The scene the camera belongs to
  40036. */
  40037. constructor(name: string, position: Vector3, scene: Scene);
  40038. /**
  40039. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  40040. */
  40041. disablePointerInputWhenUsingDeviceOrientation: boolean;
  40042. private _dragFactor;
  40043. /**
  40044. * Enabled turning on the y axis when the orientation sensor is active
  40045. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  40046. */
  40047. enableHorizontalDragging(dragFactor?: number): void;
  40048. /**
  40049. * Gets the current instance class name ("DeviceOrientationCamera").
  40050. * This helps avoiding instanceof at run time.
  40051. * @returns the class name
  40052. */
  40053. getClassName(): string;
  40054. /**
  40055. * @hidden
  40056. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  40057. */
  40058. _checkInputs(): void;
  40059. /**
  40060. * Reset the camera to its default orientation on the specified axis only.
  40061. * @param axis The axis to reset
  40062. */
  40063. resetToCurrentRotation(axis?: Axis): void;
  40064. }
  40065. }
  40066. declare module "babylonjs/Gamepads/xboxGamepad" {
  40067. import { Observable } from "babylonjs/Misc/observable";
  40068. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40069. /**
  40070. * Defines supported buttons for XBox360 compatible gamepads
  40071. */
  40072. export enum Xbox360Button {
  40073. /** A */
  40074. A = 0,
  40075. /** B */
  40076. B = 1,
  40077. /** X */
  40078. X = 2,
  40079. /** Y */
  40080. Y = 3,
  40081. /** Start */
  40082. Start = 4,
  40083. /** Back */
  40084. Back = 5,
  40085. /** Left button */
  40086. LB = 6,
  40087. /** Right button */
  40088. RB = 7,
  40089. /** Left stick */
  40090. LeftStick = 8,
  40091. /** Right stick */
  40092. RightStick = 9
  40093. }
  40094. /** Defines values for XBox360 DPad */
  40095. export enum Xbox360Dpad {
  40096. /** Up */
  40097. Up = 0,
  40098. /** Down */
  40099. Down = 1,
  40100. /** Left */
  40101. Left = 2,
  40102. /** Right */
  40103. Right = 3
  40104. }
  40105. /**
  40106. * Defines a XBox360 gamepad
  40107. */
  40108. export class Xbox360Pad extends Gamepad {
  40109. private _leftTrigger;
  40110. private _rightTrigger;
  40111. private _onlefttriggerchanged;
  40112. private _onrighttriggerchanged;
  40113. private _onbuttondown;
  40114. private _onbuttonup;
  40115. private _ondpaddown;
  40116. private _ondpadup;
  40117. /** Observable raised when a button is pressed */
  40118. onButtonDownObservable: Observable<Xbox360Button>;
  40119. /** Observable raised when a button is released */
  40120. onButtonUpObservable: Observable<Xbox360Button>;
  40121. /** Observable raised when a pad is pressed */
  40122. onPadDownObservable: Observable<Xbox360Dpad>;
  40123. /** Observable raised when a pad is released */
  40124. onPadUpObservable: Observable<Xbox360Dpad>;
  40125. private _buttonA;
  40126. private _buttonB;
  40127. private _buttonX;
  40128. private _buttonY;
  40129. private _buttonBack;
  40130. private _buttonStart;
  40131. private _buttonLB;
  40132. private _buttonRB;
  40133. private _buttonLeftStick;
  40134. private _buttonRightStick;
  40135. private _dPadUp;
  40136. private _dPadDown;
  40137. private _dPadLeft;
  40138. private _dPadRight;
  40139. private _isXboxOnePad;
  40140. /**
  40141. * Creates a new XBox360 gamepad object
  40142. * @param id defines the id of this gamepad
  40143. * @param index defines its index
  40144. * @param gamepad defines the internal HTML gamepad object
  40145. * @param xboxOne defines if it is a XBox One gamepad
  40146. */
  40147. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  40148. /**
  40149. * Defines the callback to call when left trigger is pressed
  40150. * @param callback defines the callback to use
  40151. */
  40152. onlefttriggerchanged(callback: (value: number) => void): void;
  40153. /**
  40154. * Defines the callback to call when right trigger is pressed
  40155. * @param callback defines the callback to use
  40156. */
  40157. onrighttriggerchanged(callback: (value: number) => void): void;
  40158. /**
  40159. * Gets the left trigger value
  40160. */
  40161. /**
  40162. * Sets the left trigger value
  40163. */
  40164. leftTrigger: number;
  40165. /**
  40166. * Gets the right trigger value
  40167. */
  40168. /**
  40169. * Sets the right trigger value
  40170. */
  40171. rightTrigger: number;
  40172. /**
  40173. * Defines the callback to call when a button is pressed
  40174. * @param callback defines the callback to use
  40175. */
  40176. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  40177. /**
  40178. * Defines the callback to call when a button is released
  40179. * @param callback defines the callback to use
  40180. */
  40181. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  40182. /**
  40183. * Defines the callback to call when a pad is pressed
  40184. * @param callback defines the callback to use
  40185. */
  40186. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  40187. /**
  40188. * Defines the callback to call when a pad is released
  40189. * @param callback defines the callback to use
  40190. */
  40191. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  40192. private _setButtonValue;
  40193. private _setDPadValue;
  40194. /**
  40195. * Gets the value of the `A` button
  40196. */
  40197. /**
  40198. * Sets the value of the `A` button
  40199. */
  40200. buttonA: number;
  40201. /**
  40202. * Gets the value of the `B` button
  40203. */
  40204. /**
  40205. * Sets the value of the `B` button
  40206. */
  40207. buttonB: number;
  40208. /**
  40209. * Gets the value of the `X` button
  40210. */
  40211. /**
  40212. * Sets the value of the `X` button
  40213. */
  40214. buttonX: number;
  40215. /**
  40216. * Gets the value of the `Y` button
  40217. */
  40218. /**
  40219. * Sets the value of the `Y` button
  40220. */
  40221. buttonY: number;
  40222. /**
  40223. * Gets the value of the `Start` button
  40224. */
  40225. /**
  40226. * Sets the value of the `Start` button
  40227. */
  40228. buttonStart: number;
  40229. /**
  40230. * Gets the value of the `Back` button
  40231. */
  40232. /**
  40233. * Sets the value of the `Back` button
  40234. */
  40235. buttonBack: number;
  40236. /**
  40237. * Gets the value of the `Left` button
  40238. */
  40239. /**
  40240. * Sets the value of the `Left` button
  40241. */
  40242. buttonLB: number;
  40243. /**
  40244. * Gets the value of the `Right` button
  40245. */
  40246. /**
  40247. * Sets the value of the `Right` button
  40248. */
  40249. buttonRB: number;
  40250. /**
  40251. * Gets the value of the Left joystick
  40252. */
  40253. /**
  40254. * Sets the value of the Left joystick
  40255. */
  40256. buttonLeftStick: number;
  40257. /**
  40258. * Gets the value of the Right joystick
  40259. */
  40260. /**
  40261. * Sets the value of the Right joystick
  40262. */
  40263. buttonRightStick: number;
  40264. /**
  40265. * Gets the value of D-pad up
  40266. */
  40267. /**
  40268. * Sets the value of D-pad up
  40269. */
  40270. dPadUp: number;
  40271. /**
  40272. * Gets the value of D-pad down
  40273. */
  40274. /**
  40275. * Sets the value of D-pad down
  40276. */
  40277. dPadDown: number;
  40278. /**
  40279. * Gets the value of D-pad left
  40280. */
  40281. /**
  40282. * Sets the value of D-pad left
  40283. */
  40284. dPadLeft: number;
  40285. /**
  40286. * Gets the value of D-pad right
  40287. */
  40288. /**
  40289. * Sets the value of D-pad right
  40290. */
  40291. dPadRight: number;
  40292. /**
  40293. * Force the gamepad to synchronize with device values
  40294. */
  40295. update(): void;
  40296. /**
  40297. * Disposes the gamepad
  40298. */
  40299. dispose(): void;
  40300. }
  40301. }
  40302. declare module "babylonjs/Gamepads/dualShockGamepad" {
  40303. import { Observable } from "babylonjs/Misc/observable";
  40304. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40305. /**
  40306. * Defines supported buttons for DualShock compatible gamepads
  40307. */
  40308. export enum DualShockButton {
  40309. /** Cross */
  40310. Cross = 0,
  40311. /** Circle */
  40312. Circle = 1,
  40313. /** Square */
  40314. Square = 2,
  40315. /** Triangle */
  40316. Triangle = 3,
  40317. /** Options */
  40318. Options = 4,
  40319. /** Share */
  40320. Share = 5,
  40321. /** L1 */
  40322. L1 = 6,
  40323. /** R1 */
  40324. R1 = 7,
  40325. /** Left stick */
  40326. LeftStick = 8,
  40327. /** Right stick */
  40328. RightStick = 9
  40329. }
  40330. /** Defines values for DualShock DPad */
  40331. export enum DualShockDpad {
  40332. /** Up */
  40333. Up = 0,
  40334. /** Down */
  40335. Down = 1,
  40336. /** Left */
  40337. Left = 2,
  40338. /** Right */
  40339. Right = 3
  40340. }
  40341. /**
  40342. * Defines a DualShock gamepad
  40343. */
  40344. export class DualShockPad extends Gamepad {
  40345. private _leftTrigger;
  40346. private _rightTrigger;
  40347. private _onlefttriggerchanged;
  40348. private _onrighttriggerchanged;
  40349. private _onbuttondown;
  40350. private _onbuttonup;
  40351. private _ondpaddown;
  40352. private _ondpadup;
  40353. /** Observable raised when a button is pressed */
  40354. onButtonDownObservable: Observable<DualShockButton>;
  40355. /** Observable raised when a button is released */
  40356. onButtonUpObservable: Observable<DualShockButton>;
  40357. /** Observable raised when a pad is pressed */
  40358. onPadDownObservable: Observable<DualShockDpad>;
  40359. /** Observable raised when a pad is released */
  40360. onPadUpObservable: Observable<DualShockDpad>;
  40361. private _buttonCross;
  40362. private _buttonCircle;
  40363. private _buttonSquare;
  40364. private _buttonTriangle;
  40365. private _buttonShare;
  40366. private _buttonOptions;
  40367. private _buttonL1;
  40368. private _buttonR1;
  40369. private _buttonLeftStick;
  40370. private _buttonRightStick;
  40371. private _dPadUp;
  40372. private _dPadDown;
  40373. private _dPadLeft;
  40374. private _dPadRight;
  40375. /**
  40376. * Creates a new DualShock gamepad object
  40377. * @param id defines the id of this gamepad
  40378. * @param index defines its index
  40379. * @param gamepad defines the internal HTML gamepad object
  40380. */
  40381. constructor(id: string, index: number, gamepad: any);
  40382. /**
  40383. * Defines the callback to call when left trigger is pressed
  40384. * @param callback defines the callback to use
  40385. */
  40386. onlefttriggerchanged(callback: (value: number) => void): void;
  40387. /**
  40388. * Defines the callback to call when right trigger is pressed
  40389. * @param callback defines the callback to use
  40390. */
  40391. onrighttriggerchanged(callback: (value: number) => void): void;
  40392. /**
  40393. * Gets the left trigger value
  40394. */
  40395. /**
  40396. * Sets the left trigger value
  40397. */
  40398. leftTrigger: number;
  40399. /**
  40400. * Gets the right trigger value
  40401. */
  40402. /**
  40403. * Sets the right trigger value
  40404. */
  40405. rightTrigger: number;
  40406. /**
  40407. * Defines the callback to call when a button is pressed
  40408. * @param callback defines the callback to use
  40409. */
  40410. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  40411. /**
  40412. * Defines the callback to call when a button is released
  40413. * @param callback defines the callback to use
  40414. */
  40415. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  40416. /**
  40417. * Defines the callback to call when a pad is pressed
  40418. * @param callback defines the callback to use
  40419. */
  40420. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  40421. /**
  40422. * Defines the callback to call when a pad is released
  40423. * @param callback defines the callback to use
  40424. */
  40425. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  40426. private _setButtonValue;
  40427. private _setDPadValue;
  40428. /**
  40429. * Gets the value of the `Cross` button
  40430. */
  40431. /**
  40432. * Sets the value of the `Cross` button
  40433. */
  40434. buttonCross: number;
  40435. /**
  40436. * Gets the value of the `Circle` button
  40437. */
  40438. /**
  40439. * Sets the value of the `Circle` button
  40440. */
  40441. buttonCircle: number;
  40442. /**
  40443. * Gets the value of the `Square` button
  40444. */
  40445. /**
  40446. * Sets the value of the `Square` button
  40447. */
  40448. buttonSquare: number;
  40449. /**
  40450. * Gets the value of the `Triangle` button
  40451. */
  40452. /**
  40453. * Sets the value of the `Triangle` button
  40454. */
  40455. buttonTriangle: number;
  40456. /**
  40457. * Gets the value of the `Options` button
  40458. */
  40459. /**
  40460. * Sets the value of the `Options` button
  40461. */
  40462. buttonOptions: number;
  40463. /**
  40464. * Gets the value of the `Share` button
  40465. */
  40466. /**
  40467. * Sets the value of the `Share` button
  40468. */
  40469. buttonShare: number;
  40470. /**
  40471. * Gets the value of the `L1` button
  40472. */
  40473. /**
  40474. * Sets the value of the `L1` button
  40475. */
  40476. buttonL1: number;
  40477. /**
  40478. * Gets the value of the `R1` button
  40479. */
  40480. /**
  40481. * Sets the value of the `R1` button
  40482. */
  40483. buttonR1: number;
  40484. /**
  40485. * Gets the value of the Left joystick
  40486. */
  40487. /**
  40488. * Sets the value of the Left joystick
  40489. */
  40490. buttonLeftStick: number;
  40491. /**
  40492. * Gets the value of the Right joystick
  40493. */
  40494. /**
  40495. * Sets the value of the Right joystick
  40496. */
  40497. buttonRightStick: number;
  40498. /**
  40499. * Gets the value of D-pad up
  40500. */
  40501. /**
  40502. * Sets the value of D-pad up
  40503. */
  40504. dPadUp: number;
  40505. /**
  40506. * Gets the value of D-pad down
  40507. */
  40508. /**
  40509. * Sets the value of D-pad down
  40510. */
  40511. dPadDown: number;
  40512. /**
  40513. * Gets the value of D-pad left
  40514. */
  40515. /**
  40516. * Sets the value of D-pad left
  40517. */
  40518. dPadLeft: number;
  40519. /**
  40520. * Gets the value of D-pad right
  40521. */
  40522. /**
  40523. * Sets the value of D-pad right
  40524. */
  40525. dPadRight: number;
  40526. /**
  40527. * Force the gamepad to synchronize with device values
  40528. */
  40529. update(): void;
  40530. /**
  40531. * Disposes the gamepad
  40532. */
  40533. dispose(): void;
  40534. }
  40535. }
  40536. declare module "babylonjs/Gamepads/gamepadManager" {
  40537. import { Observable } from "babylonjs/Misc/observable";
  40538. import { Nullable } from "babylonjs/types";
  40539. import { Scene } from "babylonjs/scene";
  40540. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40541. /**
  40542. * Manager for handling gamepads
  40543. */
  40544. export class GamepadManager {
  40545. private _scene?;
  40546. private _babylonGamepads;
  40547. private _oneGamepadConnected;
  40548. /** @hidden */
  40549. _isMonitoring: boolean;
  40550. private _gamepadEventSupported;
  40551. private _gamepadSupport;
  40552. /**
  40553. * observable to be triggered when the gamepad controller has been connected
  40554. */
  40555. onGamepadConnectedObservable: Observable<Gamepad>;
  40556. /**
  40557. * observable to be triggered when the gamepad controller has been disconnected
  40558. */
  40559. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40560. private _onGamepadConnectedEvent;
  40561. private _onGamepadDisconnectedEvent;
  40562. /**
  40563. * Initializes the gamepad manager
  40564. * @param _scene BabylonJS scene
  40565. */
  40566. constructor(_scene?: Scene | undefined);
  40567. /**
  40568. * The gamepads in the game pad manager
  40569. */
  40570. readonly gamepads: Gamepad[];
  40571. /**
  40572. * Get the gamepad controllers based on type
  40573. * @param type The type of gamepad controller
  40574. * @returns Nullable gamepad
  40575. */
  40576. getGamepadByType(type?: number): Nullable<Gamepad>;
  40577. /**
  40578. * Disposes the gamepad manager
  40579. */
  40580. dispose(): void;
  40581. private _addNewGamepad;
  40582. private _startMonitoringGamepads;
  40583. private _stopMonitoringGamepads;
  40584. /** @hidden */
  40585. _checkGamepadsStatus(): void;
  40586. private _updateGamepadObjects;
  40587. }
  40588. }
  40589. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40590. import { Nullable } from "babylonjs/types";
  40591. import { Scene } from "babylonjs/scene";
  40592. import { ISceneComponent } from "babylonjs/sceneComponent";
  40593. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40594. module "babylonjs/scene" {
  40595. interface Scene {
  40596. /** @hidden */
  40597. _gamepadManager: Nullable<GamepadManager>;
  40598. /**
  40599. * Gets the gamepad manager associated with the scene
  40600. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40601. */
  40602. gamepadManager: GamepadManager;
  40603. }
  40604. }
  40605. module "babylonjs/Cameras/freeCameraInputsManager" {
  40606. /**
  40607. * Interface representing a free camera inputs manager
  40608. */
  40609. interface FreeCameraInputsManager {
  40610. /**
  40611. * Adds gamepad input support to the FreeCameraInputsManager.
  40612. * @returns the FreeCameraInputsManager
  40613. */
  40614. addGamepad(): FreeCameraInputsManager;
  40615. }
  40616. }
  40617. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40618. /**
  40619. * Interface representing an arc rotate camera inputs manager
  40620. */
  40621. interface ArcRotateCameraInputsManager {
  40622. /**
  40623. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40624. * @returns the camera inputs manager
  40625. */
  40626. addGamepad(): ArcRotateCameraInputsManager;
  40627. }
  40628. }
  40629. /**
  40630. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40631. */
  40632. export class GamepadSystemSceneComponent implements ISceneComponent {
  40633. /**
  40634. * The component name helpfull to identify the component in the list of scene components.
  40635. */
  40636. readonly name: string;
  40637. /**
  40638. * The scene the component belongs to.
  40639. */
  40640. scene: Scene;
  40641. /**
  40642. * Creates a new instance of the component for the given scene
  40643. * @param scene Defines the scene to register the component in
  40644. */
  40645. constructor(scene: Scene);
  40646. /**
  40647. * Registers the component in a given scene
  40648. */
  40649. register(): void;
  40650. /**
  40651. * Rebuilds the elements related to this component in case of
  40652. * context lost for instance.
  40653. */
  40654. rebuild(): void;
  40655. /**
  40656. * Disposes the component and the associated ressources
  40657. */
  40658. dispose(): void;
  40659. private _beforeCameraUpdate;
  40660. }
  40661. }
  40662. declare module "babylonjs/Cameras/universalCamera" {
  40663. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40664. import { Scene } from "babylonjs/scene";
  40665. import { Vector3 } from "babylonjs/Maths/math.vector";
  40666. import "babylonjs/Gamepads/gamepadSceneComponent";
  40667. /**
  40668. * 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,
  40669. * which still works and will still be found in many Playgrounds.
  40670. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40671. */
  40672. export class UniversalCamera extends TouchCamera {
  40673. /**
  40674. * Defines the gamepad rotation sensiblity.
  40675. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40676. */
  40677. gamepadAngularSensibility: number;
  40678. /**
  40679. * Defines the gamepad move sensiblity.
  40680. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40681. */
  40682. gamepadMoveSensibility: number;
  40683. /**
  40684. * 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,
  40685. * which still works and will still be found in many Playgrounds.
  40686. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40687. * @param name Define the name of the camera in the scene
  40688. * @param position Define the start position of the camera in the scene
  40689. * @param scene Define the scene the camera belongs to
  40690. */
  40691. constructor(name: string, position: Vector3, scene: Scene);
  40692. /**
  40693. * Gets the current object class name.
  40694. * @return the class name
  40695. */
  40696. getClassName(): string;
  40697. }
  40698. }
  40699. declare module "babylonjs/Cameras/gamepadCamera" {
  40700. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40701. import { Scene } from "babylonjs/scene";
  40702. import { Vector3 } from "babylonjs/Maths/math.vector";
  40703. /**
  40704. * This represents a FPS type of camera. This is only here for back compat purpose.
  40705. * Please use the UniversalCamera instead as both are identical.
  40706. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40707. */
  40708. export class GamepadCamera extends UniversalCamera {
  40709. /**
  40710. * Instantiates a new Gamepad Camera
  40711. * This represents a FPS type of camera. This is only here for back compat purpose.
  40712. * Please use the UniversalCamera instead as both are identical.
  40713. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40714. * @param name Define the name of the camera in the scene
  40715. * @param position Define the start position of the camera in the scene
  40716. * @param scene Define the scene the camera belongs to
  40717. */
  40718. constructor(name: string, position: Vector3, scene: Scene);
  40719. /**
  40720. * Gets the current object class name.
  40721. * @return the class name
  40722. */
  40723. getClassName(): string;
  40724. }
  40725. }
  40726. declare module "babylonjs/Shaders/pass.fragment" {
  40727. /** @hidden */
  40728. export var passPixelShader: {
  40729. name: string;
  40730. shader: string;
  40731. };
  40732. }
  40733. declare module "babylonjs/Shaders/passCube.fragment" {
  40734. /** @hidden */
  40735. export var passCubePixelShader: {
  40736. name: string;
  40737. shader: string;
  40738. };
  40739. }
  40740. declare module "babylonjs/PostProcesses/passPostProcess" {
  40741. import { Nullable } from "babylonjs/types";
  40742. import { Camera } from "babylonjs/Cameras/camera";
  40743. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40744. import { Engine } from "babylonjs/Engines/engine";
  40745. import "babylonjs/Shaders/pass.fragment";
  40746. import "babylonjs/Shaders/passCube.fragment";
  40747. /**
  40748. * PassPostProcess which produces an output the same as it's input
  40749. */
  40750. export class PassPostProcess extends PostProcess {
  40751. /**
  40752. * Creates the PassPostProcess
  40753. * @param name The name of the effect.
  40754. * @param options The required width/height ratio to downsize to before computing the render pass.
  40755. * @param camera The camera to apply the render pass to.
  40756. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40757. * @param engine The engine which the post process will be applied. (default: current engine)
  40758. * @param reusable If the post process can be reused on the same frame. (default: false)
  40759. * @param textureType The type of texture to be used when performing the post processing.
  40760. * @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)
  40761. */
  40762. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40763. }
  40764. /**
  40765. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  40766. */
  40767. export class PassCubePostProcess extends PostProcess {
  40768. private _face;
  40769. /**
  40770. * Gets or sets the cube face to display.
  40771. * * 0 is +X
  40772. * * 1 is -X
  40773. * * 2 is +Y
  40774. * * 3 is -Y
  40775. * * 4 is +Z
  40776. * * 5 is -Z
  40777. */
  40778. face: number;
  40779. /**
  40780. * Creates the PassCubePostProcess
  40781. * @param name The name of the effect.
  40782. * @param options The required width/height ratio to downsize to before computing the render pass.
  40783. * @param camera The camera to apply the render pass to.
  40784. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40785. * @param engine The engine which the post process will be applied. (default: current engine)
  40786. * @param reusable If the post process can be reused on the same frame. (default: false)
  40787. * @param textureType The type of texture to be used when performing the post processing.
  40788. * @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)
  40789. */
  40790. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40791. }
  40792. }
  40793. declare module "babylonjs/Shaders/anaglyph.fragment" {
  40794. /** @hidden */
  40795. export var anaglyphPixelShader: {
  40796. name: string;
  40797. shader: string;
  40798. };
  40799. }
  40800. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  40801. import { Engine } from "babylonjs/Engines/engine";
  40802. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40803. import { Camera } from "babylonjs/Cameras/camera";
  40804. import "babylonjs/Shaders/anaglyph.fragment";
  40805. /**
  40806. * Postprocess used to generate anaglyphic rendering
  40807. */
  40808. export class AnaglyphPostProcess extends PostProcess {
  40809. private _passedProcess;
  40810. /**
  40811. * Creates a new AnaglyphPostProcess
  40812. * @param name defines postprocess name
  40813. * @param options defines creation options or target ratio scale
  40814. * @param rigCameras defines cameras using this postprocess
  40815. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  40816. * @param engine defines hosting engine
  40817. * @param reusable defines if the postprocess will be reused multiple times per frame
  40818. */
  40819. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  40820. }
  40821. }
  40822. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  40823. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  40824. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40825. import { Scene } from "babylonjs/scene";
  40826. import { Vector3 } from "babylonjs/Maths/math.vector";
  40827. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40828. /**
  40829. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  40830. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40831. */
  40832. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  40833. /**
  40834. * Creates a new AnaglyphArcRotateCamera
  40835. * @param name defines camera name
  40836. * @param alpha defines alpha angle (in radians)
  40837. * @param beta defines beta angle (in radians)
  40838. * @param radius defines radius
  40839. * @param target defines camera target
  40840. * @param interaxialDistance defines distance between each color axis
  40841. * @param scene defines the hosting scene
  40842. */
  40843. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  40844. /**
  40845. * Gets camera class name
  40846. * @returns AnaglyphArcRotateCamera
  40847. */
  40848. getClassName(): string;
  40849. }
  40850. }
  40851. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  40852. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40853. import { Scene } from "babylonjs/scene";
  40854. import { Vector3 } from "babylonjs/Maths/math.vector";
  40855. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40856. /**
  40857. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  40858. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40859. */
  40860. export class AnaglyphFreeCamera extends FreeCamera {
  40861. /**
  40862. * Creates a new AnaglyphFreeCamera
  40863. * @param name defines camera name
  40864. * @param position defines initial position
  40865. * @param interaxialDistance defines distance between each color axis
  40866. * @param scene defines the hosting scene
  40867. */
  40868. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40869. /**
  40870. * Gets camera class name
  40871. * @returns AnaglyphFreeCamera
  40872. */
  40873. getClassName(): string;
  40874. }
  40875. }
  40876. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  40877. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40878. import { Scene } from "babylonjs/scene";
  40879. import { Vector3 } from "babylonjs/Maths/math.vector";
  40880. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40881. /**
  40882. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  40883. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40884. */
  40885. export class AnaglyphGamepadCamera extends GamepadCamera {
  40886. /**
  40887. * Creates a new AnaglyphGamepadCamera
  40888. * @param name defines camera name
  40889. * @param position defines initial position
  40890. * @param interaxialDistance defines distance between each color axis
  40891. * @param scene defines the hosting scene
  40892. */
  40893. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40894. /**
  40895. * Gets camera class name
  40896. * @returns AnaglyphGamepadCamera
  40897. */
  40898. getClassName(): string;
  40899. }
  40900. }
  40901. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40902. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40903. import { Scene } from "babylonjs/scene";
  40904. import { Vector3 } from "babylonjs/Maths/math.vector";
  40905. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40906. /**
  40907. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  40908. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40909. */
  40910. export class AnaglyphUniversalCamera extends UniversalCamera {
  40911. /**
  40912. * Creates a new AnaglyphUniversalCamera
  40913. * @param name defines camera name
  40914. * @param position defines initial position
  40915. * @param interaxialDistance defines distance between each color axis
  40916. * @param scene defines the hosting scene
  40917. */
  40918. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40919. /**
  40920. * Gets camera class name
  40921. * @returns AnaglyphUniversalCamera
  40922. */
  40923. getClassName(): string;
  40924. }
  40925. }
  40926. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40927. /** @hidden */
  40928. export var stereoscopicInterlacePixelShader: {
  40929. name: string;
  40930. shader: string;
  40931. };
  40932. }
  40933. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40934. import { Camera } from "babylonjs/Cameras/camera";
  40935. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40936. import { Engine } from "babylonjs/Engines/engine";
  40937. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40938. /**
  40939. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40940. */
  40941. export class StereoscopicInterlacePostProcess extends PostProcess {
  40942. private _stepSize;
  40943. private _passedProcess;
  40944. /**
  40945. * Initializes a StereoscopicInterlacePostProcess
  40946. * @param name The name of the effect.
  40947. * @param rigCameras The rig cameras to be appled to the post process
  40948. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40949. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40950. * @param engine The engine which the post process will be applied. (default: current engine)
  40951. * @param reusable If the post process can be reused on the same frame. (default: false)
  40952. */
  40953. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40954. }
  40955. }
  40956. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40957. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40958. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40959. import { Scene } from "babylonjs/scene";
  40960. import { Vector3 } from "babylonjs/Maths/math.vector";
  40961. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40962. /**
  40963. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40964. * @see http://doc.babylonjs.com/features/cameras
  40965. */
  40966. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40967. /**
  40968. * Creates a new StereoscopicArcRotateCamera
  40969. * @param name defines camera name
  40970. * @param alpha defines alpha angle (in radians)
  40971. * @param beta defines beta angle (in radians)
  40972. * @param radius defines radius
  40973. * @param target defines camera target
  40974. * @param interaxialDistance defines distance between each color axis
  40975. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40976. * @param scene defines the hosting scene
  40977. */
  40978. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40979. /**
  40980. * Gets camera class name
  40981. * @returns StereoscopicArcRotateCamera
  40982. */
  40983. getClassName(): string;
  40984. }
  40985. }
  40986. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40987. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40988. import { Scene } from "babylonjs/scene";
  40989. import { Vector3 } from "babylonjs/Maths/math.vector";
  40990. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40991. /**
  40992. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40993. * @see http://doc.babylonjs.com/features/cameras
  40994. */
  40995. export class StereoscopicFreeCamera extends FreeCamera {
  40996. /**
  40997. * Creates a new StereoscopicFreeCamera
  40998. * @param name defines camera name
  40999. * @param position defines initial position
  41000. * @param interaxialDistance defines distance between each color axis
  41001. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41002. * @param scene defines the hosting scene
  41003. */
  41004. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41005. /**
  41006. * Gets camera class name
  41007. * @returns StereoscopicFreeCamera
  41008. */
  41009. getClassName(): string;
  41010. }
  41011. }
  41012. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  41013. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  41014. import { Scene } from "babylonjs/scene";
  41015. import { Vector3 } from "babylonjs/Maths/math.vector";
  41016. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41017. /**
  41018. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  41019. * @see http://doc.babylonjs.com/features/cameras
  41020. */
  41021. export class StereoscopicGamepadCamera extends GamepadCamera {
  41022. /**
  41023. * Creates a new StereoscopicGamepadCamera
  41024. * @param name defines camera name
  41025. * @param position defines initial position
  41026. * @param interaxialDistance defines distance between each color axis
  41027. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41028. * @param scene defines the hosting scene
  41029. */
  41030. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41031. /**
  41032. * Gets camera class name
  41033. * @returns StereoscopicGamepadCamera
  41034. */
  41035. getClassName(): string;
  41036. }
  41037. }
  41038. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  41039. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41040. import { Scene } from "babylonjs/scene";
  41041. import { Vector3 } from "babylonjs/Maths/math.vector";
  41042. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41043. /**
  41044. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  41045. * @see http://doc.babylonjs.com/features/cameras
  41046. */
  41047. export class StereoscopicUniversalCamera extends UniversalCamera {
  41048. /**
  41049. * Creates a new StereoscopicUniversalCamera
  41050. * @param name defines camera name
  41051. * @param position defines initial position
  41052. * @param interaxialDistance defines distance between each color axis
  41053. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41054. * @param scene defines the hosting scene
  41055. */
  41056. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41057. /**
  41058. * Gets camera class name
  41059. * @returns StereoscopicUniversalCamera
  41060. */
  41061. getClassName(): string;
  41062. }
  41063. }
  41064. declare module "babylonjs/Cameras/Stereoscopic/index" {
  41065. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  41066. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  41067. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  41068. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  41069. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  41070. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  41071. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  41072. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  41073. }
  41074. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  41075. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41076. import { Scene } from "babylonjs/scene";
  41077. import { Vector3 } from "babylonjs/Maths/math.vector";
  41078. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  41079. /**
  41080. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  41081. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41082. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41083. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41084. */
  41085. export class VirtualJoysticksCamera extends FreeCamera {
  41086. /**
  41087. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  41088. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41089. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41090. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41091. * @param name Define the name of the camera in the scene
  41092. * @param position Define the start position of the camera in the scene
  41093. * @param scene Define the scene the camera belongs to
  41094. */
  41095. constructor(name: string, position: Vector3, scene: Scene);
  41096. /**
  41097. * Gets the current object class name.
  41098. * @return the class name
  41099. */
  41100. getClassName(): string;
  41101. }
  41102. }
  41103. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  41104. import { Matrix } from "babylonjs/Maths/math.vector";
  41105. /**
  41106. * This represents all the required metrics to create a VR camera.
  41107. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  41108. */
  41109. export class VRCameraMetrics {
  41110. /**
  41111. * Define the horizontal resolution off the screen.
  41112. */
  41113. hResolution: number;
  41114. /**
  41115. * Define the vertical resolution off the screen.
  41116. */
  41117. vResolution: number;
  41118. /**
  41119. * Define the horizontal screen size.
  41120. */
  41121. hScreenSize: number;
  41122. /**
  41123. * Define the vertical screen size.
  41124. */
  41125. vScreenSize: number;
  41126. /**
  41127. * Define the vertical screen center position.
  41128. */
  41129. vScreenCenter: number;
  41130. /**
  41131. * Define the distance of the eyes to the screen.
  41132. */
  41133. eyeToScreenDistance: number;
  41134. /**
  41135. * Define the distance between both lenses
  41136. */
  41137. lensSeparationDistance: number;
  41138. /**
  41139. * Define the distance between both viewer's eyes.
  41140. */
  41141. interpupillaryDistance: number;
  41142. /**
  41143. * Define the distortion factor of the VR postprocess.
  41144. * Please, touch with care.
  41145. */
  41146. distortionK: number[];
  41147. /**
  41148. * Define the chromatic aberration correction factors for the VR post process.
  41149. */
  41150. chromaAbCorrection: number[];
  41151. /**
  41152. * Define the scale factor of the post process.
  41153. * The smaller the better but the slower.
  41154. */
  41155. postProcessScaleFactor: number;
  41156. /**
  41157. * Define an offset for the lens center.
  41158. */
  41159. lensCenterOffset: number;
  41160. /**
  41161. * Define if the current vr camera should compensate the distortion of the lense or not.
  41162. */
  41163. compensateDistortion: boolean;
  41164. /**
  41165. * Defines if multiview should be enabled when rendering (Default: false)
  41166. */
  41167. multiviewEnabled: boolean;
  41168. /**
  41169. * Gets the rendering aspect ratio based on the provided resolutions.
  41170. */
  41171. readonly aspectRatio: number;
  41172. /**
  41173. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  41174. */
  41175. readonly aspectRatioFov: number;
  41176. /**
  41177. * @hidden
  41178. */
  41179. readonly leftHMatrix: Matrix;
  41180. /**
  41181. * @hidden
  41182. */
  41183. readonly rightHMatrix: Matrix;
  41184. /**
  41185. * @hidden
  41186. */
  41187. readonly leftPreViewMatrix: Matrix;
  41188. /**
  41189. * @hidden
  41190. */
  41191. readonly rightPreViewMatrix: Matrix;
  41192. /**
  41193. * Get the default VRMetrics based on the most generic setup.
  41194. * @returns the default vr metrics
  41195. */
  41196. static GetDefault(): VRCameraMetrics;
  41197. }
  41198. }
  41199. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  41200. /** @hidden */
  41201. export var vrDistortionCorrectionPixelShader: {
  41202. name: string;
  41203. shader: string;
  41204. };
  41205. }
  41206. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  41207. import { Camera } from "babylonjs/Cameras/camera";
  41208. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41209. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  41210. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  41211. /**
  41212. * VRDistortionCorrectionPostProcess used for mobile VR
  41213. */
  41214. export class VRDistortionCorrectionPostProcess extends PostProcess {
  41215. private _isRightEye;
  41216. private _distortionFactors;
  41217. private _postProcessScaleFactor;
  41218. private _lensCenterOffset;
  41219. private _scaleIn;
  41220. private _scaleFactor;
  41221. private _lensCenter;
  41222. /**
  41223. * Initializes the VRDistortionCorrectionPostProcess
  41224. * @param name The name of the effect.
  41225. * @param camera The camera to apply the render pass to.
  41226. * @param isRightEye If this is for the right eye distortion
  41227. * @param vrMetrics All the required metrics for the VR camera
  41228. */
  41229. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  41230. }
  41231. }
  41232. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  41233. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  41234. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41235. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41236. import { Scene } from "babylonjs/scene";
  41237. import { Vector3 } from "babylonjs/Maths/math.vector";
  41238. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  41239. import "babylonjs/Cameras/RigModes/vrRigMode";
  41240. /**
  41241. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  41242. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41243. */
  41244. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  41245. /**
  41246. * Creates a new VRDeviceOrientationArcRotateCamera
  41247. * @param name defines camera name
  41248. * @param alpha defines the camera rotation along the logitudinal axis
  41249. * @param beta defines the camera rotation along the latitudinal axis
  41250. * @param radius defines the camera distance from its target
  41251. * @param target defines the camera target
  41252. * @param scene defines the scene the camera belongs to
  41253. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41254. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41255. */
  41256. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41257. /**
  41258. * Gets camera class name
  41259. * @returns VRDeviceOrientationArcRotateCamera
  41260. */
  41261. getClassName(): string;
  41262. }
  41263. }
  41264. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  41265. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  41266. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41267. import { Scene } from "babylonjs/scene";
  41268. import { Vector3 } from "babylonjs/Maths/math.vector";
  41269. import "babylonjs/Cameras/RigModes/vrRigMode";
  41270. /**
  41271. * Camera used to simulate VR rendering (based on FreeCamera)
  41272. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41273. */
  41274. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  41275. /**
  41276. * Creates a new VRDeviceOrientationFreeCamera
  41277. * @param name defines camera name
  41278. * @param position defines the start position of the camera
  41279. * @param scene defines the scene the camera belongs to
  41280. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41281. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41282. */
  41283. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41284. /**
  41285. * Gets camera class name
  41286. * @returns VRDeviceOrientationFreeCamera
  41287. */
  41288. getClassName(): string;
  41289. }
  41290. }
  41291. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  41292. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  41293. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41294. import { Scene } from "babylonjs/scene";
  41295. import { Vector3 } from "babylonjs/Maths/math.vector";
  41296. import "babylonjs/Gamepads/gamepadSceneComponent";
  41297. /**
  41298. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  41299. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41300. */
  41301. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  41302. /**
  41303. * Creates a new VRDeviceOrientationGamepadCamera
  41304. * @param name defines camera name
  41305. * @param position defines the start position of the camera
  41306. * @param scene defines the scene the camera belongs to
  41307. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41308. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41309. */
  41310. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41311. /**
  41312. * Gets camera class name
  41313. * @returns VRDeviceOrientationGamepadCamera
  41314. */
  41315. getClassName(): string;
  41316. }
  41317. }
  41318. declare module "babylonjs/Materials/pushMaterial" {
  41319. import { Nullable } from "babylonjs/types";
  41320. import { Scene } from "babylonjs/scene";
  41321. import { Matrix } from "babylonjs/Maths/math.vector";
  41322. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41323. import { Mesh } from "babylonjs/Meshes/mesh";
  41324. import { Material } from "babylonjs/Materials/material";
  41325. import { Effect } from "babylonjs/Materials/effect";
  41326. /**
  41327. * Base class of materials working in push mode in babylon JS
  41328. * @hidden
  41329. */
  41330. export class PushMaterial extends Material {
  41331. protected _activeEffect: Effect;
  41332. protected _normalMatrix: Matrix;
  41333. /**
  41334. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  41335. * This means that the material can keep using a previous shader while a new one is being compiled.
  41336. * This is mostly used when shader parallel compilation is supported (true by default)
  41337. */
  41338. allowShaderHotSwapping: boolean;
  41339. constructor(name: string, scene: Scene);
  41340. getEffect(): Effect;
  41341. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  41342. /**
  41343. * Binds the given world matrix to the active effect
  41344. *
  41345. * @param world the matrix to bind
  41346. */
  41347. bindOnlyWorldMatrix(world: Matrix): void;
  41348. /**
  41349. * Binds the given normal matrix to the active effect
  41350. *
  41351. * @param normalMatrix the matrix to bind
  41352. */
  41353. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  41354. bind(world: Matrix, mesh?: Mesh): void;
  41355. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  41356. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  41357. }
  41358. }
  41359. declare module "babylonjs/Materials/materialFlags" {
  41360. /**
  41361. * This groups all the flags used to control the materials channel.
  41362. */
  41363. export class MaterialFlags {
  41364. private static _DiffuseTextureEnabled;
  41365. /**
  41366. * Are diffuse textures enabled in the application.
  41367. */
  41368. static DiffuseTextureEnabled: boolean;
  41369. private static _AmbientTextureEnabled;
  41370. /**
  41371. * Are ambient textures enabled in the application.
  41372. */
  41373. static AmbientTextureEnabled: boolean;
  41374. private static _OpacityTextureEnabled;
  41375. /**
  41376. * Are opacity textures enabled in the application.
  41377. */
  41378. static OpacityTextureEnabled: boolean;
  41379. private static _ReflectionTextureEnabled;
  41380. /**
  41381. * Are reflection textures enabled in the application.
  41382. */
  41383. static ReflectionTextureEnabled: boolean;
  41384. private static _EmissiveTextureEnabled;
  41385. /**
  41386. * Are emissive textures enabled in the application.
  41387. */
  41388. static EmissiveTextureEnabled: boolean;
  41389. private static _SpecularTextureEnabled;
  41390. /**
  41391. * Are specular textures enabled in the application.
  41392. */
  41393. static SpecularTextureEnabled: boolean;
  41394. private static _BumpTextureEnabled;
  41395. /**
  41396. * Are bump textures enabled in the application.
  41397. */
  41398. static BumpTextureEnabled: boolean;
  41399. private static _LightmapTextureEnabled;
  41400. /**
  41401. * Are lightmap textures enabled in the application.
  41402. */
  41403. static LightmapTextureEnabled: boolean;
  41404. private static _RefractionTextureEnabled;
  41405. /**
  41406. * Are refraction textures enabled in the application.
  41407. */
  41408. static RefractionTextureEnabled: boolean;
  41409. private static _ColorGradingTextureEnabled;
  41410. /**
  41411. * Are color grading textures enabled in the application.
  41412. */
  41413. static ColorGradingTextureEnabled: boolean;
  41414. private static _FresnelEnabled;
  41415. /**
  41416. * Are fresnels enabled in the application.
  41417. */
  41418. static FresnelEnabled: boolean;
  41419. private static _ClearCoatTextureEnabled;
  41420. /**
  41421. * Are clear coat textures enabled in the application.
  41422. */
  41423. static ClearCoatTextureEnabled: boolean;
  41424. private static _ClearCoatBumpTextureEnabled;
  41425. /**
  41426. * Are clear coat bump textures enabled in the application.
  41427. */
  41428. static ClearCoatBumpTextureEnabled: boolean;
  41429. private static _ClearCoatTintTextureEnabled;
  41430. /**
  41431. * Are clear coat tint textures enabled in the application.
  41432. */
  41433. static ClearCoatTintTextureEnabled: boolean;
  41434. private static _SheenTextureEnabled;
  41435. /**
  41436. * Are sheen textures enabled in the application.
  41437. */
  41438. static SheenTextureEnabled: boolean;
  41439. private static _AnisotropicTextureEnabled;
  41440. /**
  41441. * Are anisotropic textures enabled in the application.
  41442. */
  41443. static AnisotropicTextureEnabled: boolean;
  41444. private static _ThicknessTextureEnabled;
  41445. /**
  41446. * Are thickness textures enabled in the application.
  41447. */
  41448. static ThicknessTextureEnabled: boolean;
  41449. }
  41450. }
  41451. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  41452. /** @hidden */
  41453. export var defaultFragmentDeclaration: {
  41454. name: string;
  41455. shader: string;
  41456. };
  41457. }
  41458. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  41459. /** @hidden */
  41460. export var defaultUboDeclaration: {
  41461. name: string;
  41462. shader: string;
  41463. };
  41464. }
  41465. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  41466. /** @hidden */
  41467. export var lightFragmentDeclaration: {
  41468. name: string;
  41469. shader: string;
  41470. };
  41471. }
  41472. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  41473. /** @hidden */
  41474. export var lightUboDeclaration: {
  41475. name: string;
  41476. shader: string;
  41477. };
  41478. }
  41479. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  41480. /** @hidden */
  41481. export var lightsFragmentFunctions: {
  41482. name: string;
  41483. shader: string;
  41484. };
  41485. }
  41486. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  41487. /** @hidden */
  41488. export var shadowsFragmentFunctions: {
  41489. name: string;
  41490. shader: string;
  41491. };
  41492. }
  41493. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  41494. /** @hidden */
  41495. export var fresnelFunction: {
  41496. name: string;
  41497. shader: string;
  41498. };
  41499. }
  41500. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  41501. /** @hidden */
  41502. export var reflectionFunction: {
  41503. name: string;
  41504. shader: string;
  41505. };
  41506. }
  41507. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41508. /** @hidden */
  41509. export var bumpFragmentFunctions: {
  41510. name: string;
  41511. shader: string;
  41512. };
  41513. }
  41514. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41515. /** @hidden */
  41516. export var logDepthDeclaration: {
  41517. name: string;
  41518. shader: string;
  41519. };
  41520. }
  41521. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41522. /** @hidden */
  41523. export var bumpFragment: {
  41524. name: string;
  41525. shader: string;
  41526. };
  41527. }
  41528. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41529. /** @hidden */
  41530. export var depthPrePass: {
  41531. name: string;
  41532. shader: string;
  41533. };
  41534. }
  41535. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41536. /** @hidden */
  41537. export var lightFragment: {
  41538. name: string;
  41539. shader: string;
  41540. };
  41541. }
  41542. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41543. /** @hidden */
  41544. export var logDepthFragment: {
  41545. name: string;
  41546. shader: string;
  41547. };
  41548. }
  41549. declare module "babylonjs/Shaders/default.fragment" {
  41550. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41551. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41552. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41553. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41554. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41555. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41556. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41557. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41558. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41559. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41560. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41561. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41562. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41563. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41564. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41565. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41566. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41567. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41568. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41569. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41570. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41571. /** @hidden */
  41572. export var defaultPixelShader: {
  41573. name: string;
  41574. shader: string;
  41575. };
  41576. }
  41577. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41578. /** @hidden */
  41579. export var defaultVertexDeclaration: {
  41580. name: string;
  41581. shader: string;
  41582. };
  41583. }
  41584. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41585. /** @hidden */
  41586. export var bumpVertexDeclaration: {
  41587. name: string;
  41588. shader: string;
  41589. };
  41590. }
  41591. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41592. /** @hidden */
  41593. export var bumpVertex: {
  41594. name: string;
  41595. shader: string;
  41596. };
  41597. }
  41598. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41599. /** @hidden */
  41600. export var fogVertex: {
  41601. name: string;
  41602. shader: string;
  41603. };
  41604. }
  41605. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41606. /** @hidden */
  41607. export var shadowsVertex: {
  41608. name: string;
  41609. shader: string;
  41610. };
  41611. }
  41612. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41613. /** @hidden */
  41614. export var pointCloudVertex: {
  41615. name: string;
  41616. shader: string;
  41617. };
  41618. }
  41619. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41620. /** @hidden */
  41621. export var logDepthVertex: {
  41622. name: string;
  41623. shader: string;
  41624. };
  41625. }
  41626. declare module "babylonjs/Shaders/default.vertex" {
  41627. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41628. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41629. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41630. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41631. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41632. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41633. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41634. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41635. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41636. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41637. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41638. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41639. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41640. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41641. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41642. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41643. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41644. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41645. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41646. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41647. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41648. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41649. /** @hidden */
  41650. export var defaultVertexShader: {
  41651. name: string;
  41652. shader: string;
  41653. };
  41654. }
  41655. declare module "babylonjs/Materials/standardMaterial" {
  41656. import { SmartArray } from "babylonjs/Misc/smartArray";
  41657. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41658. import { Nullable } from "babylonjs/types";
  41659. import { Scene } from "babylonjs/scene";
  41660. import { Matrix } from "babylonjs/Maths/math.vector";
  41661. import { Color3 } from "babylonjs/Maths/math.color";
  41662. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41663. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41664. import { Mesh } from "babylonjs/Meshes/mesh";
  41665. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41666. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41667. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41668. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41669. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41670. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41671. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41672. import "babylonjs/Shaders/default.fragment";
  41673. import "babylonjs/Shaders/default.vertex";
  41674. /** @hidden */
  41675. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41676. MAINUV1: boolean;
  41677. MAINUV2: boolean;
  41678. DIFFUSE: boolean;
  41679. DIFFUSEDIRECTUV: number;
  41680. AMBIENT: boolean;
  41681. AMBIENTDIRECTUV: number;
  41682. OPACITY: boolean;
  41683. OPACITYDIRECTUV: number;
  41684. OPACITYRGB: boolean;
  41685. REFLECTION: boolean;
  41686. EMISSIVE: boolean;
  41687. EMISSIVEDIRECTUV: number;
  41688. SPECULAR: boolean;
  41689. SPECULARDIRECTUV: number;
  41690. BUMP: boolean;
  41691. BUMPDIRECTUV: number;
  41692. PARALLAX: boolean;
  41693. PARALLAXOCCLUSION: boolean;
  41694. SPECULAROVERALPHA: boolean;
  41695. CLIPPLANE: boolean;
  41696. CLIPPLANE2: boolean;
  41697. CLIPPLANE3: boolean;
  41698. CLIPPLANE4: boolean;
  41699. ALPHATEST: boolean;
  41700. DEPTHPREPASS: boolean;
  41701. ALPHAFROMDIFFUSE: boolean;
  41702. POINTSIZE: boolean;
  41703. FOG: boolean;
  41704. SPECULARTERM: boolean;
  41705. DIFFUSEFRESNEL: boolean;
  41706. OPACITYFRESNEL: boolean;
  41707. REFLECTIONFRESNEL: boolean;
  41708. REFRACTIONFRESNEL: boolean;
  41709. EMISSIVEFRESNEL: boolean;
  41710. FRESNEL: boolean;
  41711. NORMAL: boolean;
  41712. UV1: boolean;
  41713. UV2: boolean;
  41714. VERTEXCOLOR: boolean;
  41715. VERTEXALPHA: boolean;
  41716. NUM_BONE_INFLUENCERS: number;
  41717. BonesPerMesh: number;
  41718. BONETEXTURE: boolean;
  41719. INSTANCES: boolean;
  41720. GLOSSINESS: boolean;
  41721. ROUGHNESS: boolean;
  41722. EMISSIVEASILLUMINATION: boolean;
  41723. LINKEMISSIVEWITHDIFFUSE: boolean;
  41724. REFLECTIONFRESNELFROMSPECULAR: boolean;
  41725. LIGHTMAP: boolean;
  41726. LIGHTMAPDIRECTUV: number;
  41727. OBJECTSPACE_NORMALMAP: boolean;
  41728. USELIGHTMAPASSHADOWMAP: boolean;
  41729. REFLECTIONMAP_3D: boolean;
  41730. REFLECTIONMAP_SPHERICAL: boolean;
  41731. REFLECTIONMAP_PLANAR: boolean;
  41732. REFLECTIONMAP_CUBIC: boolean;
  41733. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  41734. REFLECTIONMAP_PROJECTION: boolean;
  41735. REFLECTIONMAP_SKYBOX: boolean;
  41736. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  41737. REFLECTIONMAP_EXPLICIT: boolean;
  41738. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  41739. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  41740. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  41741. INVERTCUBICMAP: boolean;
  41742. LOGARITHMICDEPTH: boolean;
  41743. REFRACTION: boolean;
  41744. REFRACTIONMAP_3D: boolean;
  41745. REFLECTIONOVERALPHA: boolean;
  41746. TWOSIDEDLIGHTING: boolean;
  41747. SHADOWFLOAT: boolean;
  41748. MORPHTARGETS: boolean;
  41749. MORPHTARGETS_NORMAL: boolean;
  41750. MORPHTARGETS_TANGENT: boolean;
  41751. MORPHTARGETS_UV: boolean;
  41752. NUM_MORPH_INFLUENCERS: number;
  41753. NONUNIFORMSCALING: boolean;
  41754. PREMULTIPLYALPHA: boolean;
  41755. IMAGEPROCESSING: boolean;
  41756. VIGNETTE: boolean;
  41757. VIGNETTEBLENDMODEMULTIPLY: boolean;
  41758. VIGNETTEBLENDMODEOPAQUE: boolean;
  41759. TONEMAPPING: boolean;
  41760. TONEMAPPING_ACES: boolean;
  41761. CONTRAST: boolean;
  41762. COLORCURVES: boolean;
  41763. COLORGRADING: boolean;
  41764. COLORGRADING3D: boolean;
  41765. SAMPLER3DGREENDEPTH: boolean;
  41766. SAMPLER3DBGRMAP: boolean;
  41767. IMAGEPROCESSINGPOSTPROCESS: boolean;
  41768. MULTIVIEW: boolean;
  41769. /**
  41770. * If the reflection texture on this material is in linear color space
  41771. * @hidden
  41772. */
  41773. IS_REFLECTION_LINEAR: boolean;
  41774. /**
  41775. * If the refraction texture on this material is in linear color space
  41776. * @hidden
  41777. */
  41778. IS_REFRACTION_LINEAR: boolean;
  41779. EXPOSURE: boolean;
  41780. constructor();
  41781. setReflectionMode(modeToEnable: string): void;
  41782. }
  41783. /**
  41784. * This is the default material used in Babylon. It is the best trade off between quality
  41785. * and performances.
  41786. * @see http://doc.babylonjs.com/babylon101/materials
  41787. */
  41788. export class StandardMaterial extends PushMaterial {
  41789. private _diffuseTexture;
  41790. /**
  41791. * The basic texture of the material as viewed under a light.
  41792. */
  41793. diffuseTexture: Nullable<BaseTexture>;
  41794. private _ambientTexture;
  41795. /**
  41796. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  41797. */
  41798. ambientTexture: Nullable<BaseTexture>;
  41799. private _opacityTexture;
  41800. /**
  41801. * Define the transparency of the material from a texture.
  41802. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  41803. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  41804. */
  41805. opacityTexture: Nullable<BaseTexture>;
  41806. private _reflectionTexture;
  41807. /**
  41808. * Define the texture used to display the reflection.
  41809. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41810. */
  41811. reflectionTexture: Nullable<BaseTexture>;
  41812. private _emissiveTexture;
  41813. /**
  41814. * Define texture of the material as if self lit.
  41815. * This will be mixed in the final result even in the absence of light.
  41816. */
  41817. emissiveTexture: Nullable<BaseTexture>;
  41818. private _specularTexture;
  41819. /**
  41820. * Define how the color and intensity of the highlight given by the light in the material.
  41821. */
  41822. specularTexture: Nullable<BaseTexture>;
  41823. private _bumpTexture;
  41824. /**
  41825. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  41826. * 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.
  41827. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  41828. */
  41829. bumpTexture: Nullable<BaseTexture>;
  41830. private _lightmapTexture;
  41831. /**
  41832. * Complex lighting can be computationally expensive to compute at runtime.
  41833. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  41834. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  41835. */
  41836. lightmapTexture: Nullable<BaseTexture>;
  41837. private _refractionTexture;
  41838. /**
  41839. * Define the texture used to display the refraction.
  41840. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41841. */
  41842. refractionTexture: Nullable<BaseTexture>;
  41843. /**
  41844. * The color of the material lit by the environmental background lighting.
  41845. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  41846. */
  41847. ambientColor: Color3;
  41848. /**
  41849. * The basic color of the material as viewed under a light.
  41850. */
  41851. diffuseColor: Color3;
  41852. /**
  41853. * Define how the color and intensity of the highlight given by the light in the material.
  41854. */
  41855. specularColor: Color3;
  41856. /**
  41857. * Define the color of the material as if self lit.
  41858. * This will be mixed in the final result even in the absence of light.
  41859. */
  41860. emissiveColor: Color3;
  41861. /**
  41862. * Defines how sharp are the highlights in the material.
  41863. * The bigger the value the sharper giving a more glossy feeling to the result.
  41864. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  41865. */
  41866. specularPower: number;
  41867. private _useAlphaFromDiffuseTexture;
  41868. /**
  41869. * Does the transparency come from the diffuse texture alpha channel.
  41870. */
  41871. useAlphaFromDiffuseTexture: boolean;
  41872. private _useEmissiveAsIllumination;
  41873. /**
  41874. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  41875. */
  41876. useEmissiveAsIllumination: boolean;
  41877. private _linkEmissiveWithDiffuse;
  41878. /**
  41879. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  41880. * the emissive level when the final color is close to one.
  41881. */
  41882. linkEmissiveWithDiffuse: boolean;
  41883. private _useSpecularOverAlpha;
  41884. /**
  41885. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  41886. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  41887. */
  41888. useSpecularOverAlpha: boolean;
  41889. private _useReflectionOverAlpha;
  41890. /**
  41891. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41892. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41893. */
  41894. useReflectionOverAlpha: boolean;
  41895. private _disableLighting;
  41896. /**
  41897. * Does lights from the scene impacts this material.
  41898. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41899. */
  41900. disableLighting: boolean;
  41901. private _useObjectSpaceNormalMap;
  41902. /**
  41903. * Allows using an object space normal map (instead of tangent space).
  41904. */
  41905. useObjectSpaceNormalMap: boolean;
  41906. private _useParallax;
  41907. /**
  41908. * Is parallax enabled or not.
  41909. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41910. */
  41911. useParallax: boolean;
  41912. private _useParallaxOcclusion;
  41913. /**
  41914. * Is parallax occlusion enabled or not.
  41915. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41916. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41917. */
  41918. useParallaxOcclusion: boolean;
  41919. /**
  41920. * 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.
  41921. */
  41922. parallaxScaleBias: number;
  41923. private _roughness;
  41924. /**
  41925. * Helps to define how blurry the reflections should appears in the material.
  41926. */
  41927. roughness: number;
  41928. /**
  41929. * In case of refraction, define the value of the index of refraction.
  41930. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41931. */
  41932. indexOfRefraction: number;
  41933. /**
  41934. * Invert the refraction texture alongside the y axis.
  41935. * It can be useful with procedural textures or probe for instance.
  41936. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41937. */
  41938. invertRefractionY: boolean;
  41939. /**
  41940. * Defines the alpha limits in alpha test mode.
  41941. */
  41942. alphaCutOff: number;
  41943. private _useLightmapAsShadowmap;
  41944. /**
  41945. * In case of light mapping, define whether the map contains light or shadow informations.
  41946. */
  41947. useLightmapAsShadowmap: boolean;
  41948. private _diffuseFresnelParameters;
  41949. /**
  41950. * Define the diffuse fresnel parameters of the material.
  41951. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41952. */
  41953. diffuseFresnelParameters: FresnelParameters;
  41954. private _opacityFresnelParameters;
  41955. /**
  41956. * Define the opacity fresnel parameters of the material.
  41957. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41958. */
  41959. opacityFresnelParameters: FresnelParameters;
  41960. private _reflectionFresnelParameters;
  41961. /**
  41962. * Define the reflection fresnel parameters of the material.
  41963. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41964. */
  41965. reflectionFresnelParameters: FresnelParameters;
  41966. private _refractionFresnelParameters;
  41967. /**
  41968. * Define the refraction fresnel parameters of the material.
  41969. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41970. */
  41971. refractionFresnelParameters: FresnelParameters;
  41972. private _emissiveFresnelParameters;
  41973. /**
  41974. * Define the emissive fresnel parameters of the material.
  41975. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41976. */
  41977. emissiveFresnelParameters: FresnelParameters;
  41978. private _useReflectionFresnelFromSpecular;
  41979. /**
  41980. * If true automatically deducts the fresnels values from the material specularity.
  41981. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41982. */
  41983. useReflectionFresnelFromSpecular: boolean;
  41984. private _useGlossinessFromSpecularMapAlpha;
  41985. /**
  41986. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41987. */
  41988. useGlossinessFromSpecularMapAlpha: boolean;
  41989. private _maxSimultaneousLights;
  41990. /**
  41991. * Defines the maximum number of lights that can be used in the material
  41992. */
  41993. maxSimultaneousLights: number;
  41994. private _invertNormalMapX;
  41995. /**
  41996. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41997. */
  41998. invertNormalMapX: boolean;
  41999. private _invertNormalMapY;
  42000. /**
  42001. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  42002. */
  42003. invertNormalMapY: boolean;
  42004. private _twoSidedLighting;
  42005. /**
  42006. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  42007. */
  42008. twoSidedLighting: boolean;
  42009. /**
  42010. * Default configuration related to image processing available in the standard Material.
  42011. */
  42012. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42013. /**
  42014. * Gets the image processing configuration used either in this material.
  42015. */
  42016. /**
  42017. * Sets the Default image processing configuration used either in the this material.
  42018. *
  42019. * If sets to null, the scene one is in use.
  42020. */
  42021. imageProcessingConfiguration: ImageProcessingConfiguration;
  42022. /**
  42023. * Keep track of the image processing observer to allow dispose and replace.
  42024. */
  42025. private _imageProcessingObserver;
  42026. /**
  42027. * Attaches a new image processing configuration to the Standard Material.
  42028. * @param configuration
  42029. */
  42030. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  42031. /**
  42032. * Gets wether the color curves effect is enabled.
  42033. */
  42034. /**
  42035. * Sets wether the color curves effect is enabled.
  42036. */
  42037. cameraColorCurvesEnabled: boolean;
  42038. /**
  42039. * Gets wether the color grading effect is enabled.
  42040. */
  42041. /**
  42042. * Gets wether the color grading effect is enabled.
  42043. */
  42044. cameraColorGradingEnabled: boolean;
  42045. /**
  42046. * Gets wether tonemapping is enabled or not.
  42047. */
  42048. /**
  42049. * Sets wether tonemapping is enabled or not
  42050. */
  42051. cameraToneMappingEnabled: boolean;
  42052. /**
  42053. * The camera exposure used on this material.
  42054. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42055. * This corresponds to a photographic exposure.
  42056. */
  42057. /**
  42058. * The camera exposure used on this material.
  42059. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42060. * This corresponds to a photographic exposure.
  42061. */
  42062. cameraExposure: number;
  42063. /**
  42064. * Gets The camera contrast used on this material.
  42065. */
  42066. /**
  42067. * Sets The camera contrast used on this material.
  42068. */
  42069. cameraContrast: number;
  42070. /**
  42071. * Gets the Color Grading 2D Lookup Texture.
  42072. */
  42073. /**
  42074. * Sets the Color Grading 2D Lookup Texture.
  42075. */
  42076. cameraColorGradingTexture: Nullable<BaseTexture>;
  42077. /**
  42078. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42079. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42080. * 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;
  42081. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42082. */
  42083. /**
  42084. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42085. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42086. * 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;
  42087. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42088. */
  42089. cameraColorCurves: Nullable<ColorCurves>;
  42090. /**
  42091. * Custom callback helping to override the default shader used in the material.
  42092. */
  42093. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  42094. protected _renderTargets: SmartArray<RenderTargetTexture>;
  42095. protected _worldViewProjectionMatrix: Matrix;
  42096. protected _globalAmbientColor: Color3;
  42097. protected _useLogarithmicDepth: boolean;
  42098. protected _rebuildInParallel: boolean;
  42099. /**
  42100. * Instantiates a new standard material.
  42101. * This is the default material used in Babylon. It is the best trade off between quality
  42102. * and performances.
  42103. * @see http://doc.babylonjs.com/babylon101/materials
  42104. * @param name Define the name of the material in the scene
  42105. * @param scene Define the scene the material belong to
  42106. */
  42107. constructor(name: string, scene: Scene);
  42108. /**
  42109. * Gets a boolean indicating that current material needs to register RTT
  42110. */
  42111. readonly hasRenderTargetTextures: boolean;
  42112. /**
  42113. * Gets the current class name of the material e.g. "StandardMaterial"
  42114. * Mainly use in serialization.
  42115. * @returns the class name
  42116. */
  42117. getClassName(): string;
  42118. /**
  42119. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  42120. * You can try switching to logarithmic depth.
  42121. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  42122. */
  42123. useLogarithmicDepth: boolean;
  42124. /**
  42125. * Specifies if the material will require alpha blending
  42126. * @returns a boolean specifying if alpha blending is needed
  42127. */
  42128. needAlphaBlending(): boolean;
  42129. /**
  42130. * Specifies if this material should be rendered in alpha test mode
  42131. * @returns a boolean specifying if an alpha test is needed.
  42132. */
  42133. needAlphaTesting(): boolean;
  42134. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  42135. /**
  42136. * Get the texture used for alpha test purpose.
  42137. * @returns the diffuse texture in case of the standard material.
  42138. */
  42139. getAlphaTestTexture(): Nullable<BaseTexture>;
  42140. /**
  42141. * Get if the submesh is ready to be used and all its information available.
  42142. * Child classes can use it to update shaders
  42143. * @param mesh defines the mesh to check
  42144. * @param subMesh defines which submesh to check
  42145. * @param useInstances specifies that instances should be used
  42146. * @returns a boolean indicating that the submesh is ready or not
  42147. */
  42148. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  42149. /**
  42150. * Builds the material UBO layouts.
  42151. * Used internally during the effect preparation.
  42152. */
  42153. buildUniformLayout(): void;
  42154. /**
  42155. * Unbinds the material from the mesh
  42156. */
  42157. unbind(): void;
  42158. /**
  42159. * Binds the submesh to this material by preparing the effect and shader to draw
  42160. * @param world defines the world transformation matrix
  42161. * @param mesh defines the mesh containing the submesh
  42162. * @param subMesh defines the submesh to bind the material to
  42163. */
  42164. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  42165. /**
  42166. * Get the list of animatables in the material.
  42167. * @returns the list of animatables object used in the material
  42168. */
  42169. getAnimatables(): IAnimatable[];
  42170. /**
  42171. * Gets the active textures from the material
  42172. * @returns an array of textures
  42173. */
  42174. getActiveTextures(): BaseTexture[];
  42175. /**
  42176. * Specifies if the material uses a texture
  42177. * @param texture defines the texture to check against the material
  42178. * @returns a boolean specifying if the material uses the texture
  42179. */
  42180. hasTexture(texture: BaseTexture): boolean;
  42181. /**
  42182. * Disposes the material
  42183. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  42184. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  42185. */
  42186. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  42187. /**
  42188. * Makes a duplicate of the material, and gives it a new name
  42189. * @param name defines the new name for the duplicated material
  42190. * @returns the cloned material
  42191. */
  42192. clone(name: string): StandardMaterial;
  42193. /**
  42194. * Serializes this material in a JSON representation
  42195. * @returns the serialized material object
  42196. */
  42197. serialize(): any;
  42198. /**
  42199. * Creates a standard material from parsed material data
  42200. * @param source defines the JSON representation of the material
  42201. * @param scene defines the hosting scene
  42202. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  42203. * @returns a new standard material
  42204. */
  42205. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  42206. /**
  42207. * Are diffuse textures enabled in the application.
  42208. */
  42209. static DiffuseTextureEnabled: boolean;
  42210. /**
  42211. * Are ambient textures enabled in the application.
  42212. */
  42213. static AmbientTextureEnabled: boolean;
  42214. /**
  42215. * Are opacity textures enabled in the application.
  42216. */
  42217. static OpacityTextureEnabled: boolean;
  42218. /**
  42219. * Are reflection textures enabled in the application.
  42220. */
  42221. static ReflectionTextureEnabled: boolean;
  42222. /**
  42223. * Are emissive textures enabled in the application.
  42224. */
  42225. static EmissiveTextureEnabled: boolean;
  42226. /**
  42227. * Are specular textures enabled in the application.
  42228. */
  42229. static SpecularTextureEnabled: boolean;
  42230. /**
  42231. * Are bump textures enabled in the application.
  42232. */
  42233. static BumpTextureEnabled: boolean;
  42234. /**
  42235. * Are lightmap textures enabled in the application.
  42236. */
  42237. static LightmapTextureEnabled: boolean;
  42238. /**
  42239. * Are refraction textures enabled in the application.
  42240. */
  42241. static RefractionTextureEnabled: boolean;
  42242. /**
  42243. * Are color grading textures enabled in the application.
  42244. */
  42245. static ColorGradingTextureEnabled: boolean;
  42246. /**
  42247. * Are fresnels enabled in the application.
  42248. */
  42249. static FresnelEnabled: boolean;
  42250. }
  42251. }
  42252. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  42253. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  42254. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  42255. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  42256. /** @hidden */
  42257. export var imageProcessingPixelShader: {
  42258. name: string;
  42259. shader: string;
  42260. };
  42261. }
  42262. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  42263. import { Nullable } from "babylonjs/types";
  42264. import { Color4 } from "babylonjs/Maths/math.color";
  42265. import { Camera } from "babylonjs/Cameras/camera";
  42266. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  42267. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  42268. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  42269. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  42270. import { Engine } from "babylonjs/Engines/engine";
  42271. import "babylonjs/Shaders/imageProcessing.fragment";
  42272. import "babylonjs/Shaders/postprocess.vertex";
  42273. /**
  42274. * ImageProcessingPostProcess
  42275. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  42276. */
  42277. export class ImageProcessingPostProcess extends PostProcess {
  42278. /**
  42279. * Default configuration related to image processing available in the PBR Material.
  42280. */
  42281. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42282. /**
  42283. * Gets the image processing configuration used either in this material.
  42284. */
  42285. /**
  42286. * Sets the Default image processing configuration used either in the this material.
  42287. *
  42288. * If sets to null, the scene one is in use.
  42289. */
  42290. imageProcessingConfiguration: ImageProcessingConfiguration;
  42291. /**
  42292. * Keep track of the image processing observer to allow dispose and replace.
  42293. */
  42294. private _imageProcessingObserver;
  42295. /**
  42296. * Attaches a new image processing configuration to the PBR Material.
  42297. * @param configuration
  42298. */
  42299. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  42300. /**
  42301. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42302. */
  42303. /**
  42304. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42305. */
  42306. colorCurves: Nullable<ColorCurves>;
  42307. /**
  42308. * Gets wether the color curves effect is enabled.
  42309. */
  42310. /**
  42311. * Sets wether the color curves effect is enabled.
  42312. */
  42313. colorCurvesEnabled: boolean;
  42314. /**
  42315. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42316. */
  42317. /**
  42318. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42319. */
  42320. colorGradingTexture: Nullable<BaseTexture>;
  42321. /**
  42322. * Gets wether the color grading effect is enabled.
  42323. */
  42324. /**
  42325. * Gets wether the color grading effect is enabled.
  42326. */
  42327. colorGradingEnabled: boolean;
  42328. /**
  42329. * Gets exposure used in the effect.
  42330. */
  42331. /**
  42332. * Sets exposure used in the effect.
  42333. */
  42334. exposure: number;
  42335. /**
  42336. * Gets wether tonemapping is enabled or not.
  42337. */
  42338. /**
  42339. * Sets wether tonemapping is enabled or not
  42340. */
  42341. toneMappingEnabled: boolean;
  42342. /**
  42343. * Gets the type of tone mapping effect.
  42344. */
  42345. /**
  42346. * Sets the type of tone mapping effect.
  42347. */
  42348. toneMappingType: number;
  42349. /**
  42350. * Gets contrast used in the effect.
  42351. */
  42352. /**
  42353. * Sets contrast used in the effect.
  42354. */
  42355. contrast: number;
  42356. /**
  42357. * Gets Vignette stretch size.
  42358. */
  42359. /**
  42360. * Sets Vignette stretch size.
  42361. */
  42362. vignetteStretch: number;
  42363. /**
  42364. * Gets Vignette centre X Offset.
  42365. */
  42366. /**
  42367. * Sets Vignette centre X Offset.
  42368. */
  42369. vignetteCentreX: number;
  42370. /**
  42371. * Gets Vignette centre Y Offset.
  42372. */
  42373. /**
  42374. * Sets Vignette centre Y Offset.
  42375. */
  42376. vignetteCentreY: number;
  42377. /**
  42378. * Gets Vignette weight or intensity of the vignette effect.
  42379. */
  42380. /**
  42381. * Sets Vignette weight or intensity of the vignette effect.
  42382. */
  42383. vignetteWeight: number;
  42384. /**
  42385. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42386. * if vignetteEnabled is set to true.
  42387. */
  42388. /**
  42389. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42390. * if vignetteEnabled is set to true.
  42391. */
  42392. vignetteColor: Color4;
  42393. /**
  42394. * Gets Camera field of view used by the Vignette effect.
  42395. */
  42396. /**
  42397. * Sets Camera field of view used by the Vignette effect.
  42398. */
  42399. vignetteCameraFov: number;
  42400. /**
  42401. * Gets the vignette blend mode allowing different kind of effect.
  42402. */
  42403. /**
  42404. * Sets the vignette blend mode allowing different kind of effect.
  42405. */
  42406. vignetteBlendMode: number;
  42407. /**
  42408. * Gets wether the vignette effect is enabled.
  42409. */
  42410. /**
  42411. * Sets wether the vignette effect is enabled.
  42412. */
  42413. vignetteEnabled: boolean;
  42414. private _fromLinearSpace;
  42415. /**
  42416. * Gets wether the input of the processing is in Gamma or Linear Space.
  42417. */
  42418. /**
  42419. * Sets wether the input of the processing is in Gamma or Linear Space.
  42420. */
  42421. fromLinearSpace: boolean;
  42422. /**
  42423. * Defines cache preventing GC.
  42424. */
  42425. private _defines;
  42426. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42427. /**
  42428. * "ImageProcessingPostProcess"
  42429. * @returns "ImageProcessingPostProcess"
  42430. */
  42431. getClassName(): string;
  42432. protected _updateParameters(): void;
  42433. dispose(camera?: Camera): void;
  42434. }
  42435. }
  42436. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42437. import { Scene } from "babylonjs/scene";
  42438. import { Color3 } from "babylonjs/Maths/math.color";
  42439. import { Mesh } from "babylonjs/Meshes/mesh";
  42440. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42441. import { Nullable } from "babylonjs/types";
  42442. /**
  42443. * Class containing static functions to help procedurally build meshes
  42444. */
  42445. export class GroundBuilder {
  42446. /**
  42447. * Creates a ground mesh
  42448. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42449. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42450. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42451. * @param name defines the name of the mesh
  42452. * @param options defines the options used to create the mesh
  42453. * @param scene defines the hosting scene
  42454. * @returns the ground mesh
  42455. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42456. */
  42457. static CreateGround(name: string, options: {
  42458. width?: number;
  42459. height?: number;
  42460. subdivisions?: number;
  42461. subdivisionsX?: number;
  42462. subdivisionsY?: number;
  42463. updatable?: boolean;
  42464. }, scene: any): Mesh;
  42465. /**
  42466. * Creates a tiled ground mesh
  42467. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42468. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42469. * * 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
  42470. * * 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
  42471. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42472. * @param name defines the name of the mesh
  42473. * @param options defines the options used to create the mesh
  42474. * @param scene defines the hosting scene
  42475. * @returns the tiled ground mesh
  42476. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42477. */
  42478. static CreateTiledGround(name: string, options: {
  42479. xmin: number;
  42480. zmin: number;
  42481. xmax: number;
  42482. zmax: number;
  42483. subdivisions?: {
  42484. w: number;
  42485. h: number;
  42486. };
  42487. precision?: {
  42488. w: number;
  42489. h: number;
  42490. };
  42491. updatable?: boolean;
  42492. }, scene?: Nullable<Scene>): Mesh;
  42493. /**
  42494. * Creates a ground mesh from a height map
  42495. * * The parameter `url` sets the URL of the height map image resource.
  42496. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42497. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42498. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42499. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42500. * * 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.
  42501. * * 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).
  42502. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42503. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42504. * @param name defines the name of the mesh
  42505. * @param url defines the url to the height map
  42506. * @param options defines the options used to create the mesh
  42507. * @param scene defines the hosting scene
  42508. * @returns the ground mesh
  42509. * @see https://doc.babylonjs.com/babylon101/height_map
  42510. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42511. */
  42512. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42513. width?: number;
  42514. height?: number;
  42515. subdivisions?: number;
  42516. minHeight?: number;
  42517. maxHeight?: number;
  42518. colorFilter?: Color3;
  42519. alphaFilter?: number;
  42520. updatable?: boolean;
  42521. onReady?: (mesh: GroundMesh) => void;
  42522. }, scene?: Nullable<Scene>): GroundMesh;
  42523. }
  42524. }
  42525. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42526. import { Vector4 } from "babylonjs/Maths/math.vector";
  42527. import { Mesh } from "babylonjs/Meshes/mesh";
  42528. /**
  42529. * Class containing static functions to help procedurally build meshes
  42530. */
  42531. export class TorusBuilder {
  42532. /**
  42533. * Creates a torus mesh
  42534. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42535. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42536. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42537. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42538. * * If you create a double-sided mesh, you can choose what parts of 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
  42539. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42540. * @param name defines the name of the mesh
  42541. * @param options defines the options used to create the mesh
  42542. * @param scene defines the hosting scene
  42543. * @returns the torus mesh
  42544. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42545. */
  42546. static CreateTorus(name: string, options: {
  42547. diameter?: number;
  42548. thickness?: number;
  42549. tessellation?: number;
  42550. updatable?: boolean;
  42551. sideOrientation?: number;
  42552. frontUVs?: Vector4;
  42553. backUVs?: Vector4;
  42554. }, scene: any): Mesh;
  42555. }
  42556. }
  42557. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42558. import { Vector4 } from "babylonjs/Maths/math.vector";
  42559. import { Color4 } from "babylonjs/Maths/math.color";
  42560. import { Mesh } from "babylonjs/Meshes/mesh";
  42561. /**
  42562. * Class containing static functions to help procedurally build meshes
  42563. */
  42564. export class CylinderBuilder {
  42565. /**
  42566. * Creates a cylinder or a cone mesh
  42567. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42568. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42569. * * 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.
  42570. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42571. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42572. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42573. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42574. * * 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).
  42575. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42576. * * 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).
  42577. * * 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
  42578. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42579. * * 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
  42580. * * 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.
  42581. * * If `enclose` is false, a ring surface is one element.
  42582. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42583. * * 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
  42584. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42585. * * If you create a double-sided mesh, you can choose what parts of 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
  42586. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42587. * @param name defines the name of the mesh
  42588. * @param options defines the options used to create the mesh
  42589. * @param scene defines the hosting scene
  42590. * @returns the cylinder mesh
  42591. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42592. */
  42593. static CreateCylinder(name: string, options: {
  42594. height?: number;
  42595. diameterTop?: number;
  42596. diameterBottom?: number;
  42597. diameter?: number;
  42598. tessellation?: number;
  42599. subdivisions?: number;
  42600. arc?: number;
  42601. faceColors?: Color4[];
  42602. faceUV?: Vector4[];
  42603. updatable?: boolean;
  42604. hasRings?: boolean;
  42605. enclose?: boolean;
  42606. cap?: number;
  42607. sideOrientation?: number;
  42608. frontUVs?: Vector4;
  42609. backUVs?: Vector4;
  42610. }, scene: any): Mesh;
  42611. }
  42612. }
  42613. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42614. import { Observable } from "babylonjs/Misc/observable";
  42615. import { Nullable } from "babylonjs/types";
  42616. import { Camera } from "babylonjs/Cameras/camera";
  42617. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42618. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42619. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42620. import { Scene } from "babylonjs/scene";
  42621. import { Vector3 } from "babylonjs/Maths/math.vector";
  42622. import { Color3 } from "babylonjs/Maths/math.color";
  42623. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42624. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42625. import { Mesh } from "babylonjs/Meshes/mesh";
  42626. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42627. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42628. import "babylonjs/Meshes/Builders/groundBuilder";
  42629. import "babylonjs/Meshes/Builders/torusBuilder";
  42630. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42631. import "babylonjs/Gamepads/gamepadSceneComponent";
  42632. import "babylonjs/Animations/animatable";
  42633. /**
  42634. * Options to modify the vr teleportation behavior.
  42635. */
  42636. export interface VRTeleportationOptions {
  42637. /**
  42638. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42639. */
  42640. floorMeshName?: string;
  42641. /**
  42642. * A list of meshes to be used as the teleportation floor. (default: empty)
  42643. */
  42644. floorMeshes?: Mesh[];
  42645. }
  42646. /**
  42647. * Options to modify the vr experience helper's behavior.
  42648. */
  42649. export interface VRExperienceHelperOptions extends WebVROptions {
  42650. /**
  42651. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42652. */
  42653. createDeviceOrientationCamera?: boolean;
  42654. /**
  42655. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42656. */
  42657. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42658. /**
  42659. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42660. */
  42661. laserToggle?: boolean;
  42662. /**
  42663. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42664. */
  42665. floorMeshes?: Mesh[];
  42666. /**
  42667. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42668. */
  42669. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42670. }
  42671. /**
  42672. * Event containing information after VR has been entered
  42673. */
  42674. export class OnAfterEnteringVRObservableEvent {
  42675. /**
  42676. * If entering vr was successful
  42677. */
  42678. success: boolean;
  42679. }
  42680. /**
  42681. * Helps to quickly add VR support to an existing scene.
  42682. * See http://doc.babylonjs.com/how_to/webvr_helper
  42683. */
  42684. export class VRExperienceHelper {
  42685. /** Options to modify the vr experience helper's behavior. */
  42686. webVROptions: VRExperienceHelperOptions;
  42687. private _scene;
  42688. private _position;
  42689. private _btnVR;
  42690. private _btnVRDisplayed;
  42691. private _webVRsupported;
  42692. private _webVRready;
  42693. private _webVRrequesting;
  42694. private _webVRpresenting;
  42695. private _hasEnteredVR;
  42696. private _fullscreenVRpresenting;
  42697. private _canvas;
  42698. private _webVRCamera;
  42699. private _vrDeviceOrientationCamera;
  42700. private _deviceOrientationCamera;
  42701. private _existingCamera;
  42702. private _onKeyDown;
  42703. private _onVrDisplayPresentChange;
  42704. private _onVRDisplayChanged;
  42705. private _onVRRequestPresentStart;
  42706. private _onVRRequestPresentComplete;
  42707. /**
  42708. * 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)
  42709. */
  42710. enableGazeEvenWhenNoPointerLock: boolean;
  42711. /**
  42712. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  42713. */
  42714. exitVROnDoubleTap: boolean;
  42715. /**
  42716. * Observable raised right before entering VR.
  42717. */
  42718. onEnteringVRObservable: Observable<VRExperienceHelper>;
  42719. /**
  42720. * Observable raised when entering VR has completed.
  42721. */
  42722. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  42723. /**
  42724. * Observable raised when exiting VR.
  42725. */
  42726. onExitingVRObservable: Observable<VRExperienceHelper>;
  42727. /**
  42728. * Observable raised when controller mesh is loaded.
  42729. */
  42730. onControllerMeshLoadedObservable: Observable<WebVRController>;
  42731. /** Return this.onEnteringVRObservable
  42732. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  42733. */
  42734. readonly onEnteringVR: Observable<VRExperienceHelper>;
  42735. /** Return this.onExitingVRObservable
  42736. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  42737. */
  42738. readonly onExitingVR: Observable<VRExperienceHelper>;
  42739. /** Return this.onControllerMeshLoadedObservable
  42740. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  42741. */
  42742. readonly onControllerMeshLoaded: Observable<WebVRController>;
  42743. private _rayLength;
  42744. private _useCustomVRButton;
  42745. private _teleportationRequested;
  42746. private _teleportActive;
  42747. private _floorMeshName;
  42748. private _floorMeshesCollection;
  42749. private _rotationAllowed;
  42750. private _teleportBackwardsVector;
  42751. private _teleportationTarget;
  42752. private _isDefaultTeleportationTarget;
  42753. private _postProcessMove;
  42754. private _teleportationFillColor;
  42755. private _teleportationBorderColor;
  42756. private _rotationAngle;
  42757. private _haloCenter;
  42758. private _cameraGazer;
  42759. private _padSensibilityUp;
  42760. private _padSensibilityDown;
  42761. private _leftController;
  42762. private _rightController;
  42763. /**
  42764. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  42765. */
  42766. onNewMeshSelected: Observable<AbstractMesh>;
  42767. /**
  42768. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  42769. * This observable will provide the mesh and the controller used to select the mesh
  42770. */
  42771. onMeshSelectedWithController: Observable<{
  42772. mesh: AbstractMesh;
  42773. controller: WebVRController;
  42774. }>;
  42775. /**
  42776. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42777. */
  42778. onNewMeshPicked: Observable<PickingInfo>;
  42779. private _circleEase;
  42780. /**
  42781. * Observable raised before camera teleportation
  42782. */
  42783. onBeforeCameraTeleport: Observable<Vector3>;
  42784. /**
  42785. * Observable raised after camera teleportation
  42786. */
  42787. onAfterCameraTeleport: Observable<Vector3>;
  42788. /**
  42789. * Observable raised when current selected mesh gets unselected
  42790. */
  42791. onSelectedMeshUnselected: Observable<AbstractMesh>;
  42792. private _raySelectionPredicate;
  42793. /**
  42794. * To be optionaly changed by user to define custom ray selection
  42795. */
  42796. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  42797. /**
  42798. * To be optionaly changed by user to define custom selection logic (after ray selection)
  42799. */
  42800. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  42801. /**
  42802. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  42803. */
  42804. teleportationEnabled: boolean;
  42805. private _defaultHeight;
  42806. private _teleportationInitialized;
  42807. private _interactionsEnabled;
  42808. private _interactionsRequested;
  42809. private _displayGaze;
  42810. private _displayLaserPointer;
  42811. /**
  42812. * The mesh used to display where the user is going to teleport.
  42813. */
  42814. /**
  42815. * Sets the mesh to be used to display where the user is going to teleport.
  42816. */
  42817. teleportationTarget: Mesh;
  42818. /**
  42819. * 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
  42820. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42821. * See http://doc.babylonjs.com/resources/baking_transformations
  42822. */
  42823. gazeTrackerMesh: Mesh;
  42824. /**
  42825. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42826. */
  42827. updateGazeTrackerScale: boolean;
  42828. /**
  42829. * If the gaze trackers color should be updated when selecting meshes
  42830. */
  42831. updateGazeTrackerColor: boolean;
  42832. /**
  42833. * If the controller laser color should be updated when selecting meshes
  42834. */
  42835. updateControllerLaserColor: boolean;
  42836. /**
  42837. * The gaze tracking mesh corresponding to the left controller
  42838. */
  42839. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42840. /**
  42841. * The gaze tracking mesh corresponding to the right controller
  42842. */
  42843. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42844. /**
  42845. * If the ray of the gaze should be displayed.
  42846. */
  42847. /**
  42848. * Sets if the ray of the gaze should be displayed.
  42849. */
  42850. displayGaze: boolean;
  42851. /**
  42852. * If the ray of the LaserPointer should be displayed.
  42853. */
  42854. /**
  42855. * Sets if the ray of the LaserPointer should be displayed.
  42856. */
  42857. displayLaserPointer: boolean;
  42858. /**
  42859. * The deviceOrientationCamera used as the camera when not in VR.
  42860. */
  42861. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42862. /**
  42863. * Based on the current WebVR support, returns the current VR camera used.
  42864. */
  42865. readonly currentVRCamera: Nullable<Camera>;
  42866. /**
  42867. * The webVRCamera which is used when in VR.
  42868. */
  42869. readonly webVRCamera: WebVRFreeCamera;
  42870. /**
  42871. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42872. */
  42873. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42874. /**
  42875. * The html button that is used to trigger entering into VR.
  42876. */
  42877. readonly vrButton: Nullable<HTMLButtonElement>;
  42878. private readonly _teleportationRequestInitiated;
  42879. /**
  42880. * Defines wether or not Pointer lock should be requested when switching to
  42881. * full screen.
  42882. */
  42883. requestPointerLockOnFullScreen: boolean;
  42884. /**
  42885. * Instantiates a VRExperienceHelper.
  42886. * Helps to quickly add VR support to an existing scene.
  42887. * @param scene The scene the VRExperienceHelper belongs to.
  42888. * @param webVROptions Options to modify the vr experience helper's behavior.
  42889. */
  42890. constructor(scene: Scene,
  42891. /** Options to modify the vr experience helper's behavior. */
  42892. webVROptions?: VRExperienceHelperOptions);
  42893. private _onDefaultMeshLoaded;
  42894. private _onResize;
  42895. private _onFullscreenChange;
  42896. /**
  42897. * Gets a value indicating if we are currently in VR mode.
  42898. */
  42899. readonly isInVRMode: boolean;
  42900. private onVrDisplayPresentChange;
  42901. private onVRDisplayChanged;
  42902. private moveButtonToBottomRight;
  42903. private displayVRButton;
  42904. private updateButtonVisibility;
  42905. private _cachedAngularSensibility;
  42906. /**
  42907. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42908. * Otherwise, will use the fullscreen API.
  42909. */
  42910. enterVR(): void;
  42911. /**
  42912. * Attempt to exit VR, or fullscreen.
  42913. */
  42914. exitVR(): void;
  42915. /**
  42916. * The position of the vr experience helper.
  42917. */
  42918. /**
  42919. * Sets the position of the vr experience helper.
  42920. */
  42921. position: Vector3;
  42922. /**
  42923. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42924. */
  42925. enableInteractions(): void;
  42926. private readonly _noControllerIsActive;
  42927. private beforeRender;
  42928. private _isTeleportationFloor;
  42929. /**
  42930. * Adds a floor mesh to be used for teleportation.
  42931. * @param floorMesh the mesh to be used for teleportation.
  42932. */
  42933. addFloorMesh(floorMesh: Mesh): void;
  42934. /**
  42935. * Removes a floor mesh from being used for teleportation.
  42936. * @param floorMesh the mesh to be removed.
  42937. */
  42938. removeFloorMesh(floorMesh: Mesh): void;
  42939. /**
  42940. * Enables interactions and teleportation using the VR controllers and gaze.
  42941. * @param vrTeleportationOptions options to modify teleportation behavior.
  42942. */
  42943. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42944. private _onNewGamepadConnected;
  42945. private _tryEnableInteractionOnController;
  42946. private _onNewGamepadDisconnected;
  42947. private _enableInteractionOnController;
  42948. private _checkTeleportWithRay;
  42949. private _checkRotate;
  42950. private _checkTeleportBackwards;
  42951. private _enableTeleportationOnController;
  42952. private _createTeleportationCircles;
  42953. private _displayTeleportationTarget;
  42954. private _hideTeleportationTarget;
  42955. private _rotateCamera;
  42956. private _moveTeleportationSelectorTo;
  42957. private _workingVector;
  42958. private _workingQuaternion;
  42959. private _workingMatrix;
  42960. /**
  42961. * Teleports the users feet to the desired location
  42962. * @param location The location where the user's feet should be placed
  42963. */
  42964. teleportCamera(location: Vector3): void;
  42965. private _convertNormalToDirectionOfRay;
  42966. private _castRayAndSelectObject;
  42967. private _notifySelectedMeshUnselected;
  42968. /**
  42969. * Sets the color of the laser ray from the vr controllers.
  42970. * @param color new color for the ray.
  42971. */
  42972. changeLaserColor(color: Color3): void;
  42973. /**
  42974. * Sets the color of the ray from the vr headsets gaze.
  42975. * @param color new color for the ray.
  42976. */
  42977. changeGazeColor(color: Color3): void;
  42978. /**
  42979. * Exits VR and disposes of the vr experience helper
  42980. */
  42981. dispose(): void;
  42982. /**
  42983. * Gets the name of the VRExperienceHelper class
  42984. * @returns "VRExperienceHelper"
  42985. */
  42986. getClassName(): string;
  42987. }
  42988. }
  42989. declare module "babylonjs/Cameras/VR/index" {
  42990. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42991. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42992. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42993. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42994. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42995. export * from "babylonjs/Cameras/VR/webVRCamera";
  42996. }
  42997. declare module "babylonjs/Cameras/XR/webXRTypes" {
  42998. import { Nullable } from "babylonjs/types";
  42999. import { IDisposable } from "babylonjs/scene";
  43000. /**
  43001. * States of the webXR experience
  43002. */
  43003. export enum WebXRState {
  43004. /**
  43005. * Transitioning to being in XR mode
  43006. */
  43007. ENTERING_XR = 0,
  43008. /**
  43009. * Transitioning to non XR mode
  43010. */
  43011. EXITING_XR = 1,
  43012. /**
  43013. * In XR mode and presenting
  43014. */
  43015. IN_XR = 2,
  43016. /**
  43017. * Not entered XR mode
  43018. */
  43019. NOT_IN_XR = 3
  43020. }
  43021. /**
  43022. * Abstraction of the XR render target
  43023. */
  43024. export interface WebXRRenderTarget extends IDisposable {
  43025. /**
  43026. * xrpresent context of the canvas which can be used to display/mirror xr content
  43027. */
  43028. canvasContext: WebGLRenderingContext;
  43029. /**
  43030. * xr layer for the canvas
  43031. */
  43032. xrLayer: Nullable<XRWebGLLayer>;
  43033. /**
  43034. * Initializes the xr layer for the session
  43035. * @param xrSession xr session
  43036. * @returns a promise that will resolve once the XR Layer has been created
  43037. */
  43038. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  43039. }
  43040. }
  43041. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  43042. import { Nullable } from "babylonjs/types";
  43043. import { Observable } from "babylonjs/Misc/observable";
  43044. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  43045. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43046. /**
  43047. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  43048. */
  43049. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  43050. private _engine;
  43051. private _canvas;
  43052. /**
  43053. * xrpresent context of the canvas which can be used to display/mirror xr content
  43054. */
  43055. canvasContext: WebGLRenderingContext;
  43056. /**
  43057. * xr layer for the canvas
  43058. */
  43059. xrLayer: Nullable<XRWebGLLayer>;
  43060. /**
  43061. * Initializes the xr layer for the session
  43062. * @param xrSession xr session
  43063. * @returns a promise that will resolve once the XR Layer has been created
  43064. */
  43065. initializeXRLayerAsync(xrSession: any): any;
  43066. /**
  43067. * Initializes the canvas to be added/removed upon entering/exiting xr
  43068. * @param engine the Babylon engine
  43069. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  43070. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  43071. */
  43072. constructor(engine: ThinEngine, onStateChangedObservable: Observable<WebXRState>, canvas?: HTMLCanvasElement);
  43073. /**
  43074. * Disposes of the object
  43075. */
  43076. dispose(): void;
  43077. private _setManagedOutputCanvas;
  43078. private _addCanvas;
  43079. private _removeCanvas;
  43080. }
  43081. }
  43082. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  43083. import { Observable } from "babylonjs/Misc/observable";
  43084. import { Nullable } from "babylonjs/types";
  43085. import { IDisposable, Scene } from "babylonjs/scene";
  43086. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  43087. import { WebXRRenderTarget, WebXRState } from "babylonjs/Cameras/XR/webXRTypes";
  43088. /**
  43089. * Manages an XRSession to work with Babylon's engine
  43090. * @see https://doc.babylonjs.com/how_to/webxr
  43091. */
  43092. export class WebXRSessionManager implements IDisposable {
  43093. private scene;
  43094. /**
  43095. * Fires every time a new xrFrame arrives which can be used to update the camera
  43096. */
  43097. onXRFrameObservable: Observable<any>;
  43098. /**
  43099. * Fires when the xr session is ended either by the device or manually done
  43100. */
  43101. onXRSessionEnded: Observable<any>;
  43102. /**
  43103. * Underlying xr session
  43104. */
  43105. session: XRSession;
  43106. /**
  43107. * Type of reference space used when creating the session
  43108. */
  43109. referenceSpace: XRReferenceSpace;
  43110. /**
  43111. * Current XR frame
  43112. */
  43113. currentFrame: Nullable<XRFrame>;
  43114. private _xrNavigator;
  43115. private baseLayer;
  43116. private _rttProvider;
  43117. private _sessionEnded;
  43118. /**
  43119. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  43120. * @param scene The scene which the session should be created for
  43121. */
  43122. constructor(scene: Scene);
  43123. /**
  43124. * Initializes the manager
  43125. * After initialization enterXR can be called to start an XR session
  43126. * @returns Promise which resolves after it is initialized
  43127. */
  43128. initializeAsync(): Promise<void>;
  43129. /**
  43130. * Initializes an xr session
  43131. * @param xrSessionMode mode to initialize
  43132. * @returns a promise which will resolve once the session has been initialized
  43133. */
  43134. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  43135. /**
  43136. * Sets the reference space on the xr session
  43137. * @param referenceSpace space to set
  43138. * @returns a promise that will resolve once the reference space has been set
  43139. */
  43140. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  43141. /**
  43142. * Updates the render state of the session
  43143. * @param state state to set
  43144. * @returns a promise that resolves once the render state has been updated
  43145. */
  43146. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  43147. /**
  43148. * Starts rendering to the xr layer
  43149. * @returns a promise that will resolve once rendering has started
  43150. */
  43151. startRenderingToXRAsync(): Promise<void>;
  43152. /**
  43153. * Gets the correct render target texture to be rendered this frame for this eye
  43154. * @param eye the eye for which to get the render target
  43155. * @returns the render target for the specified eye
  43156. */
  43157. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  43158. /**
  43159. * Stops the xrSession and restores the renderloop
  43160. * @returns Promise which resolves after it exits XR
  43161. */
  43162. exitXRAsync(): Promise<void>;
  43163. /**
  43164. * Checks if a session would be supported for the creation options specified
  43165. * @param sessionMode session mode to check if supported eg. immersive-vr
  43166. * @returns true if supported
  43167. */
  43168. supportsSessionAsync(sessionMode: XRSessionMode): any;
  43169. /**
  43170. * Creates a WebXRRenderTarget object for the XR session
  43171. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  43172. * @returns a WebXR render target to which the session can render
  43173. */
  43174. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>): WebXRRenderTarget;
  43175. /**
  43176. * @hidden
  43177. * Converts the render layer of xrSession to a render target
  43178. * @param session session to create render target for
  43179. * @param scene scene the new render target should be created for
  43180. */
  43181. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  43182. /**
  43183. * Disposes of the session manager
  43184. */
  43185. dispose(): void;
  43186. }
  43187. }
  43188. declare module "babylonjs/Cameras/XR/webXRCamera" {
  43189. import { Scene } from "babylonjs/scene";
  43190. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  43191. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43192. /**
  43193. * WebXR Camera which holds the views for the xrSession
  43194. * @see https://doc.babylonjs.com/how_to/webxr
  43195. */
  43196. export class WebXRCamera extends FreeCamera {
  43197. private static _TmpMatrix;
  43198. /**
  43199. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  43200. * @param name the name of the camera
  43201. * @param scene the scene to add the camera to
  43202. */
  43203. constructor(name: string, scene: Scene);
  43204. private _updateNumberOfRigCameras;
  43205. /** @hidden */
  43206. _updateForDualEyeDebugging(): void;
  43207. /**
  43208. * Updates the cameras position from the current pose information of the XR session
  43209. * @param xrSessionManager the session containing pose information
  43210. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  43211. */
  43212. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  43213. }
  43214. }
  43215. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  43216. import { Observable } from "babylonjs/Misc/observable";
  43217. import { IDisposable, Scene } from "babylonjs/scene";
  43218. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  43219. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43220. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43221. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  43222. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43223. /**
  43224. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  43225. * @see https://doc.babylonjs.com/how_to/webxr
  43226. */
  43227. export class WebXRExperienceHelper implements IDisposable {
  43228. private scene;
  43229. /**
  43230. * 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
  43231. */
  43232. container: AbstractMesh;
  43233. /**
  43234. * Camera used to render xr content
  43235. */
  43236. camera: WebXRCamera;
  43237. /**
  43238. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  43239. */
  43240. state: WebXRState;
  43241. private _setState;
  43242. private static _TmpVector;
  43243. /**
  43244. * Fires when the state of the experience helper has changed
  43245. */
  43246. onStateChangedObservable: Observable<WebXRState>;
  43247. /** Session manager used to keep track of xr session */
  43248. sessionManager: WebXRSessionManager;
  43249. private _nonVRCamera;
  43250. private _originalSceneAutoClear;
  43251. private _supported;
  43252. /**
  43253. * Creates the experience helper
  43254. * @param scene the scene to attach the experience helper to
  43255. * @returns a promise for the experience helper
  43256. */
  43257. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  43258. /**
  43259. * Creates a WebXRExperienceHelper
  43260. * @param scene The scene the helper should be created in
  43261. */
  43262. private constructor();
  43263. /**
  43264. * Exits XR mode and returns the scene to its original state
  43265. * @returns promise that resolves after xr mode has exited
  43266. */
  43267. exitXRAsync(): Promise<void>;
  43268. /**
  43269. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  43270. * @param sessionCreationOptions options for the XR session
  43271. * @param referenceSpaceType frame of reference of the XR session
  43272. * @param renderTarget the output canvas that will be used to enter XR mode
  43273. * @returns promise that resolves after xr mode has entered
  43274. */
  43275. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): any;
  43276. /**
  43277. * Updates the global position of the camera by moving the camera's container
  43278. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  43279. * @param position The desired global position of the camera
  43280. */
  43281. setPositionOfCameraUsingContainer(position: Vector3): void;
  43282. /**
  43283. * Rotates the xr camera by rotating the camera's container around the camera's position
  43284. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  43285. * @param rotation the desired quaternion rotation to apply to the camera
  43286. */
  43287. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  43288. /**
  43289. * Disposes of the experience helper
  43290. */
  43291. dispose(): void;
  43292. }
  43293. }
  43294. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  43295. import { Nullable } from "babylonjs/types";
  43296. import { Observable } from "babylonjs/Misc/observable";
  43297. import { IDisposable, Scene } from "babylonjs/scene";
  43298. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43299. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43300. /**
  43301. * Button which can be used to enter a different mode of XR
  43302. */
  43303. export class WebXREnterExitUIButton {
  43304. /** button element */
  43305. element: HTMLElement;
  43306. /** XR initialization options for the button */
  43307. sessionMode: XRSessionMode;
  43308. /** Reference space type */
  43309. referenceSpaceType: XRReferenceSpaceType;
  43310. /**
  43311. * Creates a WebXREnterExitUIButton
  43312. * @param element button element
  43313. * @param sessionMode XR initialization session mode
  43314. * @param referenceSpaceType the type of reference space to be used
  43315. */
  43316. constructor(
  43317. /** button element */
  43318. element: HTMLElement,
  43319. /** XR initialization options for the button */
  43320. sessionMode: XRSessionMode,
  43321. /** Reference space type */
  43322. referenceSpaceType: XRReferenceSpaceType);
  43323. /**
  43324. * Overwritable function which can be used to update the button's visuals when the state changes
  43325. * @param activeButton the current active button in the UI
  43326. */
  43327. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  43328. }
  43329. /**
  43330. * Options to create the webXR UI
  43331. */
  43332. export class WebXREnterExitUIOptions {
  43333. /**
  43334. * Context to enter xr with
  43335. */
  43336. renderTarget?: Nullable<WebXRRenderTarget>;
  43337. /**
  43338. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  43339. */
  43340. customButtons?: Array<WebXREnterExitUIButton>;
  43341. }
  43342. /**
  43343. * UI to allow the user to enter/exit XR mode
  43344. */
  43345. export class WebXREnterExitUI implements IDisposable {
  43346. private scene;
  43347. private _overlay;
  43348. private _buttons;
  43349. private _activeButton;
  43350. /**
  43351. * Fired every time the active button is changed.
  43352. *
  43353. * When xr is entered via a button that launches xr that button will be the callback parameter
  43354. *
  43355. * When exiting xr the callback parameter will be null)
  43356. */
  43357. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  43358. /**
  43359. * Creates UI to allow the user to enter/exit XR mode
  43360. * @param scene the scene to add the ui to
  43361. * @param helper the xr experience helper to enter/exit xr with
  43362. * @param options options to configure the UI
  43363. * @returns the created ui
  43364. */
  43365. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  43366. private constructor();
  43367. private _updateButtons;
  43368. /**
  43369. * Disposes of the object
  43370. */
  43371. dispose(): void;
  43372. }
  43373. }
  43374. declare module "babylonjs/Cameras/XR/webXRController" {
  43375. import { Nullable } from "babylonjs/types";
  43376. import { Observable } from "babylonjs/Misc/observable";
  43377. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43378. import { Ray } from "babylonjs/Culling/ray";
  43379. import { Scene } from "babylonjs/scene";
  43380. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43381. /**
  43382. * Represents an XR input
  43383. */
  43384. export class WebXRController {
  43385. private scene;
  43386. /** The underlying input source for the controller */
  43387. inputSource: XRInputSource;
  43388. private parentContainer;
  43389. /**
  43390. * 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
  43391. */
  43392. grip?: AbstractMesh;
  43393. /**
  43394. * Pointer which can be used to select objects or attach a visible laser to
  43395. */
  43396. pointer: AbstractMesh;
  43397. private _gamepadMode;
  43398. /**
  43399. * If available, this is the gamepad object related to this controller.
  43400. * Using this object it is possible to get click events and trackpad changes of the
  43401. * webxr controller that is currently being used.
  43402. */
  43403. gamepadController?: WebVRController;
  43404. /**
  43405. * Event that fires when the controller is removed/disposed
  43406. */
  43407. onDisposeObservable: Observable<{}>;
  43408. private _tmpMatrix;
  43409. private _tmpQuaternion;
  43410. private _tmpVector;
  43411. /**
  43412. * Creates the controller
  43413. * @see https://doc.babylonjs.com/how_to/webxr
  43414. * @param scene the scene which the controller should be associated to
  43415. * @param inputSource the underlying input source for the controller
  43416. * @param parentContainer parent that the controller meshes should be children of
  43417. */
  43418. constructor(scene: Scene,
  43419. /** The underlying input source for the controller */
  43420. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  43421. /**
  43422. * Updates the controller pose based on the given XRFrame
  43423. * @param xrFrame xr frame to update the pose with
  43424. * @param referenceSpace reference space to use
  43425. */
  43426. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  43427. /**
  43428. * Gets a world space ray coming from the controller
  43429. * @param result the resulting ray
  43430. */
  43431. getWorldPointerRayToRef(result: Ray): void;
  43432. /**
  43433. * Get the scene associated with this controller
  43434. * @returns the scene object
  43435. */
  43436. getScene(): Scene;
  43437. /**
  43438. * Disposes of the object
  43439. */
  43440. dispose(): void;
  43441. }
  43442. }
  43443. declare module "babylonjs/Cameras/XR/webXRInput" {
  43444. import { Observable } from "babylonjs/Misc/observable";
  43445. import { IDisposable } from "babylonjs/scene";
  43446. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43447. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  43448. /**
  43449. * XR input used to track XR inputs such as controllers/rays
  43450. */
  43451. export class WebXRInput implements IDisposable {
  43452. /**
  43453. * Base experience the input listens to
  43454. */
  43455. baseExperience: WebXRExperienceHelper;
  43456. /**
  43457. * XR controllers being tracked
  43458. */
  43459. controllers: Array<WebXRController>;
  43460. private _frameObserver;
  43461. private _stateObserver;
  43462. /**
  43463. * Event when a controller has been connected/added
  43464. */
  43465. onControllerAddedObservable: Observable<WebXRController>;
  43466. /**
  43467. * Event when a controller has been removed/disconnected
  43468. */
  43469. onControllerRemovedObservable: Observable<WebXRController>;
  43470. /**
  43471. * Initializes the WebXRInput
  43472. * @param baseExperience experience helper which the input should be created for
  43473. */
  43474. constructor(
  43475. /**
  43476. * Base experience the input listens to
  43477. */
  43478. baseExperience: WebXRExperienceHelper);
  43479. private _onInputSourcesChange;
  43480. private _addAndRemoveControllers;
  43481. /**
  43482. * Disposes of the object
  43483. */
  43484. dispose(): void;
  43485. }
  43486. }
  43487. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43488. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43489. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43490. /**
  43491. * Enables teleportation
  43492. */
  43493. export class WebXRControllerTeleportation {
  43494. private _teleportationFillColor;
  43495. private _teleportationBorderColor;
  43496. private _tmpRay;
  43497. private _tmpVector;
  43498. /**
  43499. * Creates a WebXRControllerTeleportation
  43500. * @param input input manager to add teleportation to
  43501. * @param floorMeshes floormeshes which can be teleported to
  43502. */
  43503. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43504. }
  43505. }
  43506. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43507. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43508. /**
  43509. * Handles pointer input automatically for the pointer of XR controllers
  43510. */
  43511. export class WebXRControllerPointerSelection {
  43512. private static _idCounter;
  43513. private _tmpRay;
  43514. /**
  43515. * Creates a WebXRControllerPointerSelection
  43516. * @param input input manager to setup pointer selection
  43517. */
  43518. constructor(input: WebXRInput);
  43519. private _convertNormalToDirectionOfRay;
  43520. private _updatePointerDistance;
  43521. }
  43522. }
  43523. declare module "babylonjs/Loading/sceneLoader" {
  43524. import { Observable } from "babylonjs/Misc/observable";
  43525. import { Nullable } from "babylonjs/types";
  43526. import { Scene } from "babylonjs/scene";
  43527. import { Engine } from "babylonjs/Engines/engine";
  43528. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43529. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43530. import { AssetContainer } from "babylonjs/assetContainer";
  43531. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43532. import { Skeleton } from "babylonjs/Bones/skeleton";
  43533. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  43534. import { WebRequest } from "babylonjs/Misc/webRequest";
  43535. /**
  43536. * Class used to represent data loading progression
  43537. */
  43538. export class SceneLoaderProgressEvent {
  43539. /** defines if data length to load can be evaluated */
  43540. readonly lengthComputable: boolean;
  43541. /** defines the loaded data length */
  43542. readonly loaded: number;
  43543. /** defines the data length to load */
  43544. readonly total: number;
  43545. /**
  43546. * Create a new progress event
  43547. * @param lengthComputable defines if data length to load can be evaluated
  43548. * @param loaded defines the loaded data length
  43549. * @param total defines the data length to load
  43550. */
  43551. constructor(
  43552. /** defines if data length to load can be evaluated */
  43553. lengthComputable: boolean,
  43554. /** defines the loaded data length */
  43555. loaded: number,
  43556. /** defines the data length to load */
  43557. total: number);
  43558. /**
  43559. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43560. * @param event defines the source event
  43561. * @returns a new SceneLoaderProgressEvent
  43562. */
  43563. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43564. }
  43565. /**
  43566. * Interface used by SceneLoader plugins to define supported file extensions
  43567. */
  43568. export interface ISceneLoaderPluginExtensions {
  43569. /**
  43570. * Defines the list of supported extensions
  43571. */
  43572. [extension: string]: {
  43573. isBinary: boolean;
  43574. };
  43575. }
  43576. /**
  43577. * Interface used by SceneLoader plugin factory
  43578. */
  43579. export interface ISceneLoaderPluginFactory {
  43580. /**
  43581. * Defines the name of the factory
  43582. */
  43583. name: string;
  43584. /**
  43585. * Function called to create a new plugin
  43586. * @return the new plugin
  43587. */
  43588. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43589. /**
  43590. * The callback that returns true if the data can be directly loaded.
  43591. * @param data string containing the file data
  43592. * @returns if the data can be loaded directly
  43593. */
  43594. canDirectLoad?(data: string): boolean;
  43595. }
  43596. /**
  43597. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  43598. */
  43599. export interface ISceneLoaderPluginBase {
  43600. /**
  43601. * The friendly name of this plugin.
  43602. */
  43603. name: string;
  43604. /**
  43605. * The file extensions supported by this plugin.
  43606. */
  43607. extensions: string | ISceneLoaderPluginExtensions;
  43608. /**
  43609. * The callback called when loading from a url.
  43610. * @param scene scene loading this url
  43611. * @param url url to load
  43612. * @param onSuccess callback called when the file successfully loads
  43613. * @param onProgress callback called while file is loading (if the server supports this mode)
  43614. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  43615. * @param onError callback called when the file fails to load
  43616. * @returns a file request object
  43617. */
  43618. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  43619. /**
  43620. * The callback called when loading from a file object.
  43621. * @param scene scene loading this file
  43622. * @param file defines the file to load
  43623. * @param onSuccess defines the callback to call when data is loaded
  43624. * @param onProgress defines the callback to call during loading process
  43625. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  43626. * @param onError defines the callback to call when an error occurs
  43627. * @returns a file request object
  43628. */
  43629. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  43630. /**
  43631. * The callback that returns true if the data can be directly loaded.
  43632. * @param data string containing the file data
  43633. * @returns if the data can be loaded directly
  43634. */
  43635. canDirectLoad?(data: string): boolean;
  43636. /**
  43637. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  43638. * @param scene scene loading this data
  43639. * @param data string containing the data
  43640. * @returns data to pass to the plugin
  43641. */
  43642. directLoad?(scene: Scene, data: string): any;
  43643. /**
  43644. * The callback that allows custom handling of the root url based on the response url.
  43645. * @param rootUrl the original root url
  43646. * @param responseURL the response url if available
  43647. * @returns the new root url
  43648. */
  43649. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  43650. }
  43651. /**
  43652. * Interface used to define a SceneLoader plugin
  43653. */
  43654. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  43655. /**
  43656. * Import meshes into a scene.
  43657. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43658. * @param scene The scene to import into
  43659. * @param data The data to import
  43660. * @param rootUrl The root url for scene and resources
  43661. * @param meshes The meshes array to import into
  43662. * @param particleSystems The particle systems array to import into
  43663. * @param skeletons The skeletons array to import into
  43664. * @param onError The callback when import fails
  43665. * @returns True if successful or false otherwise
  43666. */
  43667. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  43668. /**
  43669. * Load into a scene.
  43670. * @param scene The scene to load into
  43671. * @param data The data to import
  43672. * @param rootUrl The root url for scene and resources
  43673. * @param onError The callback when import fails
  43674. * @returns True if successful or false otherwise
  43675. */
  43676. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  43677. /**
  43678. * Load into an asset container.
  43679. * @param scene The scene to load into
  43680. * @param data The data to import
  43681. * @param rootUrl The root url for scene and resources
  43682. * @param onError The callback when import fails
  43683. * @returns The loaded asset container
  43684. */
  43685. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  43686. }
  43687. /**
  43688. * Interface used to define an async SceneLoader plugin
  43689. */
  43690. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  43691. /**
  43692. * Import meshes into a scene.
  43693. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43694. * @param scene The scene to import into
  43695. * @param data The data to import
  43696. * @param rootUrl The root url for scene and resources
  43697. * @param onProgress The callback when the load progresses
  43698. * @param fileName Defines the name of the file to load
  43699. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  43700. */
  43701. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  43702. meshes: AbstractMesh[];
  43703. particleSystems: IParticleSystem[];
  43704. skeletons: Skeleton[];
  43705. animationGroups: AnimationGroup[];
  43706. }>;
  43707. /**
  43708. * Load into a scene.
  43709. * @param scene The scene to load into
  43710. * @param data The data to import
  43711. * @param rootUrl The root url for scene and resources
  43712. * @param onProgress The callback when the load progresses
  43713. * @param fileName Defines the name of the file to load
  43714. * @returns Nothing
  43715. */
  43716. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  43717. /**
  43718. * Load into an asset container.
  43719. * @param scene The scene to load into
  43720. * @param data The data to import
  43721. * @param rootUrl The root url for scene and resources
  43722. * @param onProgress The callback when the load progresses
  43723. * @param fileName Defines the name of the file to load
  43724. * @returns The loaded asset container
  43725. */
  43726. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  43727. }
  43728. /**
  43729. * Class used to load scene from various file formats using registered plugins
  43730. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  43731. */
  43732. export class SceneLoader {
  43733. /**
  43734. * No logging while loading
  43735. */
  43736. static readonly NO_LOGGING: number;
  43737. /**
  43738. * Minimal logging while loading
  43739. */
  43740. static readonly MINIMAL_LOGGING: number;
  43741. /**
  43742. * Summary logging while loading
  43743. */
  43744. static readonly SUMMARY_LOGGING: number;
  43745. /**
  43746. * Detailled logging while loading
  43747. */
  43748. static readonly DETAILED_LOGGING: number;
  43749. /**
  43750. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  43751. */
  43752. static ForceFullSceneLoadingForIncremental: boolean;
  43753. /**
  43754. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  43755. */
  43756. static ShowLoadingScreen: boolean;
  43757. /**
  43758. * Defines the current logging level (while loading the scene)
  43759. * @ignorenaming
  43760. */
  43761. static loggingLevel: number;
  43762. /**
  43763. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  43764. */
  43765. static CleanBoneMatrixWeights: boolean;
  43766. /**
  43767. * Event raised when a plugin is used to load a scene
  43768. */
  43769. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43770. private static _registeredPlugins;
  43771. private static _getDefaultPlugin;
  43772. private static _getPluginForExtension;
  43773. private static _getPluginForDirectLoad;
  43774. private static _getPluginForFilename;
  43775. private static _getDirectLoad;
  43776. private static _loadData;
  43777. private static _getFileInfo;
  43778. /**
  43779. * Gets a plugin that can load the given extension
  43780. * @param extension defines the extension to load
  43781. * @returns a plugin or null if none works
  43782. */
  43783. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  43784. /**
  43785. * Gets a boolean indicating that the given extension can be loaded
  43786. * @param extension defines the extension to load
  43787. * @returns true if the extension is supported
  43788. */
  43789. static IsPluginForExtensionAvailable(extension: string): boolean;
  43790. /**
  43791. * Adds a new plugin to the list of registered plugins
  43792. * @param plugin defines the plugin to add
  43793. */
  43794. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  43795. /**
  43796. * Import meshes into a scene
  43797. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43798. * @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)
  43799. * @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)
  43800. * @param scene the instance of BABYLON.Scene to append to
  43801. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  43802. * @param onProgress a callback with a progress event for each file being loaded
  43803. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43804. * @param pluginExtension the extension used to determine the plugin
  43805. * @returns The loaded plugin
  43806. */
  43807. 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>;
  43808. /**
  43809. * Import meshes into a scene
  43810. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43811. * @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)
  43812. * @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)
  43813. * @param scene the instance of BABYLON.Scene to append to
  43814. * @param onProgress a callback with a progress event for each file being loaded
  43815. * @param pluginExtension the extension used to determine the plugin
  43816. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  43817. */
  43818. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  43819. meshes: AbstractMesh[];
  43820. particleSystems: IParticleSystem[];
  43821. skeletons: Skeleton[];
  43822. animationGroups: AnimationGroup[];
  43823. }>;
  43824. /**
  43825. * Load a scene
  43826. * @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)
  43827. * @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)
  43828. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43829. * @param onSuccess a callback with the scene when import succeeds
  43830. * @param onProgress a callback with a progress event for each file being loaded
  43831. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43832. * @param pluginExtension the extension used to determine the plugin
  43833. * @returns The loaded plugin
  43834. */
  43835. 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>;
  43836. /**
  43837. * Load a scene
  43838. * @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)
  43839. * @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)
  43840. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43841. * @param onProgress a callback with a progress event for each file being loaded
  43842. * @param pluginExtension the extension used to determine the plugin
  43843. * @returns The loaded scene
  43844. */
  43845. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43846. /**
  43847. * Append a scene
  43848. * @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)
  43849. * @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)
  43850. * @param scene is the instance of BABYLON.Scene to append to
  43851. * @param onSuccess a callback with the scene when import succeeds
  43852. * @param onProgress a callback with a progress event for each file being loaded
  43853. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43854. * @param pluginExtension the extension used to determine the plugin
  43855. * @returns The loaded plugin
  43856. */
  43857. 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>;
  43858. /**
  43859. * Append a scene
  43860. * @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)
  43861. * @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)
  43862. * @param scene is the instance of BABYLON.Scene to append to
  43863. * @param onProgress a callback with a progress event for each file being loaded
  43864. * @param pluginExtension the extension used to determine the plugin
  43865. * @returns The given scene
  43866. */
  43867. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43868. /**
  43869. * Load a scene into an asset container
  43870. * @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)
  43871. * @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)
  43872. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  43873. * @param onSuccess a callback with the scene when import succeeds
  43874. * @param onProgress a callback with a progress event for each file being loaded
  43875. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43876. * @param pluginExtension the extension used to determine the plugin
  43877. * @returns The loaded plugin
  43878. */
  43879. 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>;
  43880. /**
  43881. * Load a scene into an asset container
  43882. * @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)
  43883. * @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)
  43884. * @param scene is the instance of Scene to append to
  43885. * @param onProgress a callback with a progress event for each file being loaded
  43886. * @param pluginExtension the extension used to determine the plugin
  43887. * @returns The loaded asset container
  43888. */
  43889. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  43890. }
  43891. }
  43892. declare module "babylonjs/Gamepads/Controllers/genericController" {
  43893. import { Scene } from "babylonjs/scene";
  43894. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43895. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43896. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43897. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43898. /**
  43899. * Generic Controller
  43900. */
  43901. export class GenericController extends WebVRController {
  43902. /**
  43903. * Base Url for the controller model.
  43904. */
  43905. static readonly MODEL_BASE_URL: string;
  43906. /**
  43907. * File name for the controller model.
  43908. */
  43909. static readonly MODEL_FILENAME: string;
  43910. /**
  43911. * Creates a new GenericController from a gamepad
  43912. * @param vrGamepad the gamepad that the controller should be created from
  43913. */
  43914. constructor(vrGamepad: any);
  43915. /**
  43916. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43917. * @param scene scene in which to add meshes
  43918. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43919. */
  43920. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43921. /**
  43922. * Called once for each button that changed state since the last frame
  43923. * @param buttonIdx Which button index changed
  43924. * @param state New state of the button
  43925. * @param changes Which properties on the state changed since last frame
  43926. */
  43927. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43928. }
  43929. }
  43930. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43931. import { Observable } from "babylonjs/Misc/observable";
  43932. import { Scene } from "babylonjs/scene";
  43933. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43934. import { Ray } from "babylonjs/Culling/ray";
  43935. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43936. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43937. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43938. /**
  43939. * Defines the WindowsMotionController object that the state of the windows motion controller
  43940. */
  43941. export class WindowsMotionController extends WebVRController {
  43942. /**
  43943. * The base url used to load the left and right controller models
  43944. */
  43945. static MODEL_BASE_URL: string;
  43946. /**
  43947. * The name of the left controller model file
  43948. */
  43949. static MODEL_LEFT_FILENAME: string;
  43950. /**
  43951. * The name of the right controller model file
  43952. */
  43953. static MODEL_RIGHT_FILENAME: string;
  43954. /**
  43955. * The controller name prefix for this controller type
  43956. */
  43957. static readonly GAMEPAD_ID_PREFIX: string;
  43958. /**
  43959. * The controller id pattern for this controller type
  43960. */
  43961. private static readonly GAMEPAD_ID_PATTERN;
  43962. private _loadedMeshInfo;
  43963. private readonly _mapping;
  43964. /**
  43965. * Fired when the trackpad on this controller is clicked
  43966. */
  43967. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43968. /**
  43969. * Fired when the trackpad on this controller is modified
  43970. */
  43971. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43972. /**
  43973. * The current x and y values of this controller's trackpad
  43974. */
  43975. trackpad: StickValues;
  43976. /**
  43977. * Creates a new WindowsMotionController from a gamepad
  43978. * @param vrGamepad the gamepad that the controller should be created from
  43979. */
  43980. constructor(vrGamepad: any);
  43981. /**
  43982. * Fired when the trigger on this controller is modified
  43983. */
  43984. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43985. /**
  43986. * Fired when the menu button on this controller is modified
  43987. */
  43988. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43989. /**
  43990. * Fired when the grip button on this controller is modified
  43991. */
  43992. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43993. /**
  43994. * Fired when the thumbstick button on this controller is modified
  43995. */
  43996. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43997. /**
  43998. * Fired when the touchpad button on this controller is modified
  43999. */
  44000. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44001. /**
  44002. * Fired when the touchpad values on this controller are modified
  44003. */
  44004. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  44005. private _updateTrackpad;
  44006. /**
  44007. * Called once per frame by the engine.
  44008. */
  44009. update(): void;
  44010. /**
  44011. * Called once for each button that changed state since the last frame
  44012. * @param buttonIdx Which button index changed
  44013. * @param state New state of the button
  44014. * @param changes Which properties on the state changed since last frame
  44015. */
  44016. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44017. /**
  44018. * Moves the buttons on the controller mesh based on their current state
  44019. * @param buttonName the name of the button to move
  44020. * @param buttonValue the value of the button which determines the buttons new position
  44021. */
  44022. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  44023. /**
  44024. * Moves the axis on the controller mesh based on its current state
  44025. * @param axis the index of the axis
  44026. * @param axisValue the value of the axis which determines the meshes new position
  44027. * @hidden
  44028. */
  44029. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  44030. /**
  44031. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44032. * @param scene scene in which to add meshes
  44033. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44034. */
  44035. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  44036. /**
  44037. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  44038. * can be transformed by button presses and axes values, based on this._mapping.
  44039. *
  44040. * @param scene scene in which the meshes exist
  44041. * @param meshes list of meshes that make up the controller model to process
  44042. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  44043. */
  44044. private processModel;
  44045. private createMeshInfo;
  44046. /**
  44047. * Gets the ray of the controller in the direction the controller is pointing
  44048. * @param length the length the resulting ray should be
  44049. * @returns a ray in the direction the controller is pointing
  44050. */
  44051. getForwardRay(length?: number): Ray;
  44052. /**
  44053. * Disposes of the controller
  44054. */
  44055. dispose(): void;
  44056. }
  44057. }
  44058. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  44059. import { Observable } from "babylonjs/Misc/observable";
  44060. import { Scene } from "babylonjs/scene";
  44061. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44062. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44063. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44064. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44065. /**
  44066. * Oculus Touch Controller
  44067. */
  44068. export class OculusTouchController extends WebVRController {
  44069. /**
  44070. * Base Url for the controller model.
  44071. */
  44072. static MODEL_BASE_URL: string;
  44073. /**
  44074. * File name for the left controller model.
  44075. */
  44076. static MODEL_LEFT_FILENAME: string;
  44077. /**
  44078. * File name for the right controller model.
  44079. */
  44080. static MODEL_RIGHT_FILENAME: string;
  44081. /**
  44082. * Base Url for the Quest controller model.
  44083. */
  44084. static QUEST_MODEL_BASE_URL: string;
  44085. /**
  44086. * @hidden
  44087. * If the controllers are running on a device that needs the updated Quest controller models
  44088. */
  44089. static _IsQuest: boolean;
  44090. /**
  44091. * Fired when the secondary trigger on this controller is modified
  44092. */
  44093. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  44094. /**
  44095. * Fired when the thumb rest on this controller is modified
  44096. */
  44097. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  44098. /**
  44099. * Creates a new OculusTouchController from a gamepad
  44100. * @param vrGamepad the gamepad that the controller should be created from
  44101. */
  44102. constructor(vrGamepad: any);
  44103. /**
  44104. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44105. * @param scene scene in which to add meshes
  44106. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44107. */
  44108. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44109. /**
  44110. * Fired when the A button on this controller is modified
  44111. */
  44112. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44113. /**
  44114. * Fired when the B button on this controller is modified
  44115. */
  44116. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44117. /**
  44118. * Fired when the X button on this controller is modified
  44119. */
  44120. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44121. /**
  44122. * Fired when the Y button on this controller is modified
  44123. */
  44124. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44125. /**
  44126. * Called once for each button that changed state since the last frame
  44127. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  44128. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  44129. * 2) secondary trigger (same)
  44130. * 3) A (right) X (left), touch, pressed = value
  44131. * 4) B / Y
  44132. * 5) thumb rest
  44133. * @param buttonIdx Which button index changed
  44134. * @param state New state of the button
  44135. * @param changes Which properties on the state changed since last frame
  44136. */
  44137. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44138. }
  44139. }
  44140. declare module "babylonjs/Gamepads/Controllers/viveController" {
  44141. import { Scene } from "babylonjs/scene";
  44142. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44143. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44144. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44145. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44146. import { Observable } from "babylonjs/Misc/observable";
  44147. /**
  44148. * Vive Controller
  44149. */
  44150. export class ViveController extends WebVRController {
  44151. /**
  44152. * Base Url for the controller model.
  44153. */
  44154. static MODEL_BASE_URL: string;
  44155. /**
  44156. * File name for the controller model.
  44157. */
  44158. static MODEL_FILENAME: string;
  44159. /**
  44160. * Creates a new ViveController from a gamepad
  44161. * @param vrGamepad the gamepad that the controller should be created from
  44162. */
  44163. constructor(vrGamepad: any);
  44164. /**
  44165. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44166. * @param scene scene in which to add meshes
  44167. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44168. */
  44169. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44170. /**
  44171. * Fired when the left button on this controller is modified
  44172. */
  44173. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44174. /**
  44175. * Fired when the right button on this controller is modified
  44176. */
  44177. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44178. /**
  44179. * Fired when the menu button on this controller is modified
  44180. */
  44181. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44182. /**
  44183. * Called once for each button that changed state since the last frame
  44184. * Vive mapping:
  44185. * 0: touchpad
  44186. * 1: trigger
  44187. * 2: left AND right buttons
  44188. * 3: menu button
  44189. * @param buttonIdx Which button index changed
  44190. * @param state New state of the button
  44191. * @param changes Which properties on the state changed since last frame
  44192. */
  44193. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44194. }
  44195. }
  44196. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  44197. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  44198. /**
  44199. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  44200. */
  44201. export class WebXRControllerModelLoader {
  44202. /**
  44203. * Creates the WebXRControllerModelLoader
  44204. * @param input xr input that creates the controllers
  44205. */
  44206. constructor(input: WebXRInput);
  44207. }
  44208. }
  44209. declare module "babylonjs/Cameras/XR/index" {
  44210. export * from "babylonjs/Cameras/XR/webXRCamera";
  44211. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  44212. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  44213. export * from "babylonjs/Cameras/XR/webXRInput";
  44214. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  44215. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  44216. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  44217. export * from "babylonjs/Cameras/XR/webXRController";
  44218. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  44219. export * from "babylonjs/Cameras/XR/webXRTypes";
  44220. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  44221. }
  44222. declare module "babylonjs/Cameras/RigModes/index" {
  44223. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  44224. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  44225. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  44226. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  44227. }
  44228. declare module "babylonjs/Cameras/index" {
  44229. export * from "babylonjs/Cameras/Inputs/index";
  44230. export * from "babylonjs/Cameras/cameraInputsManager";
  44231. export * from "babylonjs/Cameras/camera";
  44232. export * from "babylonjs/Cameras/targetCamera";
  44233. export * from "babylonjs/Cameras/freeCamera";
  44234. export * from "babylonjs/Cameras/freeCameraInputsManager";
  44235. export * from "babylonjs/Cameras/touchCamera";
  44236. export * from "babylonjs/Cameras/arcRotateCamera";
  44237. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  44238. export * from "babylonjs/Cameras/deviceOrientationCamera";
  44239. export * from "babylonjs/Cameras/flyCamera";
  44240. export * from "babylonjs/Cameras/flyCameraInputsManager";
  44241. export * from "babylonjs/Cameras/followCamera";
  44242. export * from "babylonjs/Cameras/followCameraInputsManager";
  44243. export * from "babylonjs/Cameras/gamepadCamera";
  44244. export * from "babylonjs/Cameras/Stereoscopic/index";
  44245. export * from "babylonjs/Cameras/universalCamera";
  44246. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  44247. export * from "babylonjs/Cameras/VR/index";
  44248. export * from "babylonjs/Cameras/XR/index";
  44249. export * from "babylonjs/Cameras/RigModes/index";
  44250. }
  44251. declare module "babylonjs/Collisions/index" {
  44252. export * from "babylonjs/Collisions/collider";
  44253. export * from "babylonjs/Collisions/collisionCoordinator";
  44254. export * from "babylonjs/Collisions/pickingInfo";
  44255. export * from "babylonjs/Collisions/intersectionInfo";
  44256. export * from "babylonjs/Collisions/meshCollisionData";
  44257. }
  44258. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  44259. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  44260. import { Vector3 } from "babylonjs/Maths/math.vector";
  44261. import { Ray } from "babylonjs/Culling/ray";
  44262. import { Plane } from "babylonjs/Maths/math.plane";
  44263. /**
  44264. * Contains an array of blocks representing the octree
  44265. */
  44266. export interface IOctreeContainer<T> {
  44267. /**
  44268. * Blocks within the octree
  44269. */
  44270. blocks: Array<OctreeBlock<T>>;
  44271. }
  44272. /**
  44273. * Class used to store a cell in an octree
  44274. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44275. */
  44276. export class OctreeBlock<T> {
  44277. /**
  44278. * Gets the content of the current block
  44279. */
  44280. entries: T[];
  44281. /**
  44282. * Gets the list of block children
  44283. */
  44284. blocks: Array<OctreeBlock<T>>;
  44285. private _depth;
  44286. private _maxDepth;
  44287. private _capacity;
  44288. private _minPoint;
  44289. private _maxPoint;
  44290. private _boundingVectors;
  44291. private _creationFunc;
  44292. /**
  44293. * Creates a new block
  44294. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  44295. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  44296. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44297. * @param depth defines the current depth of this block in the octree
  44298. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  44299. * @param creationFunc defines a callback to call when an element is added to the block
  44300. */
  44301. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  44302. /**
  44303. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44304. */
  44305. readonly capacity: number;
  44306. /**
  44307. * Gets the minimum vector (in world space) of the block's bounding box
  44308. */
  44309. readonly minPoint: Vector3;
  44310. /**
  44311. * Gets the maximum vector (in world space) of the block's bounding box
  44312. */
  44313. readonly maxPoint: Vector3;
  44314. /**
  44315. * Add a new element to this block
  44316. * @param entry defines the element to add
  44317. */
  44318. addEntry(entry: T): void;
  44319. /**
  44320. * Remove an element from this block
  44321. * @param entry defines the element to remove
  44322. */
  44323. removeEntry(entry: T): void;
  44324. /**
  44325. * Add an array of elements to this block
  44326. * @param entries defines the array of elements to add
  44327. */
  44328. addEntries(entries: T[]): void;
  44329. /**
  44330. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  44331. * @param frustumPlanes defines the frustum planes to test
  44332. * @param selection defines the array to store current content if selection is positive
  44333. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44334. */
  44335. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44336. /**
  44337. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  44338. * @param sphereCenter defines the bounding sphere center
  44339. * @param sphereRadius defines the bounding sphere radius
  44340. * @param selection defines the array to store current content if selection is positive
  44341. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44342. */
  44343. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44344. /**
  44345. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  44346. * @param ray defines the ray to test with
  44347. * @param selection defines the array to store current content if selection is positive
  44348. */
  44349. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  44350. /**
  44351. * Subdivide the content into child blocks (this block will then be empty)
  44352. */
  44353. createInnerBlocks(): void;
  44354. /**
  44355. * @hidden
  44356. */
  44357. 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;
  44358. }
  44359. }
  44360. declare module "babylonjs/Culling/Octrees/octree" {
  44361. import { SmartArray } from "babylonjs/Misc/smartArray";
  44362. import { Vector3 } from "babylonjs/Maths/math.vector";
  44363. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44364. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44365. import { Ray } from "babylonjs/Culling/ray";
  44366. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  44367. import { Plane } from "babylonjs/Maths/math.plane";
  44368. /**
  44369. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  44370. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44371. */
  44372. export class Octree<T> {
  44373. /** 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.) */
  44374. maxDepth: number;
  44375. /**
  44376. * Blocks within the octree containing objects
  44377. */
  44378. blocks: Array<OctreeBlock<T>>;
  44379. /**
  44380. * Content stored in the octree
  44381. */
  44382. dynamicContent: T[];
  44383. private _maxBlockCapacity;
  44384. private _selectionContent;
  44385. private _creationFunc;
  44386. /**
  44387. * Creates a octree
  44388. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44389. * @param creationFunc function to be used to instatiate the octree
  44390. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  44391. * @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.)
  44392. */
  44393. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  44394. /** 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.) */
  44395. maxDepth?: number);
  44396. /**
  44397. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  44398. * @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);
  44399. * @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);
  44400. * @param entries meshes to be added to the octree blocks
  44401. */
  44402. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  44403. /**
  44404. * Adds a mesh to the octree
  44405. * @param entry Mesh to add to the octree
  44406. */
  44407. addMesh(entry: T): void;
  44408. /**
  44409. * Remove an element from the octree
  44410. * @param entry defines the element to remove
  44411. */
  44412. removeMesh(entry: T): void;
  44413. /**
  44414. * Selects an array of meshes within the frustum
  44415. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  44416. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  44417. * @returns array of meshes within the frustum
  44418. */
  44419. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  44420. /**
  44421. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  44422. * @param sphereCenter defines the bounding sphere center
  44423. * @param sphereRadius defines the bounding sphere radius
  44424. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44425. * @returns an array of objects that intersect the sphere
  44426. */
  44427. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  44428. /**
  44429. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  44430. * @param ray defines the ray to test with
  44431. * @returns array of intersected objects
  44432. */
  44433. intersectsRay(ray: Ray): SmartArray<T>;
  44434. /**
  44435. * Adds a mesh into the octree block if it intersects the block
  44436. */
  44437. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  44438. /**
  44439. * Adds a submesh into the octree block if it intersects the block
  44440. */
  44441. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  44442. }
  44443. }
  44444. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  44445. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  44446. import { Scene } from "babylonjs/scene";
  44447. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44448. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44449. import { Ray } from "babylonjs/Culling/ray";
  44450. import { Octree } from "babylonjs/Culling/Octrees/octree";
  44451. import { Collider } from "babylonjs/Collisions/collider";
  44452. module "babylonjs/scene" {
  44453. interface Scene {
  44454. /**
  44455. * @hidden
  44456. * Backing Filed
  44457. */
  44458. _selectionOctree: Octree<AbstractMesh>;
  44459. /**
  44460. * Gets the octree used to boost mesh selection (picking)
  44461. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44462. */
  44463. selectionOctree: Octree<AbstractMesh>;
  44464. /**
  44465. * Creates or updates the octree used to boost selection (picking)
  44466. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44467. * @param maxCapacity defines the maximum capacity per leaf
  44468. * @param maxDepth defines the maximum depth of the octree
  44469. * @returns an octree of AbstractMesh
  44470. */
  44471. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  44472. }
  44473. }
  44474. module "babylonjs/Meshes/abstractMesh" {
  44475. interface AbstractMesh {
  44476. /**
  44477. * @hidden
  44478. * Backing Field
  44479. */
  44480. _submeshesOctree: Octree<SubMesh>;
  44481. /**
  44482. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  44483. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  44484. * @param maxCapacity defines the maximum size of each block (64 by default)
  44485. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  44486. * @returns the new octree
  44487. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  44488. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44489. */
  44490. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  44491. }
  44492. }
  44493. /**
  44494. * Defines the octree scene component responsible to manage any octrees
  44495. * in a given scene.
  44496. */
  44497. export class OctreeSceneComponent {
  44498. /**
  44499. * The component name help to identify the component in the list of scene components.
  44500. */
  44501. readonly name: string;
  44502. /**
  44503. * The scene the component belongs to.
  44504. */
  44505. scene: Scene;
  44506. /**
  44507. * Indicates if the meshes have been checked to make sure they are isEnabled()
  44508. */
  44509. readonly checksIsEnabled: boolean;
  44510. /**
  44511. * Creates a new instance of the component for the given scene
  44512. * @param scene Defines the scene to register the component in
  44513. */
  44514. constructor(scene: Scene);
  44515. /**
  44516. * Registers the component in a given scene
  44517. */
  44518. register(): void;
  44519. /**
  44520. * Return the list of active meshes
  44521. * @returns the list of active meshes
  44522. */
  44523. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  44524. /**
  44525. * Return the list of active sub meshes
  44526. * @param mesh The mesh to get the candidates sub meshes from
  44527. * @returns the list of active sub meshes
  44528. */
  44529. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  44530. private _tempRay;
  44531. /**
  44532. * Return the list of sub meshes intersecting with a given local ray
  44533. * @param mesh defines the mesh to find the submesh for
  44534. * @param localRay defines the ray in local space
  44535. * @returns the list of intersecting sub meshes
  44536. */
  44537. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  44538. /**
  44539. * Return the list of sub meshes colliding with a collider
  44540. * @param mesh defines the mesh to find the submesh for
  44541. * @param collider defines the collider to evaluate the collision against
  44542. * @returns the list of colliding sub meshes
  44543. */
  44544. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  44545. /**
  44546. * Rebuilds the elements related to this component in case of
  44547. * context lost for instance.
  44548. */
  44549. rebuild(): void;
  44550. /**
  44551. * Disposes the component and the associated ressources.
  44552. */
  44553. dispose(): void;
  44554. }
  44555. }
  44556. declare module "babylonjs/Culling/Octrees/index" {
  44557. export * from "babylonjs/Culling/Octrees/octree";
  44558. export * from "babylonjs/Culling/Octrees/octreeBlock";
  44559. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  44560. }
  44561. declare module "babylonjs/Culling/index" {
  44562. export * from "babylonjs/Culling/boundingBox";
  44563. export * from "babylonjs/Culling/boundingInfo";
  44564. export * from "babylonjs/Culling/boundingSphere";
  44565. export * from "babylonjs/Culling/Octrees/index";
  44566. export * from "babylonjs/Culling/ray";
  44567. }
  44568. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  44569. import { IDisposable, Scene } from "babylonjs/scene";
  44570. import { Nullable } from "babylonjs/types";
  44571. import { Observable } from "babylonjs/Misc/observable";
  44572. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44573. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  44574. import { Camera } from "babylonjs/Cameras/camera";
  44575. /**
  44576. * Renders a layer on top of an existing scene
  44577. */
  44578. export class UtilityLayerRenderer implements IDisposable {
  44579. /** the original scene that will be rendered on top of */
  44580. originalScene: Scene;
  44581. private _pointerCaptures;
  44582. private _lastPointerEvents;
  44583. private static _DefaultUtilityLayer;
  44584. private static _DefaultKeepDepthUtilityLayer;
  44585. private _sharedGizmoLight;
  44586. private _renderCamera;
  44587. /**
  44588. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  44589. * @returns the camera that is used when rendering the utility layer
  44590. */
  44591. getRenderCamera(): Nullable<Camera>;
  44592. /**
  44593. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  44594. * @param cam the camera that should be used when rendering the utility layer
  44595. */
  44596. setRenderCamera(cam: Nullable<Camera>): void;
  44597. /**
  44598. * @hidden
  44599. * Light which used by gizmos to get light shading
  44600. */
  44601. _getSharedGizmoLight(): HemisphericLight;
  44602. /**
  44603. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  44604. */
  44605. pickUtilitySceneFirst: boolean;
  44606. /**
  44607. * 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)
  44608. */
  44609. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  44610. /**
  44611. * 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)
  44612. */
  44613. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  44614. /**
  44615. * The scene that is rendered on top of the original scene
  44616. */
  44617. utilityLayerScene: Scene;
  44618. /**
  44619. * If the utility layer should automatically be rendered on top of existing scene
  44620. */
  44621. shouldRender: boolean;
  44622. /**
  44623. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  44624. */
  44625. onlyCheckPointerDownEvents: boolean;
  44626. /**
  44627. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  44628. */
  44629. processAllEvents: boolean;
  44630. /**
  44631. * Observable raised when the pointer move from the utility layer scene to the main scene
  44632. */
  44633. onPointerOutObservable: Observable<number>;
  44634. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  44635. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  44636. private _afterRenderObserver;
  44637. private _sceneDisposeObserver;
  44638. private _originalPointerObserver;
  44639. /**
  44640. * Instantiates a UtilityLayerRenderer
  44641. * @param originalScene the original scene that will be rendered on top of
  44642. * @param handleEvents boolean indicating if the utility layer should handle events
  44643. */
  44644. constructor(
  44645. /** the original scene that will be rendered on top of */
  44646. originalScene: Scene, handleEvents?: boolean);
  44647. private _notifyObservers;
  44648. /**
  44649. * Renders the utility layers scene on top of the original scene
  44650. */
  44651. render(): void;
  44652. /**
  44653. * Disposes of the renderer
  44654. */
  44655. dispose(): void;
  44656. private _updateCamera;
  44657. }
  44658. }
  44659. declare module "babylonjs/Gizmos/gizmo" {
  44660. import { Nullable } from "babylonjs/types";
  44661. import { IDisposable } from "babylonjs/scene";
  44662. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44663. import { Mesh } from "babylonjs/Meshes/mesh";
  44664. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44665. /**
  44666. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  44667. */
  44668. export class Gizmo implements IDisposable {
  44669. /** The utility layer the gizmo will be added to */
  44670. gizmoLayer: UtilityLayerRenderer;
  44671. /**
  44672. * The root mesh of the gizmo
  44673. */
  44674. _rootMesh: Mesh;
  44675. private _attachedMesh;
  44676. /**
  44677. * Ratio for the scale of the gizmo (Default: 1)
  44678. */
  44679. scaleRatio: number;
  44680. /**
  44681. * If a custom mesh has been set (Default: false)
  44682. */
  44683. protected _customMeshSet: boolean;
  44684. /**
  44685. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  44686. * * When set, interactions will be enabled
  44687. */
  44688. attachedMesh: Nullable<AbstractMesh>;
  44689. /**
  44690. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  44691. * @param mesh The mesh to replace the default mesh of the gizmo
  44692. */
  44693. setCustomMesh(mesh: Mesh): void;
  44694. /**
  44695. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  44696. */
  44697. updateGizmoRotationToMatchAttachedMesh: boolean;
  44698. /**
  44699. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  44700. */
  44701. updateGizmoPositionToMatchAttachedMesh: boolean;
  44702. /**
  44703. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  44704. */
  44705. updateScale: boolean;
  44706. protected _interactionsEnabled: boolean;
  44707. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44708. private _beforeRenderObserver;
  44709. private _tempVector;
  44710. /**
  44711. * Creates a gizmo
  44712. * @param gizmoLayer The utility layer the gizmo will be added to
  44713. */
  44714. constructor(
  44715. /** The utility layer the gizmo will be added to */
  44716. gizmoLayer?: UtilityLayerRenderer);
  44717. /**
  44718. * Updates the gizmo to match the attached mesh's position/rotation
  44719. */
  44720. protected _update(): void;
  44721. /**
  44722. * Disposes of the gizmo
  44723. */
  44724. dispose(): void;
  44725. }
  44726. }
  44727. declare module "babylonjs/Gizmos/planeDragGizmo" {
  44728. import { Observable } from "babylonjs/Misc/observable";
  44729. import { Nullable } from "babylonjs/types";
  44730. import { Vector3 } from "babylonjs/Maths/math.vector";
  44731. import { Color3 } from "babylonjs/Maths/math.color";
  44732. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44733. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44734. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44735. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44736. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44737. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44738. import { Scene } from "babylonjs/scene";
  44739. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44740. /**
  44741. * Single plane drag gizmo
  44742. */
  44743. export class PlaneDragGizmo extends Gizmo {
  44744. /**
  44745. * Drag behavior responsible for the gizmos dragging interactions
  44746. */
  44747. dragBehavior: PointerDragBehavior;
  44748. private _pointerObserver;
  44749. /**
  44750. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44751. */
  44752. snapDistance: number;
  44753. /**
  44754. * Event that fires each time the gizmo snaps to a new location.
  44755. * * snapDistance is the the change in distance
  44756. */
  44757. onSnapObservable: Observable<{
  44758. snapDistance: number;
  44759. }>;
  44760. private _plane;
  44761. private _coloredMaterial;
  44762. private _hoverMaterial;
  44763. private _isEnabled;
  44764. private _parent;
  44765. /** @hidden */
  44766. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  44767. /** @hidden */
  44768. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44769. /**
  44770. * Creates a PlaneDragGizmo
  44771. * @param gizmoLayer The utility layer the gizmo will be added to
  44772. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  44773. * @param color The color of the gizmo
  44774. */
  44775. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44776. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44777. /**
  44778. * If the gizmo is enabled
  44779. */
  44780. isEnabled: boolean;
  44781. /**
  44782. * Disposes of the gizmo
  44783. */
  44784. dispose(): void;
  44785. }
  44786. }
  44787. declare module "babylonjs/Gizmos/positionGizmo" {
  44788. import { Observable } from "babylonjs/Misc/observable";
  44789. import { Nullable } from "babylonjs/types";
  44790. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44791. import { Mesh } from "babylonjs/Meshes/mesh";
  44792. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44793. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  44794. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  44795. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44796. /**
  44797. * Gizmo that enables dragging a mesh along 3 axis
  44798. */
  44799. export class PositionGizmo extends Gizmo {
  44800. /**
  44801. * Internal gizmo used for interactions on the x axis
  44802. */
  44803. xGizmo: AxisDragGizmo;
  44804. /**
  44805. * Internal gizmo used for interactions on the y axis
  44806. */
  44807. yGizmo: AxisDragGizmo;
  44808. /**
  44809. * Internal gizmo used for interactions on the z axis
  44810. */
  44811. zGizmo: AxisDragGizmo;
  44812. /**
  44813. * Internal gizmo used for interactions on the yz plane
  44814. */
  44815. xPlaneGizmo: PlaneDragGizmo;
  44816. /**
  44817. * Internal gizmo used for interactions on the xz plane
  44818. */
  44819. yPlaneGizmo: PlaneDragGizmo;
  44820. /**
  44821. * Internal gizmo used for interactions on the xy plane
  44822. */
  44823. zPlaneGizmo: PlaneDragGizmo;
  44824. /**
  44825. * private variables
  44826. */
  44827. private _meshAttached;
  44828. private _updateGizmoRotationToMatchAttachedMesh;
  44829. private _snapDistance;
  44830. private _scaleRatio;
  44831. /** Fires an event when any of it's sub gizmos are dragged */
  44832. onDragStartObservable: Observable<unknown>;
  44833. /** Fires an event when any of it's sub gizmos are released from dragging */
  44834. onDragEndObservable: Observable<unknown>;
  44835. /**
  44836. * If set to true, planar drag is enabled
  44837. */
  44838. private _planarGizmoEnabled;
  44839. attachedMesh: Nullable<AbstractMesh>;
  44840. /**
  44841. * Creates a PositionGizmo
  44842. * @param gizmoLayer The utility layer the gizmo will be added to
  44843. */
  44844. constructor(gizmoLayer?: UtilityLayerRenderer);
  44845. /**
  44846. * If the planar drag gizmo is enabled
  44847. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  44848. */
  44849. planarGizmoEnabled: boolean;
  44850. updateGizmoRotationToMatchAttachedMesh: boolean;
  44851. /**
  44852. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44853. */
  44854. snapDistance: number;
  44855. /**
  44856. * Ratio for the scale of the gizmo (Default: 1)
  44857. */
  44858. scaleRatio: number;
  44859. /**
  44860. * Disposes of the gizmo
  44861. */
  44862. dispose(): void;
  44863. /**
  44864. * CustomMeshes are not supported by this gizmo
  44865. * @param mesh The mesh to replace the default mesh of the gizmo
  44866. */
  44867. setCustomMesh(mesh: Mesh): void;
  44868. }
  44869. }
  44870. declare module "babylonjs/Gizmos/axisDragGizmo" {
  44871. import { Observable } from "babylonjs/Misc/observable";
  44872. import { Nullable } from "babylonjs/types";
  44873. import { Vector3 } from "babylonjs/Maths/math.vector";
  44874. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44875. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44876. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44877. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44878. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44879. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44880. import { Scene } from "babylonjs/scene";
  44881. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44882. import { Color3 } from "babylonjs/Maths/math.color";
  44883. /**
  44884. * Single axis drag gizmo
  44885. */
  44886. export class AxisDragGizmo extends Gizmo {
  44887. /**
  44888. * Drag behavior responsible for the gizmos dragging interactions
  44889. */
  44890. dragBehavior: PointerDragBehavior;
  44891. private _pointerObserver;
  44892. /**
  44893. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44894. */
  44895. snapDistance: number;
  44896. /**
  44897. * Event that fires each time the gizmo snaps to a new location.
  44898. * * snapDistance is the the change in distance
  44899. */
  44900. onSnapObservable: Observable<{
  44901. snapDistance: number;
  44902. }>;
  44903. private _isEnabled;
  44904. private _parent;
  44905. private _arrow;
  44906. private _coloredMaterial;
  44907. private _hoverMaterial;
  44908. /** @hidden */
  44909. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44910. /** @hidden */
  44911. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44912. /**
  44913. * Creates an AxisDragGizmo
  44914. * @param gizmoLayer The utility layer the gizmo will be added to
  44915. * @param dragAxis The axis which the gizmo will be able to drag on
  44916. * @param color The color of the gizmo
  44917. */
  44918. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44919. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44920. /**
  44921. * If the gizmo is enabled
  44922. */
  44923. isEnabled: boolean;
  44924. /**
  44925. * Disposes of the gizmo
  44926. */
  44927. dispose(): void;
  44928. }
  44929. }
  44930. declare module "babylonjs/Debug/axesViewer" {
  44931. import { Vector3 } from "babylonjs/Maths/math.vector";
  44932. import { Nullable } from "babylonjs/types";
  44933. import { Scene } from "babylonjs/scene";
  44934. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44935. /**
  44936. * The Axes viewer will show 3 axes in a specific point in space
  44937. */
  44938. export class AxesViewer {
  44939. private _xAxis;
  44940. private _yAxis;
  44941. private _zAxis;
  44942. private _scaleLinesFactor;
  44943. private _instanced;
  44944. /**
  44945. * Gets the hosting scene
  44946. */
  44947. scene: Scene;
  44948. /**
  44949. * Gets or sets a number used to scale line length
  44950. */
  44951. scaleLines: number;
  44952. /** Gets the node hierarchy used to render x-axis */
  44953. readonly xAxis: TransformNode;
  44954. /** Gets the node hierarchy used to render y-axis */
  44955. readonly yAxis: TransformNode;
  44956. /** Gets the node hierarchy used to render z-axis */
  44957. readonly zAxis: TransformNode;
  44958. /**
  44959. * Creates a new AxesViewer
  44960. * @param scene defines the hosting scene
  44961. * @param scaleLines defines a number used to scale line length (1 by default)
  44962. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44963. * @param xAxis defines the node hierarchy used to render the x-axis
  44964. * @param yAxis defines the node hierarchy used to render the y-axis
  44965. * @param zAxis defines the node hierarchy used to render the z-axis
  44966. */
  44967. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44968. /**
  44969. * Force the viewer to update
  44970. * @param position defines the position of the viewer
  44971. * @param xaxis defines the x axis of the viewer
  44972. * @param yaxis defines the y axis of the viewer
  44973. * @param zaxis defines the z axis of the viewer
  44974. */
  44975. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44976. /**
  44977. * Creates an instance of this axes viewer.
  44978. * @returns a new axes viewer with instanced meshes
  44979. */
  44980. createInstance(): AxesViewer;
  44981. /** Releases resources */
  44982. dispose(): void;
  44983. private static _SetRenderingGroupId;
  44984. }
  44985. }
  44986. declare module "babylonjs/Debug/boneAxesViewer" {
  44987. import { Nullable } from "babylonjs/types";
  44988. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44989. import { Vector3 } from "babylonjs/Maths/math.vector";
  44990. import { Mesh } from "babylonjs/Meshes/mesh";
  44991. import { Bone } from "babylonjs/Bones/bone";
  44992. import { Scene } from "babylonjs/scene";
  44993. /**
  44994. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44995. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44996. */
  44997. export class BoneAxesViewer extends AxesViewer {
  44998. /**
  44999. * Gets or sets the target mesh where to display the axes viewer
  45000. */
  45001. mesh: Nullable<Mesh>;
  45002. /**
  45003. * Gets or sets the target bone where to display the axes viewer
  45004. */
  45005. bone: Nullable<Bone>;
  45006. /** Gets current position */
  45007. pos: Vector3;
  45008. /** Gets direction of X axis */
  45009. xaxis: Vector3;
  45010. /** Gets direction of Y axis */
  45011. yaxis: Vector3;
  45012. /** Gets direction of Z axis */
  45013. zaxis: Vector3;
  45014. /**
  45015. * Creates a new BoneAxesViewer
  45016. * @param scene defines the hosting scene
  45017. * @param bone defines the target bone
  45018. * @param mesh defines the target mesh
  45019. * @param scaleLines defines a scaling factor for line length (1 by default)
  45020. */
  45021. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  45022. /**
  45023. * Force the viewer to update
  45024. */
  45025. update(): void;
  45026. /** Releases resources */
  45027. dispose(): void;
  45028. }
  45029. }
  45030. declare module "babylonjs/Debug/debugLayer" {
  45031. import { Scene } from "babylonjs/scene";
  45032. /**
  45033. * Interface used to define scene explorer extensibility option
  45034. */
  45035. export interface IExplorerExtensibilityOption {
  45036. /**
  45037. * Define the option label
  45038. */
  45039. label: string;
  45040. /**
  45041. * Defines the action to execute on click
  45042. */
  45043. action: (entity: any) => void;
  45044. }
  45045. /**
  45046. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  45047. */
  45048. export interface IExplorerExtensibilityGroup {
  45049. /**
  45050. * Defines a predicate to test if a given type mut be extended
  45051. */
  45052. predicate: (entity: any) => boolean;
  45053. /**
  45054. * Gets the list of options added to a type
  45055. */
  45056. entries: IExplorerExtensibilityOption[];
  45057. }
  45058. /**
  45059. * Interface used to define the options to use to create the Inspector
  45060. */
  45061. export interface IInspectorOptions {
  45062. /**
  45063. * Display in overlay mode (default: false)
  45064. */
  45065. overlay?: boolean;
  45066. /**
  45067. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  45068. */
  45069. globalRoot?: HTMLElement;
  45070. /**
  45071. * Display the Scene explorer
  45072. */
  45073. showExplorer?: boolean;
  45074. /**
  45075. * Display the property inspector
  45076. */
  45077. showInspector?: boolean;
  45078. /**
  45079. * Display in embed mode (both panes on the right)
  45080. */
  45081. embedMode?: boolean;
  45082. /**
  45083. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  45084. */
  45085. handleResize?: boolean;
  45086. /**
  45087. * Allow the panes to popup (default: true)
  45088. */
  45089. enablePopup?: boolean;
  45090. /**
  45091. * Allow the panes to be closed by users (default: true)
  45092. */
  45093. enableClose?: boolean;
  45094. /**
  45095. * Optional list of extensibility entries
  45096. */
  45097. explorerExtensibility?: IExplorerExtensibilityGroup[];
  45098. /**
  45099. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  45100. */
  45101. inspectorURL?: string;
  45102. }
  45103. module "babylonjs/scene" {
  45104. interface Scene {
  45105. /**
  45106. * @hidden
  45107. * Backing field
  45108. */
  45109. _debugLayer: DebugLayer;
  45110. /**
  45111. * Gets the debug layer (aka Inspector) associated with the scene
  45112. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45113. */
  45114. debugLayer: DebugLayer;
  45115. }
  45116. }
  45117. /**
  45118. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45119. * what is happening in your scene
  45120. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45121. */
  45122. export class DebugLayer {
  45123. /**
  45124. * Define the url to get the inspector script from.
  45125. * By default it uses the babylonjs CDN.
  45126. * @ignoreNaming
  45127. */
  45128. static InspectorURL: string;
  45129. private _scene;
  45130. private BJSINSPECTOR;
  45131. private _onPropertyChangedObservable?;
  45132. /**
  45133. * Observable triggered when a property is changed through the inspector.
  45134. */
  45135. readonly onPropertyChangedObservable: any;
  45136. /**
  45137. * Instantiates a new debug layer.
  45138. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45139. * what is happening in your scene
  45140. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45141. * @param scene Defines the scene to inspect
  45142. */
  45143. constructor(scene: Scene);
  45144. /** Creates the inspector window. */
  45145. private _createInspector;
  45146. /**
  45147. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  45148. * @param entity defines the entity to select
  45149. * @param lineContainerTitle defines the specific block to highlight
  45150. */
  45151. select(entity: any, lineContainerTitle?: string): void;
  45152. /** Get the inspector from bundle or global */
  45153. private _getGlobalInspector;
  45154. /**
  45155. * Get if the inspector is visible or not.
  45156. * @returns true if visible otherwise, false
  45157. */
  45158. isVisible(): boolean;
  45159. /**
  45160. * Hide the inspector and close its window.
  45161. */
  45162. hide(): void;
  45163. /**
  45164. * Launch the debugLayer.
  45165. * @param config Define the configuration of the inspector
  45166. * @return a promise fulfilled when the debug layer is visible
  45167. */
  45168. show(config?: IInspectorOptions): Promise<DebugLayer>;
  45169. }
  45170. }
  45171. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  45172. import { Nullable } from "babylonjs/types";
  45173. import { Scene } from "babylonjs/scene";
  45174. import { Vector4 } from "babylonjs/Maths/math.vector";
  45175. import { Color4 } from "babylonjs/Maths/math.color";
  45176. import { Mesh } from "babylonjs/Meshes/mesh";
  45177. /**
  45178. * Class containing static functions to help procedurally build meshes
  45179. */
  45180. export class BoxBuilder {
  45181. /**
  45182. * Creates a box mesh
  45183. * * The parameter `size` sets the size (float) of each box side (default 1)
  45184. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  45185. * * 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)
  45186. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  45187. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45188. * * If you create a double-sided mesh, you can choose what parts of 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
  45189. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45190. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  45191. * @param name defines the name of the mesh
  45192. * @param options defines the options used to create the mesh
  45193. * @param scene defines the hosting scene
  45194. * @returns the box mesh
  45195. */
  45196. static CreateBox(name: string, options: {
  45197. size?: number;
  45198. width?: number;
  45199. height?: number;
  45200. depth?: number;
  45201. faceUV?: Vector4[];
  45202. faceColors?: Color4[];
  45203. sideOrientation?: number;
  45204. frontUVs?: Vector4;
  45205. backUVs?: Vector4;
  45206. wrap?: boolean;
  45207. topBaseAt?: number;
  45208. bottomBaseAt?: number;
  45209. updatable?: boolean;
  45210. }, scene?: Nullable<Scene>): Mesh;
  45211. }
  45212. }
  45213. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  45214. import { Vector4 } from "babylonjs/Maths/math.vector";
  45215. import { Mesh } from "babylonjs/Meshes/mesh";
  45216. import { Scene } from "babylonjs/scene";
  45217. import { Nullable } from "babylonjs/types";
  45218. /**
  45219. * Class containing static functions to help procedurally build meshes
  45220. */
  45221. export class SphereBuilder {
  45222. /**
  45223. * Creates a sphere mesh
  45224. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  45225. * * 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`)
  45226. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  45227. * * 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
  45228. * * 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)
  45229. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45230. * * If you create a double-sided mesh, you can choose what parts of 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
  45231. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45232. * @param name defines the name of the mesh
  45233. * @param options defines the options used to create the mesh
  45234. * @param scene defines the hosting scene
  45235. * @returns the sphere mesh
  45236. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  45237. */
  45238. static CreateSphere(name: string, options: {
  45239. segments?: number;
  45240. diameter?: number;
  45241. diameterX?: number;
  45242. diameterY?: number;
  45243. diameterZ?: number;
  45244. arc?: number;
  45245. slice?: number;
  45246. sideOrientation?: number;
  45247. frontUVs?: Vector4;
  45248. backUVs?: Vector4;
  45249. updatable?: boolean;
  45250. }, scene?: Nullable<Scene>): Mesh;
  45251. }
  45252. }
  45253. declare module "babylonjs/Debug/physicsViewer" {
  45254. import { Nullable } from "babylonjs/types";
  45255. import { Scene } from "babylonjs/scene";
  45256. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45257. import { Mesh } from "babylonjs/Meshes/mesh";
  45258. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  45259. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  45260. /**
  45261. * Used to show the physics impostor around the specific mesh
  45262. */
  45263. export class PhysicsViewer {
  45264. /** @hidden */
  45265. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  45266. /** @hidden */
  45267. protected _meshes: Array<Nullable<AbstractMesh>>;
  45268. /** @hidden */
  45269. protected _scene: Nullable<Scene>;
  45270. /** @hidden */
  45271. protected _numMeshes: number;
  45272. /** @hidden */
  45273. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  45274. private _renderFunction;
  45275. private _utilityLayer;
  45276. private _debugBoxMesh;
  45277. private _debugSphereMesh;
  45278. private _debugCylinderMesh;
  45279. private _debugMaterial;
  45280. private _debugMeshMeshes;
  45281. /**
  45282. * Creates a new PhysicsViewer
  45283. * @param scene defines the hosting scene
  45284. */
  45285. constructor(scene: Scene);
  45286. /** @hidden */
  45287. protected _updateDebugMeshes(): void;
  45288. /**
  45289. * Renders a specified physic impostor
  45290. * @param impostor defines the impostor to render
  45291. * @param targetMesh defines the mesh represented by the impostor
  45292. * @returns the new debug mesh used to render the impostor
  45293. */
  45294. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  45295. /**
  45296. * Hides a specified physic impostor
  45297. * @param impostor defines the impostor to hide
  45298. */
  45299. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  45300. private _getDebugMaterial;
  45301. private _getDebugBoxMesh;
  45302. private _getDebugSphereMesh;
  45303. private _getDebugCylinderMesh;
  45304. private _getDebugMeshMesh;
  45305. private _getDebugMesh;
  45306. /** Releases all resources */
  45307. dispose(): void;
  45308. }
  45309. }
  45310. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  45311. import { Vector3 } from "babylonjs/Maths/math.vector";
  45312. import { Color4 } from "babylonjs/Maths/math.color";
  45313. import { Nullable } from "babylonjs/types";
  45314. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45315. import { Scene } from "babylonjs/scene";
  45316. /**
  45317. * Class containing static functions to help procedurally build meshes
  45318. */
  45319. export class LinesBuilder {
  45320. /**
  45321. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  45322. * * 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
  45323. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  45324. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  45325. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  45326. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  45327. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  45328. * * 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
  45329. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  45330. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45331. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  45332. * @param name defines the name of the new line system
  45333. * @param options defines the options used to create the line system
  45334. * @param scene defines the hosting scene
  45335. * @returns a new line system mesh
  45336. */
  45337. static CreateLineSystem(name: string, options: {
  45338. lines: Vector3[][];
  45339. updatable?: boolean;
  45340. instance?: Nullable<LinesMesh>;
  45341. colors?: Nullable<Color4[][]>;
  45342. useVertexAlpha?: boolean;
  45343. }, scene: Nullable<Scene>): LinesMesh;
  45344. /**
  45345. * Creates a line mesh
  45346. * 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
  45347. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45348. * * The parameter `points` is an array successive Vector3
  45349. * * 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
  45350. * * The optional parameter `colors` is an array of successive Color4, one per line point
  45351. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  45352. * * When updating an instance, remember that only point positions can change, not the number of points
  45353. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45354. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  45355. * @param name defines the name of the new line system
  45356. * @param options defines the options used to create the line system
  45357. * @param scene defines the hosting scene
  45358. * @returns a new line mesh
  45359. */
  45360. static CreateLines(name: string, options: {
  45361. points: Vector3[];
  45362. updatable?: boolean;
  45363. instance?: Nullable<LinesMesh>;
  45364. colors?: Color4[];
  45365. useVertexAlpha?: boolean;
  45366. }, scene?: Nullable<Scene>): LinesMesh;
  45367. /**
  45368. * Creates a dashed line mesh
  45369. * * 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
  45370. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45371. * * The parameter `points` is an array successive Vector3
  45372. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  45373. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  45374. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  45375. * * 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
  45376. * * When updating an instance, remember that only point positions can change, not the number of points
  45377. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45378. * @param name defines the name of the mesh
  45379. * @param options defines the options used to create the mesh
  45380. * @param scene defines the hosting scene
  45381. * @returns the dashed line mesh
  45382. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  45383. */
  45384. static CreateDashedLines(name: string, options: {
  45385. points: Vector3[];
  45386. dashSize?: number;
  45387. gapSize?: number;
  45388. dashNb?: number;
  45389. updatable?: boolean;
  45390. instance?: LinesMesh;
  45391. }, scene?: Nullable<Scene>): LinesMesh;
  45392. }
  45393. }
  45394. declare module "babylonjs/Debug/rayHelper" {
  45395. import { Nullable } from "babylonjs/types";
  45396. import { Ray } from "babylonjs/Culling/ray";
  45397. import { Vector3 } from "babylonjs/Maths/math.vector";
  45398. import { Color3 } from "babylonjs/Maths/math.color";
  45399. import { Scene } from "babylonjs/scene";
  45400. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45401. import "babylonjs/Meshes/Builders/linesBuilder";
  45402. /**
  45403. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45404. * in order to better appreciate the issue one might have.
  45405. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45406. */
  45407. export class RayHelper {
  45408. /**
  45409. * Defines the ray we are currently tryin to visualize.
  45410. */
  45411. ray: Nullable<Ray>;
  45412. private _renderPoints;
  45413. private _renderLine;
  45414. private _renderFunction;
  45415. private _scene;
  45416. private _updateToMeshFunction;
  45417. private _attachedToMesh;
  45418. private _meshSpaceDirection;
  45419. private _meshSpaceOrigin;
  45420. /**
  45421. * Helper function to create a colored helper in a scene in one line.
  45422. * @param ray Defines the ray we are currently tryin to visualize
  45423. * @param scene Defines the scene the ray is used in
  45424. * @param color Defines the color we want to see the ray in
  45425. * @returns The newly created ray helper.
  45426. */
  45427. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  45428. /**
  45429. * Instantiate a new ray helper.
  45430. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45431. * in order to better appreciate the issue one might have.
  45432. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45433. * @param ray Defines the ray we are currently tryin to visualize
  45434. */
  45435. constructor(ray: Ray);
  45436. /**
  45437. * Shows the ray we are willing to debug.
  45438. * @param scene Defines the scene the ray needs to be rendered in
  45439. * @param color Defines the color the ray needs to be rendered in
  45440. */
  45441. show(scene: Scene, color?: Color3): void;
  45442. /**
  45443. * Hides the ray we are debugging.
  45444. */
  45445. hide(): void;
  45446. private _render;
  45447. /**
  45448. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  45449. * @param mesh Defines the mesh we want the helper attached to
  45450. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  45451. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  45452. * @param length Defines the length of the ray
  45453. */
  45454. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  45455. /**
  45456. * Detach the ray helper from the mesh it has previously been attached to.
  45457. */
  45458. detachFromMesh(): void;
  45459. private _updateToMesh;
  45460. /**
  45461. * Dispose the helper and release its associated resources.
  45462. */
  45463. dispose(): void;
  45464. }
  45465. }
  45466. declare module "babylonjs/Debug/skeletonViewer" {
  45467. import { Color3 } from "babylonjs/Maths/math.color";
  45468. import { Scene } from "babylonjs/scene";
  45469. import { Nullable } from "babylonjs/types";
  45470. import { Skeleton } from "babylonjs/Bones/skeleton";
  45471. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45472. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45473. /**
  45474. * Class used to render a debug view of a given skeleton
  45475. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  45476. */
  45477. export class SkeletonViewer {
  45478. /** defines the skeleton to render */
  45479. skeleton: Skeleton;
  45480. /** defines the mesh attached to the skeleton */
  45481. mesh: AbstractMesh;
  45482. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45483. autoUpdateBonesMatrices: boolean;
  45484. /** defines the rendering group id to use with the viewer */
  45485. renderingGroupId: number;
  45486. /** Gets or sets the color used to render the skeleton */
  45487. color: Color3;
  45488. private _scene;
  45489. private _debugLines;
  45490. private _debugMesh;
  45491. private _isEnabled;
  45492. private _renderFunction;
  45493. private _utilityLayer;
  45494. /**
  45495. * Returns the mesh used to render the bones
  45496. */
  45497. readonly debugMesh: Nullable<LinesMesh>;
  45498. /**
  45499. * Creates a new SkeletonViewer
  45500. * @param skeleton defines the skeleton to render
  45501. * @param mesh defines the mesh attached to the skeleton
  45502. * @param scene defines the hosting scene
  45503. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  45504. * @param renderingGroupId defines the rendering group id to use with the viewer
  45505. */
  45506. constructor(
  45507. /** defines the skeleton to render */
  45508. skeleton: Skeleton,
  45509. /** defines the mesh attached to the skeleton */
  45510. mesh: AbstractMesh, scene: Scene,
  45511. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45512. autoUpdateBonesMatrices?: boolean,
  45513. /** defines the rendering group id to use with the viewer */
  45514. renderingGroupId?: number);
  45515. /** Gets or sets a boolean indicating if the viewer is enabled */
  45516. isEnabled: boolean;
  45517. private _getBonePosition;
  45518. private _getLinesForBonesWithLength;
  45519. private _getLinesForBonesNoLength;
  45520. /** Update the viewer to sync with current skeleton state */
  45521. update(): void;
  45522. /** Release associated resources */
  45523. dispose(): void;
  45524. }
  45525. }
  45526. declare module "babylonjs/Debug/index" {
  45527. export * from "babylonjs/Debug/axesViewer";
  45528. export * from "babylonjs/Debug/boneAxesViewer";
  45529. export * from "babylonjs/Debug/debugLayer";
  45530. export * from "babylonjs/Debug/physicsViewer";
  45531. export * from "babylonjs/Debug/rayHelper";
  45532. export * from "babylonjs/Debug/skeletonViewer";
  45533. }
  45534. declare module "babylonjs/Engines/nullEngine" {
  45535. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  45536. import { Scene } from "babylonjs/scene";
  45537. import { Engine } from "babylonjs/Engines/engine";
  45538. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45539. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45540. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45541. import { Effect } from "babylonjs/Materials/effect";
  45542. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45543. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45544. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  45545. /**
  45546. * Options to create the null engine
  45547. */
  45548. export class NullEngineOptions {
  45549. /**
  45550. * Render width (Default: 512)
  45551. */
  45552. renderWidth: number;
  45553. /**
  45554. * Render height (Default: 256)
  45555. */
  45556. renderHeight: number;
  45557. /**
  45558. * Texture size (Default: 512)
  45559. */
  45560. textureSize: number;
  45561. /**
  45562. * If delta time between frames should be constant
  45563. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45564. */
  45565. deterministicLockstep: boolean;
  45566. /**
  45567. * Maximum about of steps between frames (Default: 4)
  45568. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45569. */
  45570. lockstepMaxSteps: number;
  45571. }
  45572. /**
  45573. * The null engine class provides support for headless version of babylon.js.
  45574. * This can be used in server side scenario or for testing purposes
  45575. */
  45576. export class NullEngine extends Engine {
  45577. private _options;
  45578. /**
  45579. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  45580. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45581. * @returns true if engine is in deterministic lock step mode
  45582. */
  45583. isDeterministicLockStep(): boolean;
  45584. /**
  45585. * Gets the max steps when engine is running in deterministic lock step
  45586. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45587. * @returns the max steps
  45588. */
  45589. getLockstepMaxSteps(): number;
  45590. /**
  45591. * Gets the current hardware scaling level.
  45592. * By default the hardware scaling level is computed from the window device ratio.
  45593. * 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.
  45594. * @returns a number indicating the current hardware scaling level
  45595. */
  45596. getHardwareScalingLevel(): number;
  45597. constructor(options?: NullEngineOptions);
  45598. /**
  45599. * Creates a vertex buffer
  45600. * @param vertices the data for the vertex buffer
  45601. * @returns the new WebGL static buffer
  45602. */
  45603. createVertexBuffer(vertices: FloatArray): DataBuffer;
  45604. /**
  45605. * Creates a new index buffer
  45606. * @param indices defines the content of the index buffer
  45607. * @param updatable defines if the index buffer must be updatable
  45608. * @returns a new webGL buffer
  45609. */
  45610. createIndexBuffer(indices: IndicesArray): DataBuffer;
  45611. /**
  45612. * Clear the current render buffer or the current render target (if any is set up)
  45613. * @param color defines the color to use
  45614. * @param backBuffer defines if the back buffer must be cleared
  45615. * @param depth defines if the depth buffer must be cleared
  45616. * @param stencil defines if the stencil buffer must be cleared
  45617. */
  45618. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45619. /**
  45620. * Gets the current render width
  45621. * @param useScreen defines if screen size must be used (or the current render target if any)
  45622. * @returns a number defining the current render width
  45623. */
  45624. getRenderWidth(useScreen?: boolean): number;
  45625. /**
  45626. * Gets the current render height
  45627. * @param useScreen defines if screen size must be used (or the current render target if any)
  45628. * @returns a number defining the current render height
  45629. */
  45630. getRenderHeight(useScreen?: boolean): number;
  45631. /**
  45632. * Set the WebGL's viewport
  45633. * @param viewport defines the viewport element to be used
  45634. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  45635. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  45636. */
  45637. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  45638. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  45639. /**
  45640. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  45641. * @param pipelineContext defines the pipeline context to use
  45642. * @param uniformsNames defines the list of uniform names
  45643. * @returns an array of webGL uniform locations
  45644. */
  45645. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  45646. /**
  45647. * Gets the lsit of active attributes for a given webGL program
  45648. * @param pipelineContext defines the pipeline context to use
  45649. * @param attributesNames defines the list of attribute names to get
  45650. * @returns an array of indices indicating the offset of each attribute
  45651. */
  45652. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45653. /**
  45654. * Binds an effect to the webGL context
  45655. * @param effect defines the effect to bind
  45656. */
  45657. bindSamplers(effect: Effect): void;
  45658. /**
  45659. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  45660. * @param effect defines the effect to activate
  45661. */
  45662. enableEffect(effect: Effect): void;
  45663. /**
  45664. * Set various states to the webGL context
  45665. * @param culling defines backface culling state
  45666. * @param zOffset defines the value to apply to zOffset (0 by default)
  45667. * @param force defines if states must be applied even if cache is up to date
  45668. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  45669. */
  45670. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45671. /**
  45672. * Set the value of an uniform to an array of int32
  45673. * @param uniform defines the webGL uniform location where to store the value
  45674. * @param array defines the array of int32 to store
  45675. */
  45676. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45677. /**
  45678. * Set the value of an uniform to an array of int32 (stored as vec2)
  45679. * @param uniform defines the webGL uniform location where to store the value
  45680. * @param array defines the array of int32 to store
  45681. */
  45682. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45683. /**
  45684. * Set the value of an uniform to an array of int32 (stored as vec3)
  45685. * @param uniform defines the webGL uniform location where to store the value
  45686. * @param array defines the array of int32 to store
  45687. */
  45688. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45689. /**
  45690. * Set the value of an uniform to an array of int32 (stored as vec4)
  45691. * @param uniform defines the webGL uniform location where to store the value
  45692. * @param array defines the array of int32 to store
  45693. */
  45694. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45695. /**
  45696. * Set the value of an uniform to an array of float32
  45697. * @param uniform defines the webGL uniform location where to store the value
  45698. * @param array defines the array of float32 to store
  45699. */
  45700. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45701. /**
  45702. * Set the value of an uniform to an array of float32 (stored as vec2)
  45703. * @param uniform defines the webGL uniform location where to store the value
  45704. * @param array defines the array of float32 to store
  45705. */
  45706. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45707. /**
  45708. * Set the value of an uniform to an array of float32 (stored as vec3)
  45709. * @param uniform defines the webGL uniform location where to store the value
  45710. * @param array defines the array of float32 to store
  45711. */
  45712. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45713. /**
  45714. * Set the value of an uniform to an array of float32 (stored as vec4)
  45715. * @param uniform defines the webGL uniform location where to store the value
  45716. * @param array defines the array of float32 to store
  45717. */
  45718. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45719. /**
  45720. * Set the value of an uniform to an array of number
  45721. * @param uniform defines the webGL uniform location where to store the value
  45722. * @param array defines the array of number to store
  45723. */
  45724. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45725. /**
  45726. * Set the value of an uniform to an array of number (stored as vec2)
  45727. * @param uniform defines the webGL uniform location where to store the value
  45728. * @param array defines the array of number to store
  45729. */
  45730. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45731. /**
  45732. * Set the value of an uniform to an array of number (stored as vec3)
  45733. * @param uniform defines the webGL uniform location where to store the value
  45734. * @param array defines the array of number to store
  45735. */
  45736. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45737. /**
  45738. * Set the value of an uniform to an array of number (stored as vec4)
  45739. * @param uniform defines the webGL uniform location where to store the value
  45740. * @param array defines the array of number to store
  45741. */
  45742. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45743. /**
  45744. * Set the value of an uniform to an array of float32 (stored as matrices)
  45745. * @param uniform defines the webGL uniform location where to store the value
  45746. * @param matrices defines the array of float32 to store
  45747. */
  45748. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45749. /**
  45750. * Set the value of an uniform to a matrix (3x3)
  45751. * @param uniform defines the webGL uniform location where to store the value
  45752. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  45753. */
  45754. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45755. /**
  45756. * Set the value of an uniform to a matrix (2x2)
  45757. * @param uniform defines the webGL uniform location where to store the value
  45758. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  45759. */
  45760. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45761. /**
  45762. * Set the value of an uniform to a number (float)
  45763. * @param uniform defines the webGL uniform location where to store the value
  45764. * @param value defines the float number to store
  45765. */
  45766. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45767. /**
  45768. * Set the value of an uniform to a vec2
  45769. * @param uniform defines the webGL uniform location where to store the value
  45770. * @param x defines the 1st component of the value
  45771. * @param y defines the 2nd component of the value
  45772. */
  45773. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45774. /**
  45775. * Set the value of an uniform to a vec3
  45776. * @param uniform defines the webGL uniform location where to store the value
  45777. * @param x defines the 1st component of the value
  45778. * @param y defines the 2nd component of the value
  45779. * @param z defines the 3rd component of the value
  45780. */
  45781. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45782. /**
  45783. * Set the value of an uniform to a boolean
  45784. * @param uniform defines the webGL uniform location where to store the value
  45785. * @param bool defines the boolean to store
  45786. */
  45787. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45788. /**
  45789. * Set the value of an uniform to a vec4
  45790. * @param uniform defines the webGL uniform location where to store the value
  45791. * @param x defines the 1st component of the value
  45792. * @param y defines the 2nd component of the value
  45793. * @param z defines the 3rd component of the value
  45794. * @param w defines the 4th component of the value
  45795. */
  45796. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45797. /**
  45798. * Sets the current alpha mode
  45799. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  45800. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  45801. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  45802. */
  45803. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45804. /**
  45805. * Bind webGl buffers directly to the webGL context
  45806. * @param vertexBuffers defines the vertex buffer to bind
  45807. * @param indexBuffer defines the index buffer to bind
  45808. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  45809. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  45810. * @param effect defines the effect associated with the vertex buffer
  45811. */
  45812. bindBuffers(vertexBuffers: {
  45813. [key: string]: VertexBuffer;
  45814. }, indexBuffer: DataBuffer, effect: Effect): void;
  45815. /**
  45816. * Force the entire cache to be cleared
  45817. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  45818. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  45819. */
  45820. wipeCaches(bruteForce?: boolean): void;
  45821. /**
  45822. * Send a draw order
  45823. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  45824. * @param indexStart defines the starting index
  45825. * @param indexCount defines the number of index to draw
  45826. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45827. */
  45828. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  45829. /**
  45830. * Draw a list of indexed primitives
  45831. * @param fillMode defines the primitive to use
  45832. * @param indexStart defines the starting index
  45833. * @param indexCount defines the number of index to draw
  45834. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45835. */
  45836. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45837. /**
  45838. * Draw a list of unindexed primitives
  45839. * @param fillMode defines the primitive to use
  45840. * @param verticesStart defines the index of first vertex to draw
  45841. * @param verticesCount defines the count of vertices to draw
  45842. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45843. */
  45844. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45845. /** @hidden */
  45846. _createTexture(): WebGLTexture;
  45847. /** @hidden */
  45848. _releaseTexture(texture: InternalTexture): void;
  45849. /**
  45850. * Usually called from Texture.ts.
  45851. * Passed information to create a WebGLTexture
  45852. * @param urlArg defines a value which contains one of the following:
  45853. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  45854. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  45855. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  45856. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  45857. * @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)
  45858. * @param scene needed for loading to the correct scene
  45859. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  45860. * @param onLoad optional callback to be called upon successful completion
  45861. * @param onError optional callback to be called upon failure
  45862. * @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
  45863. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  45864. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  45865. * @param forcedExtension defines the extension to use to pick the right loader
  45866. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  45867. * @returns a InternalTexture for assignment back into BABYLON.Texture
  45868. */
  45869. 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;
  45870. /**
  45871. * Creates a new render target texture
  45872. * @param size defines the size of the texture
  45873. * @param options defines the options used to create the texture
  45874. * @returns a new render target texture stored in an InternalTexture
  45875. */
  45876. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45877. /**
  45878. * Update the sampling mode of a given texture
  45879. * @param samplingMode defines the required sampling mode
  45880. * @param texture defines the texture to update
  45881. */
  45882. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45883. /**
  45884. * Binds the frame buffer to the specified texture.
  45885. * @param texture The texture to render to or null for the default canvas
  45886. * @param faceIndex The face of the texture to render to in case of cube texture
  45887. * @param requiredWidth The width of the target to render to
  45888. * @param requiredHeight The height of the target to render to
  45889. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  45890. * @param depthStencilTexture The depth stencil texture to use to render
  45891. * @param lodLevel defines le lod level to bind to the frame buffer
  45892. */
  45893. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45894. /**
  45895. * Unbind the current render target texture from the webGL context
  45896. * @param texture defines the render target texture to unbind
  45897. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45898. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45899. */
  45900. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45901. /**
  45902. * Creates a dynamic vertex buffer
  45903. * @param vertices the data for the dynamic vertex buffer
  45904. * @returns the new WebGL dynamic buffer
  45905. */
  45906. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  45907. /**
  45908. * Update the content of a dynamic texture
  45909. * @param texture defines the texture to update
  45910. * @param canvas defines the canvas containing the source
  45911. * @param invertY defines if data must be stored with Y axis inverted
  45912. * @param premulAlpha defines if alpha is stored as premultiplied
  45913. * @param format defines the format of the data
  45914. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  45915. */
  45916. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  45917. /**
  45918. * Gets a boolean indicating if all created effects are ready
  45919. * @returns true if all effects are ready
  45920. */
  45921. areAllEffectsReady(): boolean;
  45922. /**
  45923. * @hidden
  45924. * Get the current error code of the webGL context
  45925. * @returns the error code
  45926. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  45927. */
  45928. getError(): number;
  45929. /** @hidden */
  45930. _getUnpackAlignement(): number;
  45931. /** @hidden */
  45932. _unpackFlipY(value: boolean): void;
  45933. /**
  45934. * Update a dynamic index buffer
  45935. * @param indexBuffer defines the target index buffer
  45936. * @param indices defines the data to update
  45937. * @param offset defines the offset in the target index buffer where update should start
  45938. */
  45939. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  45940. /**
  45941. * Updates a dynamic vertex buffer.
  45942. * @param vertexBuffer the vertex buffer to update
  45943. * @param vertices the data used to update the vertex buffer
  45944. * @param byteOffset the byte offset of the data (optional)
  45945. * @param byteLength the byte length of the data (optional)
  45946. */
  45947. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  45948. /** @hidden */
  45949. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  45950. /** @hidden */
  45951. _bindTexture(channel: number, texture: InternalTexture): void;
  45952. protected _deleteBuffer(buffer: WebGLBuffer): void;
  45953. /**
  45954. * 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
  45955. */
  45956. releaseEffects(): void;
  45957. displayLoadingUI(): void;
  45958. hideLoadingUI(): void;
  45959. /** @hidden */
  45960. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45961. /** @hidden */
  45962. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45963. /** @hidden */
  45964. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45965. /** @hidden */
  45966. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  45967. }
  45968. }
  45969. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  45970. import { Nullable, int } from "babylonjs/types";
  45971. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  45972. /** @hidden */
  45973. export class _OcclusionDataStorage {
  45974. /** @hidden */
  45975. occlusionInternalRetryCounter: number;
  45976. /** @hidden */
  45977. isOcclusionQueryInProgress: boolean;
  45978. /** @hidden */
  45979. isOccluded: boolean;
  45980. /** @hidden */
  45981. occlusionRetryCount: number;
  45982. /** @hidden */
  45983. occlusionType: number;
  45984. /** @hidden */
  45985. occlusionQueryAlgorithmType: number;
  45986. }
  45987. module "babylonjs/Engines/engine" {
  45988. interface Engine {
  45989. /**
  45990. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  45991. * @return the new query
  45992. */
  45993. createQuery(): WebGLQuery;
  45994. /**
  45995. * Delete and release a webGL query
  45996. * @param query defines the query to delete
  45997. * @return the current engine
  45998. */
  45999. deleteQuery(query: WebGLQuery): Engine;
  46000. /**
  46001. * Check if a given query has resolved and got its value
  46002. * @param query defines the query to check
  46003. * @returns true if the query got its value
  46004. */
  46005. isQueryResultAvailable(query: WebGLQuery): boolean;
  46006. /**
  46007. * Gets the value of a given query
  46008. * @param query defines the query to check
  46009. * @returns the value of the query
  46010. */
  46011. getQueryResult(query: WebGLQuery): number;
  46012. /**
  46013. * Initiates an occlusion query
  46014. * @param algorithmType defines the algorithm to use
  46015. * @param query defines the query to use
  46016. * @returns the current engine
  46017. * @see http://doc.babylonjs.com/features/occlusionquery
  46018. */
  46019. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  46020. /**
  46021. * Ends an occlusion query
  46022. * @see http://doc.babylonjs.com/features/occlusionquery
  46023. * @param algorithmType defines the algorithm to use
  46024. * @returns the current engine
  46025. */
  46026. endOcclusionQuery(algorithmType: number): Engine;
  46027. /**
  46028. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  46029. * Please note that only one query can be issued at a time
  46030. * @returns a time token used to track the time span
  46031. */
  46032. startTimeQuery(): Nullable<_TimeToken>;
  46033. /**
  46034. * Ends a time query
  46035. * @param token defines the token used to measure the time span
  46036. * @returns the time spent (in ns)
  46037. */
  46038. endTimeQuery(token: _TimeToken): int;
  46039. /** @hidden */
  46040. _currentNonTimestampToken: Nullable<_TimeToken>;
  46041. /** @hidden */
  46042. _createTimeQuery(): WebGLQuery;
  46043. /** @hidden */
  46044. _deleteTimeQuery(query: WebGLQuery): void;
  46045. /** @hidden */
  46046. _getGlAlgorithmType(algorithmType: number): number;
  46047. /** @hidden */
  46048. _getTimeQueryResult(query: WebGLQuery): any;
  46049. /** @hidden */
  46050. _getTimeQueryAvailability(query: WebGLQuery): any;
  46051. }
  46052. }
  46053. module "babylonjs/Meshes/abstractMesh" {
  46054. interface AbstractMesh {
  46055. /**
  46056. * Backing filed
  46057. * @hidden
  46058. */
  46059. __occlusionDataStorage: _OcclusionDataStorage;
  46060. /**
  46061. * Access property
  46062. * @hidden
  46063. */
  46064. _occlusionDataStorage: _OcclusionDataStorage;
  46065. /**
  46066. * 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.
  46067. * The default value is -1 which means don't break the query and wait till the result
  46068. * @see http://doc.babylonjs.com/features/occlusionquery
  46069. */
  46070. occlusionRetryCount: number;
  46071. /**
  46072. * 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:
  46073. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  46074. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  46075. * * 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.
  46076. * @see http://doc.babylonjs.com/features/occlusionquery
  46077. */
  46078. occlusionType: number;
  46079. /**
  46080. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  46081. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  46082. * * 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.
  46083. * @see http://doc.babylonjs.com/features/occlusionquery
  46084. */
  46085. occlusionQueryAlgorithmType: number;
  46086. /**
  46087. * 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
  46088. * @see http://doc.babylonjs.com/features/occlusionquery
  46089. */
  46090. isOccluded: boolean;
  46091. /**
  46092. * Flag to check the progress status of the query
  46093. * @see http://doc.babylonjs.com/features/occlusionquery
  46094. */
  46095. isOcclusionQueryInProgress: boolean;
  46096. }
  46097. }
  46098. }
  46099. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  46100. import { Nullable } from "babylonjs/types";
  46101. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46102. /** @hidden */
  46103. export var _forceTransformFeedbackToBundle: boolean;
  46104. module "babylonjs/Engines/engine" {
  46105. interface Engine {
  46106. /**
  46107. * Creates a webGL transform feedback object
  46108. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  46109. * @returns the webGL transform feedback object
  46110. */
  46111. createTransformFeedback(): WebGLTransformFeedback;
  46112. /**
  46113. * Delete a webGL transform feedback object
  46114. * @param value defines the webGL transform feedback object to delete
  46115. */
  46116. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  46117. /**
  46118. * Bind a webGL transform feedback object to the webgl context
  46119. * @param value defines the webGL transform feedback object to bind
  46120. */
  46121. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  46122. /**
  46123. * Begins a transform feedback operation
  46124. * @param usePoints defines if points or triangles must be used
  46125. */
  46126. beginTransformFeedback(usePoints: boolean): void;
  46127. /**
  46128. * Ends a transform feedback operation
  46129. */
  46130. endTransformFeedback(): void;
  46131. /**
  46132. * Specify the varyings to use with transform feedback
  46133. * @param program defines the associated webGL program
  46134. * @param value defines the list of strings representing the varying names
  46135. */
  46136. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  46137. /**
  46138. * Bind a webGL buffer for a transform feedback operation
  46139. * @param value defines the webGL buffer to bind
  46140. */
  46141. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  46142. }
  46143. }
  46144. }
  46145. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  46146. import { Scene } from "babylonjs/scene";
  46147. import { Engine } from "babylonjs/Engines/engine";
  46148. import { Texture } from "babylonjs/Materials/Textures/texture";
  46149. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  46150. import "babylonjs/Engines/Extensions/engine.multiRender";
  46151. /**
  46152. * Creation options of the multi render target texture.
  46153. */
  46154. export interface IMultiRenderTargetOptions {
  46155. /**
  46156. * Define if the texture needs to create mip maps after render.
  46157. */
  46158. generateMipMaps?: boolean;
  46159. /**
  46160. * Define the types of all the draw buffers we want to create
  46161. */
  46162. types?: number[];
  46163. /**
  46164. * Define the sampling modes of all the draw buffers we want to create
  46165. */
  46166. samplingModes?: number[];
  46167. /**
  46168. * Define if a depth buffer is required
  46169. */
  46170. generateDepthBuffer?: boolean;
  46171. /**
  46172. * Define if a stencil buffer is required
  46173. */
  46174. generateStencilBuffer?: boolean;
  46175. /**
  46176. * Define if a depth texture is required instead of a depth buffer
  46177. */
  46178. generateDepthTexture?: boolean;
  46179. /**
  46180. * Define the number of desired draw buffers
  46181. */
  46182. textureCount?: number;
  46183. /**
  46184. * Define if aspect ratio should be adapted to the texture or stay the scene one
  46185. */
  46186. doNotChangeAspectRatio?: boolean;
  46187. /**
  46188. * Define the default type of the buffers we are creating
  46189. */
  46190. defaultType?: number;
  46191. }
  46192. /**
  46193. * A multi render target, like a render target provides the ability to render to a texture.
  46194. * Unlike the render target, it can render to several draw buffers in one draw.
  46195. * This is specially interesting in deferred rendering or for any effects requiring more than
  46196. * just one color from a single pass.
  46197. */
  46198. export class MultiRenderTarget extends RenderTargetTexture {
  46199. private _internalTextures;
  46200. private _textures;
  46201. private _multiRenderTargetOptions;
  46202. /**
  46203. * Get if draw buffers are currently supported by the used hardware and browser.
  46204. */
  46205. readonly isSupported: boolean;
  46206. /**
  46207. * Get the list of textures generated by the multi render target.
  46208. */
  46209. readonly textures: Texture[];
  46210. /**
  46211. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  46212. */
  46213. readonly depthTexture: Texture;
  46214. /**
  46215. * Set the wrapping mode on U of all the textures we are rendering to.
  46216. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46217. */
  46218. wrapU: number;
  46219. /**
  46220. * Set the wrapping mode on V of all the textures we are rendering to.
  46221. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46222. */
  46223. wrapV: number;
  46224. /**
  46225. * Instantiate a new multi render target texture.
  46226. * A multi render target, like a render target provides the ability to render to a texture.
  46227. * Unlike the render target, it can render to several draw buffers in one draw.
  46228. * This is specially interesting in deferred rendering or for any effects requiring more than
  46229. * just one color from a single pass.
  46230. * @param name Define the name of the texture
  46231. * @param size Define the size of the buffers to render to
  46232. * @param count Define the number of target we are rendering into
  46233. * @param scene Define the scene the texture belongs to
  46234. * @param options Define the options used to create the multi render target
  46235. */
  46236. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  46237. /** @hidden */
  46238. _rebuild(): void;
  46239. private _createInternalTextures;
  46240. private _createTextures;
  46241. /**
  46242. * Define the number of samples used if MSAA is enabled.
  46243. */
  46244. samples: number;
  46245. /**
  46246. * Resize all the textures in the multi render target.
  46247. * Be carrefull as it will recreate all the data in the new texture.
  46248. * @param size Define the new size
  46249. */
  46250. resize(size: any): void;
  46251. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  46252. /**
  46253. * Dispose the render targets and their associated resources
  46254. */
  46255. dispose(): void;
  46256. /**
  46257. * Release all the underlying texture used as draw buffers.
  46258. */
  46259. releaseInternalTextures(): void;
  46260. }
  46261. }
  46262. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  46263. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46264. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  46265. import { Nullable } from "babylonjs/types";
  46266. module "babylonjs/Engines/thinEngine" {
  46267. interface ThinEngine {
  46268. /**
  46269. * Unbind a list of render target textures from the webGL context
  46270. * This is used only when drawBuffer extension or webGL2 are active
  46271. * @param textures defines the render target textures to unbind
  46272. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  46273. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  46274. */
  46275. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  46276. /**
  46277. * Create a multi render target texture
  46278. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  46279. * @param size defines the size of the texture
  46280. * @param options defines the creation options
  46281. * @returns the cube texture as an InternalTexture
  46282. */
  46283. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  46284. /**
  46285. * Update the sample count for a given multiple render target texture
  46286. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  46287. * @param textures defines the textures to update
  46288. * @param samples defines the sample count to set
  46289. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  46290. */
  46291. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  46292. }
  46293. }
  46294. }
  46295. declare module "babylonjs/Engines/Extensions/index" {
  46296. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  46297. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  46298. export * from "babylonjs/Engines/Extensions/engine.multiview";
  46299. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  46300. export * from "babylonjs/Engines/Extensions/engine.dynamicTexture";
  46301. export * from "babylonjs/Engines/Extensions/engine.videoTexture";
  46302. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  46303. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  46304. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  46305. export * from "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46306. export * from "babylonjs/Engines/Extensions/engine.webVR";
  46307. export * from "babylonjs/Engines/Extensions/engine.uniformBuffer";
  46308. }
  46309. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  46310. import { Nullable } from "babylonjs/types";
  46311. /**
  46312. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  46313. */
  46314. export interface CubeMapInfo {
  46315. /**
  46316. * The pixel array for the front face.
  46317. * This is stored in format, left to right, up to down format.
  46318. */
  46319. front: Nullable<ArrayBufferView>;
  46320. /**
  46321. * The pixel array for the back face.
  46322. * This is stored in format, left to right, up to down format.
  46323. */
  46324. back: Nullable<ArrayBufferView>;
  46325. /**
  46326. * The pixel array for the left face.
  46327. * This is stored in format, left to right, up to down format.
  46328. */
  46329. left: Nullable<ArrayBufferView>;
  46330. /**
  46331. * The pixel array for the right face.
  46332. * This is stored in format, left to right, up to down format.
  46333. */
  46334. right: Nullable<ArrayBufferView>;
  46335. /**
  46336. * The pixel array for the up face.
  46337. * This is stored in format, left to right, up to down format.
  46338. */
  46339. up: Nullable<ArrayBufferView>;
  46340. /**
  46341. * The pixel array for the down face.
  46342. * This is stored in format, left to right, up to down format.
  46343. */
  46344. down: Nullable<ArrayBufferView>;
  46345. /**
  46346. * The size of the cubemap stored.
  46347. *
  46348. * Each faces will be size * size pixels.
  46349. */
  46350. size: number;
  46351. /**
  46352. * The format of the texture.
  46353. *
  46354. * RGBA, RGB.
  46355. */
  46356. format: number;
  46357. /**
  46358. * The type of the texture data.
  46359. *
  46360. * UNSIGNED_INT, FLOAT.
  46361. */
  46362. type: number;
  46363. /**
  46364. * Specifies whether the texture is in gamma space.
  46365. */
  46366. gammaSpace: boolean;
  46367. }
  46368. /**
  46369. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  46370. */
  46371. export class PanoramaToCubeMapTools {
  46372. private static FACE_FRONT;
  46373. private static FACE_BACK;
  46374. private static FACE_RIGHT;
  46375. private static FACE_LEFT;
  46376. private static FACE_DOWN;
  46377. private static FACE_UP;
  46378. /**
  46379. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  46380. *
  46381. * @param float32Array The source data.
  46382. * @param inputWidth The width of the input panorama.
  46383. * @param inputHeight The height of the input panorama.
  46384. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  46385. * @return The cubemap data
  46386. */
  46387. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  46388. private static CreateCubemapTexture;
  46389. private static CalcProjectionSpherical;
  46390. }
  46391. }
  46392. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  46393. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46394. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46395. import { Nullable } from "babylonjs/types";
  46396. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  46397. /**
  46398. * Helper class dealing with the extraction of spherical polynomial dataArray
  46399. * from a cube map.
  46400. */
  46401. export class CubeMapToSphericalPolynomialTools {
  46402. private static FileFaces;
  46403. /**
  46404. * Converts a texture to the according Spherical Polynomial data.
  46405. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46406. *
  46407. * @param texture The texture to extract the information from.
  46408. * @return The Spherical Polynomial data.
  46409. */
  46410. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  46411. /**
  46412. * Converts a cubemap to the according Spherical Polynomial data.
  46413. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46414. *
  46415. * @param cubeInfo The Cube map to extract the information from.
  46416. * @return The Spherical Polynomial data.
  46417. */
  46418. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  46419. }
  46420. }
  46421. declare module "babylonjs/Materials/Textures/baseTexture.polynomial" {
  46422. import { Nullable } from "babylonjs/types";
  46423. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46424. module "babylonjs/Materials/Textures/baseTexture" {
  46425. interface BaseTexture {
  46426. /**
  46427. * Get the polynomial representation of the texture data.
  46428. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  46429. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  46430. */
  46431. sphericalPolynomial: Nullable<SphericalPolynomial>;
  46432. }
  46433. }
  46434. }
  46435. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  46436. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46437. /** @hidden */
  46438. export var rgbdEncodePixelShader: {
  46439. name: string;
  46440. shader: string;
  46441. };
  46442. }
  46443. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  46444. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46445. /** @hidden */
  46446. export var rgbdDecodePixelShader: {
  46447. name: string;
  46448. shader: string;
  46449. };
  46450. }
  46451. declare module "babylonjs/Misc/environmentTextureTools" {
  46452. import { Nullable } from "babylonjs/types";
  46453. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46454. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46455. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  46456. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46457. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  46458. import "babylonjs/Shaders/rgbdEncode.fragment";
  46459. import "babylonjs/Shaders/rgbdDecode.fragment";
  46460. /**
  46461. * Raw texture data and descriptor sufficient for WebGL texture upload
  46462. */
  46463. export interface EnvironmentTextureInfo {
  46464. /**
  46465. * Version of the environment map
  46466. */
  46467. version: number;
  46468. /**
  46469. * Width of image
  46470. */
  46471. width: number;
  46472. /**
  46473. * Irradiance information stored in the file.
  46474. */
  46475. irradiance: any;
  46476. /**
  46477. * Specular information stored in the file.
  46478. */
  46479. specular: any;
  46480. }
  46481. /**
  46482. * Defines One Image in the file. It requires only the position in the file
  46483. * as well as the length.
  46484. */
  46485. interface BufferImageData {
  46486. /**
  46487. * Length of the image data.
  46488. */
  46489. length: number;
  46490. /**
  46491. * Position of the data from the null terminator delimiting the end of the JSON.
  46492. */
  46493. position: number;
  46494. }
  46495. /**
  46496. * Defines the specular data enclosed in the file.
  46497. * This corresponds to the version 1 of the data.
  46498. */
  46499. export interface EnvironmentTextureSpecularInfoV1 {
  46500. /**
  46501. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  46502. */
  46503. specularDataPosition?: number;
  46504. /**
  46505. * This contains all the images data needed to reconstruct the cubemap.
  46506. */
  46507. mipmaps: Array<BufferImageData>;
  46508. /**
  46509. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  46510. */
  46511. lodGenerationScale: number;
  46512. }
  46513. /**
  46514. * Sets of helpers addressing the serialization and deserialization of environment texture
  46515. * stored in a BabylonJS env file.
  46516. * Those files are usually stored as .env files.
  46517. */
  46518. export class EnvironmentTextureTools {
  46519. /**
  46520. * Magic number identifying the env file.
  46521. */
  46522. private static _MagicBytes;
  46523. /**
  46524. * Gets the environment info from an env file.
  46525. * @param data The array buffer containing the .env bytes.
  46526. * @returns the environment file info (the json header) if successfully parsed.
  46527. */
  46528. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  46529. /**
  46530. * Creates an environment texture from a loaded cube texture.
  46531. * @param texture defines the cube texture to convert in env file
  46532. * @return a promise containing the environment data if succesfull.
  46533. */
  46534. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  46535. /**
  46536. * Creates a JSON representation of the spherical data.
  46537. * @param texture defines the texture containing the polynomials
  46538. * @return the JSON representation of the spherical info
  46539. */
  46540. private static _CreateEnvTextureIrradiance;
  46541. /**
  46542. * Creates the ArrayBufferViews used for initializing environment texture image data.
  46543. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  46544. * @param info parameters that determine what views will be created for accessing the underlying buffer
  46545. * @return the views described by info providing access to the underlying buffer
  46546. */
  46547. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  46548. /**
  46549. * Uploads the texture info contained in the env file to the GPU.
  46550. * @param texture defines the internal texture to upload to
  46551. * @param arrayBuffer defines the buffer cotaining the data to load
  46552. * @param info defines the texture info retrieved through the GetEnvInfo method
  46553. * @returns a promise
  46554. */
  46555. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  46556. private static _OnImageReadyAsync;
  46557. /**
  46558. * Uploads the levels of image data to the GPU.
  46559. * @param texture defines the internal texture to upload to
  46560. * @param imageData defines the array buffer views of image data [mipmap][face]
  46561. * @returns a promise
  46562. */
  46563. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  46564. /**
  46565. * Uploads spherical polynomials information to the texture.
  46566. * @param texture defines the texture we are trying to upload the information to
  46567. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  46568. */
  46569. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  46570. /** @hidden */
  46571. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  46572. }
  46573. }
  46574. declare module "babylonjs/Maths/math.vertexFormat" {
  46575. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  46576. /**
  46577. * Contains position and normal vectors for a vertex
  46578. */
  46579. export class PositionNormalVertex {
  46580. /** the position of the vertex (defaut: 0,0,0) */
  46581. position: Vector3;
  46582. /** the normal of the vertex (defaut: 0,1,0) */
  46583. normal: Vector3;
  46584. /**
  46585. * Creates a PositionNormalVertex
  46586. * @param position the position of the vertex (defaut: 0,0,0)
  46587. * @param normal the normal of the vertex (defaut: 0,1,0)
  46588. */
  46589. constructor(
  46590. /** the position of the vertex (defaut: 0,0,0) */
  46591. position?: Vector3,
  46592. /** the normal of the vertex (defaut: 0,1,0) */
  46593. normal?: Vector3);
  46594. /**
  46595. * Clones the PositionNormalVertex
  46596. * @returns the cloned PositionNormalVertex
  46597. */
  46598. clone(): PositionNormalVertex;
  46599. }
  46600. /**
  46601. * Contains position, normal and uv vectors for a vertex
  46602. */
  46603. export class PositionNormalTextureVertex {
  46604. /** the position of the vertex (defaut: 0,0,0) */
  46605. position: Vector3;
  46606. /** the normal of the vertex (defaut: 0,1,0) */
  46607. normal: Vector3;
  46608. /** the uv of the vertex (default: 0,0) */
  46609. uv: Vector2;
  46610. /**
  46611. * Creates a PositionNormalTextureVertex
  46612. * @param position the position of the vertex (defaut: 0,0,0)
  46613. * @param normal the normal of the vertex (defaut: 0,1,0)
  46614. * @param uv the uv of the vertex (default: 0,0)
  46615. */
  46616. constructor(
  46617. /** the position of the vertex (defaut: 0,0,0) */
  46618. position?: Vector3,
  46619. /** the normal of the vertex (defaut: 0,1,0) */
  46620. normal?: Vector3,
  46621. /** the uv of the vertex (default: 0,0) */
  46622. uv?: Vector2);
  46623. /**
  46624. * Clones the PositionNormalTextureVertex
  46625. * @returns the cloned PositionNormalTextureVertex
  46626. */
  46627. clone(): PositionNormalTextureVertex;
  46628. }
  46629. }
  46630. declare module "babylonjs/Maths/math" {
  46631. export * from "babylonjs/Maths/math.axis";
  46632. export * from "babylonjs/Maths/math.color";
  46633. export * from "babylonjs/Maths/math.constants";
  46634. export * from "babylonjs/Maths/math.frustum";
  46635. export * from "babylonjs/Maths/math.path";
  46636. export * from "babylonjs/Maths/math.plane";
  46637. export * from "babylonjs/Maths/math.size";
  46638. export * from "babylonjs/Maths/math.vector";
  46639. export * from "babylonjs/Maths/math.vertexFormat";
  46640. export * from "babylonjs/Maths/math.viewport";
  46641. }
  46642. declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
  46643. import { WebGL2ShaderProcessor } from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  46644. /** @hidden */
  46645. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  46646. private _genericAttributeLocation;
  46647. private _varyingLocationCount;
  46648. private _varyingLocationMap;
  46649. private _replacements;
  46650. private _textureCount;
  46651. private _uniforms;
  46652. lineProcessor(line: string): string;
  46653. attributeProcessor(attribute: string): string;
  46654. varyingProcessor(varying: string, isFragment: boolean): string;
  46655. uniformProcessor(uniform: string): string;
  46656. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  46657. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  46658. }
  46659. }
  46660. declare module "babylonjs/Engines/nativeEngine" {
  46661. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  46662. import { Engine } from "babylonjs/Engines/engine";
  46663. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  46664. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46665. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46666. import { Effect } from "babylonjs/Materials/effect";
  46667. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46668. import { Color4, Matrix, Viewport, Color3 } from "babylonjs/Maths/math";
  46669. import { Scene } from "babylonjs/scene";
  46670. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  46671. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  46672. /**
  46673. * Container for accessors for natively-stored mesh data buffers.
  46674. */
  46675. class NativeDataBuffer extends DataBuffer {
  46676. /**
  46677. * Accessor value used to identify/retrieve a natively-stored index buffer.
  46678. */
  46679. nativeIndexBuffer?: any;
  46680. /**
  46681. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  46682. */
  46683. nativeVertexBuffer?: any;
  46684. }
  46685. /** @hidden */
  46686. class NativeTexture extends InternalTexture {
  46687. getInternalTexture(): InternalTexture;
  46688. getViewCount(): number;
  46689. }
  46690. /** @hidden */
  46691. export class NativeEngine extends Engine {
  46692. private readonly _native;
  46693. getHardwareScalingLevel(): number;
  46694. constructor();
  46695. /**
  46696. * Can be used to override the current requestAnimationFrame requester.
  46697. * @hidden
  46698. */
  46699. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  46700. /**
  46701. * Override default engine behavior.
  46702. * @param color
  46703. * @param backBuffer
  46704. * @param depth
  46705. * @param stencil
  46706. */
  46707. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  46708. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  46709. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  46710. createVertexBuffer(data: DataArray): NativeDataBuffer;
  46711. recordVertexArrayObject(vertexBuffers: {
  46712. [key: string]: VertexBuffer;
  46713. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  46714. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  46715. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  46716. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  46717. /**
  46718. * Draw a list of indexed primitives
  46719. * @param fillMode defines the primitive to use
  46720. * @param indexStart defines the starting index
  46721. * @param indexCount defines the number of index to draw
  46722. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46723. */
  46724. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  46725. /**
  46726. * Draw a list of unindexed primitives
  46727. * @param fillMode defines the primitive to use
  46728. * @param verticesStart defines the index of first vertex to draw
  46729. * @param verticesCount defines the count of vertices to draw
  46730. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46731. */
  46732. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  46733. createPipelineContext(): IPipelineContext;
  46734. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  46735. /** @hidden */
  46736. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  46737. /** @hidden */
  46738. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  46739. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  46740. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  46741. protected _setProgram(program: WebGLProgram): void;
  46742. _releaseEffect(effect: Effect): void;
  46743. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  46744. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  46745. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  46746. bindSamplers(effect: Effect): void;
  46747. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  46748. getRenderWidth(useScreen?: boolean): number;
  46749. getRenderHeight(useScreen?: boolean): number;
  46750. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  46751. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  46752. /**
  46753. * Set the z offset to apply to current rendering
  46754. * @param value defines the offset to apply
  46755. */
  46756. setZOffset(value: number): void;
  46757. /**
  46758. * Gets the current value of the zOffset
  46759. * @returns the current zOffset state
  46760. */
  46761. getZOffset(): number;
  46762. /**
  46763. * Enable or disable depth buffering
  46764. * @param enable defines the state to set
  46765. */
  46766. setDepthBuffer(enable: boolean): void;
  46767. /**
  46768. * Gets a boolean indicating if depth writing is enabled
  46769. * @returns the current depth writing state
  46770. */
  46771. getDepthWrite(): boolean;
  46772. /**
  46773. * Enable or disable depth writing
  46774. * @param enable defines the state to set
  46775. */
  46776. setDepthWrite(enable: boolean): void;
  46777. /**
  46778. * Enable or disable color writing
  46779. * @param enable defines the state to set
  46780. */
  46781. setColorWrite(enable: boolean): void;
  46782. /**
  46783. * Gets a boolean indicating if color writing is enabled
  46784. * @returns the current color writing state
  46785. */
  46786. getColorWrite(): boolean;
  46787. /**
  46788. * Sets alpha constants used by some alpha blending modes
  46789. * @param r defines the red component
  46790. * @param g defines the green component
  46791. * @param b defines the blue component
  46792. * @param a defines the alpha component
  46793. */
  46794. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  46795. /**
  46796. * Sets the current alpha mode
  46797. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  46798. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  46799. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  46800. */
  46801. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  46802. /**
  46803. * Gets the current alpha mode
  46804. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  46805. * @returns the current alpha mode
  46806. */
  46807. getAlphaMode(): number;
  46808. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  46809. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  46810. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  46811. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  46812. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  46813. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  46814. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  46815. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  46816. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  46817. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  46818. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  46819. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  46820. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  46821. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46822. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46823. setFloat(uniform: WebGLUniformLocation, value: number): void;
  46824. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  46825. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  46826. setBool(uniform: WebGLUniformLocation, bool: number): void;
  46827. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  46828. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  46829. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  46830. wipeCaches(bruteForce?: boolean): void;
  46831. _createTexture(): WebGLTexture;
  46832. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  46833. /**
  46834. * Usually called from BABYLON.Texture.ts.
  46835. * Passed information to create a WebGLTexture
  46836. * @param urlArg defines a value which contains one of the following:
  46837. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  46838. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  46839. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  46840. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  46841. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  46842. * @param scene needed for loading to the correct scene
  46843. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  46844. * @param onLoad optional callback to be called upon successful completion
  46845. * @param onError optional callback to be called upon failure
  46846. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  46847. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  46848. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  46849. * @param forcedExtension defines the extension to use to pick the right loader
  46850. * @returns a InternalTexture for assignment back into BABYLON.Texture
  46851. */
  46852. 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;
  46853. /**
  46854. * Creates a cube texture
  46855. * @param rootUrl defines the url where the files to load is located
  46856. * @param scene defines the current scene
  46857. * @param files defines the list of files to load (1 per face)
  46858. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  46859. * @param onLoad defines an optional callback raised when the texture is loaded
  46860. * @param onError defines an optional callback raised if there is an issue to load the texture
  46861. * @param format defines the format of the data
  46862. * @param forcedExtension defines the extension to use to pick the right loader
  46863. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  46864. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  46865. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  46866. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  46867. * @returns the cube texture as an InternalTexture
  46868. */
  46869. 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;
  46870. private _getSamplingFilter;
  46871. private static _GetNativeTextureFormat;
  46872. createRenderTargetTexture(size: number | {
  46873. width: number;
  46874. height: number;
  46875. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  46876. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  46877. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  46878. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  46879. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  46880. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  46881. /**
  46882. * Updates a dynamic vertex buffer.
  46883. * @param vertexBuffer the vertex buffer to update
  46884. * @param data the data used to update the vertex buffer
  46885. * @param byteOffset the byte offset of the data (optional)
  46886. * @param byteLength the byte length of the data (optional)
  46887. */
  46888. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  46889. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  46890. private _updateAnisotropicLevel;
  46891. private _getAddressMode;
  46892. /** @hidden */
  46893. _bindTexture(channel: number, texture: InternalTexture): void;
  46894. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  46895. releaseEffects(): void;
  46896. /** @hidden */
  46897. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46898. /** @hidden */
  46899. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46900. /** @hidden */
  46901. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46902. /** @hidden */
  46903. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  46904. }
  46905. }
  46906. declare module "babylonjs/Engines/index" {
  46907. export * from "babylonjs/Engines/constants";
  46908. export * from "babylonjs/Engines/engineCapabilities";
  46909. export * from "babylonjs/Engines/instancingAttributeInfo";
  46910. export * from "babylonjs/Engines/thinEngine";
  46911. export * from "babylonjs/Engines/engine";
  46912. export * from "babylonjs/Engines/engineStore";
  46913. export * from "babylonjs/Engines/nullEngine";
  46914. export * from "babylonjs/Engines/Extensions/index";
  46915. export * from "babylonjs/Engines/IPipelineContext";
  46916. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  46917. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  46918. export * from "babylonjs/Engines/nativeEngine";
  46919. }
  46920. declare module "babylonjs/Events/clipboardEvents" {
  46921. /**
  46922. * Gather the list of clipboard event types as constants.
  46923. */
  46924. export class ClipboardEventTypes {
  46925. /**
  46926. * The clipboard event is fired when a copy command is active (pressed).
  46927. */
  46928. static readonly COPY: number;
  46929. /**
  46930. * The clipboard event is fired when a cut command is active (pressed).
  46931. */
  46932. static readonly CUT: number;
  46933. /**
  46934. * The clipboard event is fired when a paste command is active (pressed).
  46935. */
  46936. static readonly PASTE: number;
  46937. }
  46938. /**
  46939. * This class is used to store clipboard related info for the onClipboardObservable event.
  46940. */
  46941. export class ClipboardInfo {
  46942. /**
  46943. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46944. */
  46945. type: number;
  46946. /**
  46947. * Defines the related dom event
  46948. */
  46949. event: ClipboardEvent;
  46950. /**
  46951. *Creates an instance of ClipboardInfo.
  46952. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  46953. * @param event Defines the related dom event
  46954. */
  46955. constructor(
  46956. /**
  46957. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46958. */
  46959. type: number,
  46960. /**
  46961. * Defines the related dom event
  46962. */
  46963. event: ClipboardEvent);
  46964. /**
  46965. * Get the clipboard event's type from the keycode.
  46966. * @param keyCode Defines the keyCode for the current keyboard event.
  46967. * @return {number}
  46968. */
  46969. static GetTypeFromCharacter(keyCode: number): number;
  46970. }
  46971. }
  46972. declare module "babylonjs/Events/index" {
  46973. export * from "babylonjs/Events/keyboardEvents";
  46974. export * from "babylonjs/Events/pointerEvents";
  46975. export * from "babylonjs/Events/clipboardEvents";
  46976. }
  46977. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  46978. import { Scene } from "babylonjs/scene";
  46979. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46980. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  46981. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  46982. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46983. /**
  46984. * Google Daydream controller
  46985. */
  46986. export class DaydreamController extends WebVRController {
  46987. /**
  46988. * Base Url for the controller model.
  46989. */
  46990. static MODEL_BASE_URL: string;
  46991. /**
  46992. * File name for the controller model.
  46993. */
  46994. static MODEL_FILENAME: string;
  46995. /**
  46996. * Gamepad Id prefix used to identify Daydream Controller.
  46997. */
  46998. static readonly GAMEPAD_ID_PREFIX: string;
  46999. /**
  47000. * Creates a new DaydreamController from a gamepad
  47001. * @param vrGamepad the gamepad that the controller should be created from
  47002. */
  47003. constructor(vrGamepad: any);
  47004. /**
  47005. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47006. * @param scene scene in which to add meshes
  47007. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47008. */
  47009. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47010. /**
  47011. * Called once for each button that changed state since the last frame
  47012. * @param buttonIdx Which button index changed
  47013. * @param state New state of the button
  47014. * @param changes Which properties on the state changed since last frame
  47015. */
  47016. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47017. }
  47018. }
  47019. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  47020. import { Scene } from "babylonjs/scene";
  47021. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47022. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  47023. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  47024. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47025. /**
  47026. * Gear VR Controller
  47027. */
  47028. export class GearVRController extends WebVRController {
  47029. /**
  47030. * Base Url for the controller model.
  47031. */
  47032. static MODEL_BASE_URL: string;
  47033. /**
  47034. * File name for the controller model.
  47035. */
  47036. static MODEL_FILENAME: string;
  47037. /**
  47038. * Gamepad Id prefix used to identify this controller.
  47039. */
  47040. static readonly GAMEPAD_ID_PREFIX: string;
  47041. private readonly _buttonIndexToObservableNameMap;
  47042. /**
  47043. * Creates a new GearVRController from a gamepad
  47044. * @param vrGamepad the gamepad that the controller should be created from
  47045. */
  47046. constructor(vrGamepad: any);
  47047. /**
  47048. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47049. * @param scene scene in which to add meshes
  47050. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47051. */
  47052. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47053. /**
  47054. * Called once for each button that changed state since the last frame
  47055. * @param buttonIdx Which button index changed
  47056. * @param state New state of the button
  47057. * @param changes Which properties on the state changed since last frame
  47058. */
  47059. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47060. }
  47061. }
  47062. declare module "babylonjs/Gamepads/Controllers/index" {
  47063. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  47064. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  47065. export * from "babylonjs/Gamepads/Controllers/genericController";
  47066. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  47067. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47068. export * from "babylonjs/Gamepads/Controllers/viveController";
  47069. export * from "babylonjs/Gamepads/Controllers/webVRController";
  47070. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  47071. }
  47072. declare module "babylonjs/Gamepads/index" {
  47073. export * from "babylonjs/Gamepads/Controllers/index";
  47074. export * from "babylonjs/Gamepads/gamepad";
  47075. export * from "babylonjs/Gamepads/gamepadManager";
  47076. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  47077. export * from "babylonjs/Gamepads/xboxGamepad";
  47078. export * from "babylonjs/Gamepads/dualShockGamepad";
  47079. }
  47080. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  47081. import { Scene } from "babylonjs/scene";
  47082. import { Vector4 } from "babylonjs/Maths/math.vector";
  47083. import { Color4 } from "babylonjs/Maths/math.color";
  47084. import { Mesh } from "babylonjs/Meshes/mesh";
  47085. import { Nullable } from "babylonjs/types";
  47086. /**
  47087. * Class containing static functions to help procedurally build meshes
  47088. */
  47089. export class PolyhedronBuilder {
  47090. /**
  47091. * Creates a polyhedron mesh
  47092. * * 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
  47093. * * The parameter `size` (positive float, default 1) sets the polygon size
  47094. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  47095. * * 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`
  47096. * * 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
  47097. * * 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)`)
  47098. * * 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
  47099. * * 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
  47100. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  47101. * * If you create a double-sided mesh, you can choose what parts of 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
  47102. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  47103. * @param name defines the name of the mesh
  47104. * @param options defines the options used to create the mesh
  47105. * @param scene defines the hosting scene
  47106. * @returns the polyhedron mesh
  47107. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  47108. */
  47109. static CreatePolyhedron(name: string, options: {
  47110. type?: number;
  47111. size?: number;
  47112. sizeX?: number;
  47113. sizeY?: number;
  47114. sizeZ?: number;
  47115. custom?: any;
  47116. faceUV?: Vector4[];
  47117. faceColors?: Color4[];
  47118. flat?: boolean;
  47119. updatable?: boolean;
  47120. sideOrientation?: number;
  47121. frontUVs?: Vector4;
  47122. backUVs?: Vector4;
  47123. }, scene?: Nullable<Scene>): Mesh;
  47124. }
  47125. }
  47126. declare module "babylonjs/Gizmos/scaleGizmo" {
  47127. import { Observable } from "babylonjs/Misc/observable";
  47128. import { Nullable } from "babylonjs/types";
  47129. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47130. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47131. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  47132. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47133. /**
  47134. * Gizmo that enables scaling a mesh along 3 axis
  47135. */
  47136. export class ScaleGizmo extends Gizmo {
  47137. /**
  47138. * Internal gizmo used for interactions on the x axis
  47139. */
  47140. xGizmo: AxisScaleGizmo;
  47141. /**
  47142. * Internal gizmo used for interactions on the y axis
  47143. */
  47144. yGizmo: AxisScaleGizmo;
  47145. /**
  47146. * Internal gizmo used for interactions on the z axis
  47147. */
  47148. zGizmo: AxisScaleGizmo;
  47149. /**
  47150. * Internal gizmo used to scale all axis equally
  47151. */
  47152. uniformScaleGizmo: AxisScaleGizmo;
  47153. private _meshAttached;
  47154. private _updateGizmoRotationToMatchAttachedMesh;
  47155. private _snapDistance;
  47156. private _scaleRatio;
  47157. private _uniformScalingMesh;
  47158. private _octahedron;
  47159. /** Fires an event when any of it's sub gizmos are dragged */
  47160. onDragStartObservable: Observable<unknown>;
  47161. /** Fires an event when any of it's sub gizmos are released from dragging */
  47162. onDragEndObservable: Observable<unknown>;
  47163. attachedMesh: Nullable<AbstractMesh>;
  47164. /**
  47165. * Creates a ScaleGizmo
  47166. * @param gizmoLayer The utility layer the gizmo will be added to
  47167. */
  47168. constructor(gizmoLayer?: UtilityLayerRenderer);
  47169. updateGizmoRotationToMatchAttachedMesh: boolean;
  47170. /**
  47171. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47172. */
  47173. snapDistance: number;
  47174. /**
  47175. * Ratio for the scale of the gizmo (Default: 1)
  47176. */
  47177. scaleRatio: number;
  47178. /**
  47179. * Disposes of the gizmo
  47180. */
  47181. dispose(): void;
  47182. }
  47183. }
  47184. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  47185. import { Observable } from "babylonjs/Misc/observable";
  47186. import { Nullable } from "babylonjs/types";
  47187. import { Vector3 } from "babylonjs/Maths/math.vector";
  47188. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47189. import { Mesh } from "babylonjs/Meshes/mesh";
  47190. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47191. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47192. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47193. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47194. import { Color3 } from "babylonjs/Maths/math.color";
  47195. /**
  47196. * Single axis scale gizmo
  47197. */
  47198. export class AxisScaleGizmo extends Gizmo {
  47199. /**
  47200. * Drag behavior responsible for the gizmos dragging interactions
  47201. */
  47202. dragBehavior: PointerDragBehavior;
  47203. private _pointerObserver;
  47204. /**
  47205. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47206. */
  47207. snapDistance: number;
  47208. /**
  47209. * Event that fires each time the gizmo snaps to a new location.
  47210. * * snapDistance is the the change in distance
  47211. */
  47212. onSnapObservable: Observable<{
  47213. snapDistance: number;
  47214. }>;
  47215. /**
  47216. * If the scaling operation should be done on all axis (default: false)
  47217. */
  47218. uniformScaling: boolean;
  47219. private _isEnabled;
  47220. private _parent;
  47221. private _arrow;
  47222. private _coloredMaterial;
  47223. private _hoverMaterial;
  47224. /**
  47225. * Creates an AxisScaleGizmo
  47226. * @param gizmoLayer The utility layer the gizmo will be added to
  47227. * @param dragAxis The axis which the gizmo will be able to scale on
  47228. * @param color The color of the gizmo
  47229. */
  47230. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  47231. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47232. /**
  47233. * If the gizmo is enabled
  47234. */
  47235. isEnabled: boolean;
  47236. /**
  47237. * Disposes of the gizmo
  47238. */
  47239. dispose(): void;
  47240. /**
  47241. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  47242. * @param mesh The mesh to replace the default mesh of the gizmo
  47243. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  47244. */
  47245. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  47246. }
  47247. }
  47248. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  47249. import { Observable } from "babylonjs/Misc/observable";
  47250. import { Nullable } from "babylonjs/types";
  47251. import { Vector3 } from "babylonjs/Maths/math.vector";
  47252. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47253. import { Mesh } from "babylonjs/Meshes/mesh";
  47254. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47255. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47256. import { Color3 } from "babylonjs/Maths/math.color";
  47257. import "babylonjs/Meshes/Builders/boxBuilder";
  47258. /**
  47259. * Bounding box gizmo
  47260. */
  47261. export class BoundingBoxGizmo extends Gizmo {
  47262. private _lineBoundingBox;
  47263. private _rotateSpheresParent;
  47264. private _scaleBoxesParent;
  47265. private _boundingDimensions;
  47266. private _renderObserver;
  47267. private _pointerObserver;
  47268. private _scaleDragSpeed;
  47269. private _tmpQuaternion;
  47270. private _tmpVector;
  47271. private _tmpRotationMatrix;
  47272. /**
  47273. * 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)
  47274. */
  47275. ignoreChildren: boolean;
  47276. /**
  47277. * 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)
  47278. */
  47279. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  47280. /**
  47281. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  47282. */
  47283. rotationSphereSize: number;
  47284. /**
  47285. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  47286. */
  47287. scaleBoxSize: number;
  47288. /**
  47289. * 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)
  47290. */
  47291. fixedDragMeshScreenSize: boolean;
  47292. /**
  47293. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  47294. */
  47295. fixedDragMeshScreenSizeDistanceFactor: number;
  47296. /**
  47297. * Fired when a rotation sphere or scale box is dragged
  47298. */
  47299. onDragStartObservable: Observable<{}>;
  47300. /**
  47301. * Fired when a scale box is dragged
  47302. */
  47303. onScaleBoxDragObservable: Observable<{}>;
  47304. /**
  47305. * Fired when a scale box drag is ended
  47306. */
  47307. onScaleBoxDragEndObservable: Observable<{}>;
  47308. /**
  47309. * Fired when a rotation sphere is dragged
  47310. */
  47311. onRotationSphereDragObservable: Observable<{}>;
  47312. /**
  47313. * Fired when a rotation sphere drag is ended
  47314. */
  47315. onRotationSphereDragEndObservable: Observable<{}>;
  47316. /**
  47317. * 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)
  47318. */
  47319. scalePivot: Nullable<Vector3>;
  47320. /**
  47321. * Mesh used as a pivot to rotate the attached mesh
  47322. */
  47323. private _anchorMesh;
  47324. private _existingMeshScale;
  47325. private _dragMesh;
  47326. private pointerDragBehavior;
  47327. private coloredMaterial;
  47328. private hoverColoredMaterial;
  47329. /**
  47330. * Sets the color of the bounding box gizmo
  47331. * @param color the color to set
  47332. */
  47333. setColor(color: Color3): void;
  47334. /**
  47335. * Creates an BoundingBoxGizmo
  47336. * @param gizmoLayer The utility layer the gizmo will be added to
  47337. * @param color The color of the gizmo
  47338. */
  47339. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  47340. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47341. private _selectNode;
  47342. /**
  47343. * Updates the bounding box information for the Gizmo
  47344. */
  47345. updateBoundingBox(): void;
  47346. private _updateRotationSpheres;
  47347. private _updateScaleBoxes;
  47348. /**
  47349. * Enables rotation on the specified axis and disables rotation on the others
  47350. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  47351. */
  47352. setEnabledRotationAxis(axis: string): void;
  47353. /**
  47354. * Enables/disables scaling
  47355. * @param enable if scaling should be enabled
  47356. */
  47357. setEnabledScaling(enable: boolean): void;
  47358. private _updateDummy;
  47359. /**
  47360. * Enables a pointer drag behavior on the bounding box of the gizmo
  47361. */
  47362. enableDragBehavior(): void;
  47363. /**
  47364. * Disposes of the gizmo
  47365. */
  47366. dispose(): void;
  47367. /**
  47368. * 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)
  47369. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  47370. * @returns the bounding box mesh with the passed in mesh as a child
  47371. */
  47372. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  47373. /**
  47374. * CustomMeshes are not supported by this gizmo
  47375. * @param mesh The mesh to replace the default mesh of the gizmo
  47376. */
  47377. setCustomMesh(mesh: Mesh): void;
  47378. }
  47379. }
  47380. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  47381. import { Observable } from "babylonjs/Misc/observable";
  47382. import { Nullable } from "babylonjs/types";
  47383. import { Vector3 } from "babylonjs/Maths/math.vector";
  47384. import { Color3 } from "babylonjs/Maths/math.color";
  47385. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47386. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47387. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47388. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47389. import "babylonjs/Meshes/Builders/linesBuilder";
  47390. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47391. /**
  47392. * Single plane rotation gizmo
  47393. */
  47394. export class PlaneRotationGizmo extends Gizmo {
  47395. /**
  47396. * Drag behavior responsible for the gizmos dragging interactions
  47397. */
  47398. dragBehavior: PointerDragBehavior;
  47399. private _pointerObserver;
  47400. /**
  47401. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  47402. */
  47403. snapDistance: number;
  47404. /**
  47405. * Event that fires each time the gizmo snaps to a new location.
  47406. * * snapDistance is the the change in distance
  47407. */
  47408. onSnapObservable: Observable<{
  47409. snapDistance: number;
  47410. }>;
  47411. private _isEnabled;
  47412. private _parent;
  47413. /**
  47414. * Creates a PlaneRotationGizmo
  47415. * @param gizmoLayer The utility layer the gizmo will be added to
  47416. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  47417. * @param color The color of the gizmo
  47418. * @param tessellation Amount of tessellation to be used when creating rotation circles
  47419. * @param useEulerRotation Use and update Euler angle instead of quaternion
  47420. */
  47421. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  47422. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47423. /**
  47424. * If the gizmo is enabled
  47425. */
  47426. isEnabled: boolean;
  47427. /**
  47428. * Disposes of the gizmo
  47429. */
  47430. dispose(): void;
  47431. }
  47432. }
  47433. declare module "babylonjs/Gizmos/rotationGizmo" {
  47434. import { Observable } from "babylonjs/Misc/observable";
  47435. import { Nullable } from "babylonjs/types";
  47436. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47437. import { Mesh } from "babylonjs/Meshes/mesh";
  47438. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47439. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  47440. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47441. /**
  47442. * Gizmo that enables rotating a mesh along 3 axis
  47443. */
  47444. export class RotationGizmo extends Gizmo {
  47445. /**
  47446. * Internal gizmo used for interactions on the x axis
  47447. */
  47448. xGizmo: PlaneRotationGizmo;
  47449. /**
  47450. * Internal gizmo used for interactions on the y axis
  47451. */
  47452. yGizmo: PlaneRotationGizmo;
  47453. /**
  47454. * Internal gizmo used for interactions on the z axis
  47455. */
  47456. zGizmo: PlaneRotationGizmo;
  47457. /** Fires an event when any of it's sub gizmos are dragged */
  47458. onDragStartObservable: Observable<unknown>;
  47459. /** Fires an event when any of it's sub gizmos are released from dragging */
  47460. onDragEndObservable: Observable<unknown>;
  47461. private _meshAttached;
  47462. attachedMesh: Nullable<AbstractMesh>;
  47463. /**
  47464. * Creates a RotationGizmo
  47465. * @param gizmoLayer The utility layer the gizmo will be added to
  47466. * @param tessellation Amount of tessellation to be used when creating rotation circles
  47467. * @param useEulerRotation Use and update Euler angle instead of quaternion
  47468. */
  47469. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  47470. updateGizmoRotationToMatchAttachedMesh: boolean;
  47471. /**
  47472. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47473. */
  47474. snapDistance: number;
  47475. /**
  47476. * Ratio for the scale of the gizmo (Default: 1)
  47477. */
  47478. scaleRatio: number;
  47479. /**
  47480. * Disposes of the gizmo
  47481. */
  47482. dispose(): void;
  47483. /**
  47484. * CustomMeshes are not supported by this gizmo
  47485. * @param mesh The mesh to replace the default mesh of the gizmo
  47486. */
  47487. setCustomMesh(mesh: Mesh): void;
  47488. }
  47489. }
  47490. declare module "babylonjs/Gizmos/gizmoManager" {
  47491. import { Observable } from "babylonjs/Misc/observable";
  47492. import { Nullable } from "babylonjs/types";
  47493. import { Scene, IDisposable } from "babylonjs/scene";
  47494. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47495. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47496. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  47497. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47498. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  47499. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47500. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  47501. /**
  47502. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  47503. */
  47504. export class GizmoManager implements IDisposable {
  47505. private scene;
  47506. /**
  47507. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  47508. */
  47509. gizmos: {
  47510. positionGizmo: Nullable<PositionGizmo>;
  47511. rotationGizmo: Nullable<RotationGizmo>;
  47512. scaleGizmo: Nullable<ScaleGizmo>;
  47513. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  47514. };
  47515. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  47516. clearGizmoOnEmptyPointerEvent: boolean;
  47517. /** Fires an event when the manager is attached to a mesh */
  47518. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  47519. private _gizmosEnabled;
  47520. private _pointerObserver;
  47521. private _attachedMesh;
  47522. private _boundingBoxColor;
  47523. private _defaultUtilityLayer;
  47524. private _defaultKeepDepthUtilityLayer;
  47525. /**
  47526. * When bounding box gizmo is enabled, this can be used to track drag/end events
  47527. */
  47528. boundingBoxDragBehavior: SixDofDragBehavior;
  47529. /**
  47530. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  47531. */
  47532. attachableMeshes: Nullable<Array<AbstractMesh>>;
  47533. /**
  47534. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  47535. */
  47536. usePointerToAttachGizmos: boolean;
  47537. /**
  47538. * Utility layer that the bounding box gizmo belongs to
  47539. */
  47540. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  47541. /**
  47542. * Utility layer that all gizmos besides bounding box belong to
  47543. */
  47544. readonly utilityLayer: UtilityLayerRenderer;
  47545. /**
  47546. * Instatiates a gizmo manager
  47547. * @param scene the scene to overlay the gizmos on top of
  47548. */
  47549. constructor(scene: Scene);
  47550. /**
  47551. * Attaches a set of gizmos to the specified mesh
  47552. * @param mesh The mesh the gizmo's should be attached to
  47553. */
  47554. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  47555. /**
  47556. * If the position gizmo is enabled
  47557. */
  47558. positionGizmoEnabled: boolean;
  47559. /**
  47560. * If the rotation gizmo is enabled
  47561. */
  47562. rotationGizmoEnabled: boolean;
  47563. /**
  47564. * If the scale gizmo is enabled
  47565. */
  47566. scaleGizmoEnabled: boolean;
  47567. /**
  47568. * If the boundingBox gizmo is enabled
  47569. */
  47570. boundingBoxGizmoEnabled: boolean;
  47571. /**
  47572. * Disposes of the gizmo manager
  47573. */
  47574. dispose(): void;
  47575. }
  47576. }
  47577. declare module "babylonjs/Lights/directionalLight" {
  47578. import { Camera } from "babylonjs/Cameras/camera";
  47579. import { Scene } from "babylonjs/scene";
  47580. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47581. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47582. import { Light } from "babylonjs/Lights/light";
  47583. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  47584. import { Effect } from "babylonjs/Materials/effect";
  47585. /**
  47586. * A directional light is defined by a direction (what a surprise!).
  47587. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  47588. * 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.
  47589. * Documentation: https://doc.babylonjs.com/babylon101/lights
  47590. */
  47591. export class DirectionalLight extends ShadowLight {
  47592. private _shadowFrustumSize;
  47593. /**
  47594. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  47595. */
  47596. /**
  47597. * Specifies a fix frustum size for the shadow generation.
  47598. */
  47599. shadowFrustumSize: number;
  47600. private _shadowOrthoScale;
  47601. /**
  47602. * Gets the shadow projection scale against the optimal computed one.
  47603. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  47604. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  47605. */
  47606. /**
  47607. * Sets the shadow projection scale against the optimal computed one.
  47608. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  47609. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  47610. */
  47611. shadowOrthoScale: number;
  47612. /**
  47613. * Automatically compute the projection matrix to best fit (including all the casters)
  47614. * on each frame.
  47615. */
  47616. autoUpdateExtends: boolean;
  47617. private _orthoLeft;
  47618. private _orthoRight;
  47619. private _orthoTop;
  47620. private _orthoBottom;
  47621. /**
  47622. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  47623. * The directional light is emitted from everywhere in the given direction.
  47624. * It can cast shadows.
  47625. * Documentation : https://doc.babylonjs.com/babylon101/lights
  47626. * @param name The friendly name of the light
  47627. * @param direction The direction of the light
  47628. * @param scene The scene the light belongs to
  47629. */
  47630. constructor(name: string, direction: Vector3, scene: Scene);
  47631. /**
  47632. * Returns the string "DirectionalLight".
  47633. * @return The class name
  47634. */
  47635. getClassName(): string;
  47636. /**
  47637. * Returns the integer 1.
  47638. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  47639. */
  47640. getTypeID(): number;
  47641. /**
  47642. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  47643. * Returns the DirectionalLight Shadow projection matrix.
  47644. */
  47645. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  47646. /**
  47647. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  47648. * Returns the DirectionalLight Shadow projection matrix.
  47649. */
  47650. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  47651. /**
  47652. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  47653. * Returns the DirectionalLight Shadow projection matrix.
  47654. */
  47655. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  47656. protected _buildUniformLayout(): void;
  47657. /**
  47658. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  47659. * @param effect The effect to update
  47660. * @param lightIndex The index of the light in the effect to update
  47661. * @returns The directional light
  47662. */
  47663. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  47664. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  47665. /**
  47666. * Gets the minZ used for shadow according to both the scene and the light.
  47667. *
  47668. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  47669. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  47670. * @param activeCamera The camera we are returning the min for
  47671. * @returns the depth min z
  47672. */
  47673. getDepthMinZ(activeCamera: Camera): number;
  47674. /**
  47675. * Gets the maxZ used for shadow according to both the scene and the light.
  47676. *
  47677. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  47678. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  47679. * @param activeCamera The camera we are returning the max for
  47680. * @returns the depth max z
  47681. */
  47682. getDepthMaxZ(activeCamera: Camera): number;
  47683. /**
  47684. * Prepares the list of defines specific to the light type.
  47685. * @param defines the list of defines
  47686. * @param lightIndex defines the index of the light for the effect
  47687. */
  47688. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  47689. }
  47690. }
  47691. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  47692. import { Mesh } from "babylonjs/Meshes/mesh";
  47693. /**
  47694. * Class containing static functions to help procedurally build meshes
  47695. */
  47696. export class HemisphereBuilder {
  47697. /**
  47698. * Creates a hemisphere mesh
  47699. * @param name defines the name of the mesh
  47700. * @param options defines the options used to create the mesh
  47701. * @param scene defines the hosting scene
  47702. * @returns the hemisphere mesh
  47703. */
  47704. static CreateHemisphere(name: string, options: {
  47705. segments?: number;
  47706. diameter?: number;
  47707. sideOrientation?: number;
  47708. }, scene: any): Mesh;
  47709. }
  47710. }
  47711. declare module "babylonjs/Lights/spotLight" {
  47712. import { Nullable } from "babylonjs/types";
  47713. import { Scene } from "babylonjs/scene";
  47714. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47715. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47716. import { Effect } from "babylonjs/Materials/effect";
  47717. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47718. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  47719. /**
  47720. * A spot light is defined by a position, a direction, an angle, and an exponent.
  47721. * These values define a cone of light starting from the position, emitting toward the direction.
  47722. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  47723. * and the exponent defines the speed of the decay of the light with distance (reach).
  47724. * Documentation: https://doc.babylonjs.com/babylon101/lights
  47725. */
  47726. export class SpotLight extends ShadowLight {
  47727. private _angle;
  47728. private _innerAngle;
  47729. private _cosHalfAngle;
  47730. private _lightAngleScale;
  47731. private _lightAngleOffset;
  47732. /**
  47733. * Gets the cone angle of the spot light in Radians.
  47734. */
  47735. /**
  47736. * Sets the cone angle of the spot light in Radians.
  47737. */
  47738. angle: number;
  47739. /**
  47740. * Only used in gltf falloff mode, this defines the angle where
  47741. * the directional falloff will start before cutting at angle which could be seen
  47742. * as outer angle.
  47743. */
  47744. /**
  47745. * Only used in gltf falloff mode, this defines the angle where
  47746. * the directional falloff will start before cutting at angle which could be seen
  47747. * as outer angle.
  47748. */
  47749. innerAngle: number;
  47750. private _shadowAngleScale;
  47751. /**
  47752. * Allows scaling the angle of the light for shadow generation only.
  47753. */
  47754. /**
  47755. * Allows scaling the angle of the light for shadow generation only.
  47756. */
  47757. shadowAngleScale: number;
  47758. /**
  47759. * The light decay speed with the distance from the emission spot.
  47760. */
  47761. exponent: number;
  47762. private _projectionTextureMatrix;
  47763. /**
  47764. * Allows reading the projecton texture
  47765. */
  47766. readonly projectionTextureMatrix: Matrix;
  47767. protected _projectionTextureLightNear: number;
  47768. /**
  47769. * Gets the near clip of the Spotlight for texture projection.
  47770. */
  47771. /**
  47772. * Sets the near clip of the Spotlight for texture projection.
  47773. */
  47774. projectionTextureLightNear: number;
  47775. protected _projectionTextureLightFar: number;
  47776. /**
  47777. * Gets the far clip of the Spotlight for texture projection.
  47778. */
  47779. /**
  47780. * Sets the far clip of the Spotlight for texture projection.
  47781. */
  47782. projectionTextureLightFar: number;
  47783. protected _projectionTextureUpDirection: Vector3;
  47784. /**
  47785. * Gets the Up vector of the Spotlight for texture projection.
  47786. */
  47787. /**
  47788. * Sets the Up vector of the Spotlight for texture projection.
  47789. */
  47790. projectionTextureUpDirection: Vector3;
  47791. private _projectionTexture;
  47792. /**
  47793. * Gets the projection texture of the light.
  47794. */
  47795. /**
  47796. * Sets the projection texture of the light.
  47797. */
  47798. projectionTexture: Nullable<BaseTexture>;
  47799. private _projectionTextureViewLightDirty;
  47800. private _projectionTextureProjectionLightDirty;
  47801. private _projectionTextureDirty;
  47802. private _projectionTextureViewTargetVector;
  47803. private _projectionTextureViewLightMatrix;
  47804. private _projectionTextureProjectionLightMatrix;
  47805. private _projectionTextureScalingMatrix;
  47806. /**
  47807. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  47808. * It can cast shadows.
  47809. * Documentation : https://doc.babylonjs.com/babylon101/lights
  47810. * @param name The light friendly name
  47811. * @param position The position of the spot light in the scene
  47812. * @param direction The direction of the light in the scene
  47813. * @param angle The cone angle of the light in Radians
  47814. * @param exponent The light decay speed with the distance from the emission spot
  47815. * @param scene The scene the lights belongs to
  47816. */
  47817. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  47818. /**
  47819. * Returns the string "SpotLight".
  47820. * @returns the class name
  47821. */
  47822. getClassName(): string;
  47823. /**
  47824. * Returns the integer 2.
  47825. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  47826. */
  47827. getTypeID(): number;
  47828. /**
  47829. * Overrides the direction setter to recompute the projection texture view light Matrix.
  47830. */
  47831. protected _setDirection(value: Vector3): void;
  47832. /**
  47833. * Overrides the position setter to recompute the projection texture view light Matrix.
  47834. */
  47835. protected _setPosition(value: Vector3): void;
  47836. /**
  47837. * 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.
  47838. * Returns the SpotLight.
  47839. */
  47840. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  47841. protected _computeProjectionTextureViewLightMatrix(): void;
  47842. protected _computeProjectionTextureProjectionLightMatrix(): void;
  47843. /**
  47844. * Main function for light texture projection matrix computing.
  47845. */
  47846. protected _computeProjectionTextureMatrix(): void;
  47847. protected _buildUniformLayout(): void;
  47848. private _computeAngleValues;
  47849. /**
  47850. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  47851. * @param effect The effect to update
  47852. * @param lightIndex The index of the light in the effect to update
  47853. * @returns The spot light
  47854. */
  47855. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  47856. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  47857. /**
  47858. * Disposes the light and the associated resources.
  47859. */
  47860. dispose(): void;
  47861. /**
  47862. * Prepares the list of defines specific to the light type.
  47863. * @param defines the list of defines
  47864. * @param lightIndex defines the index of the light for the effect
  47865. */
  47866. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  47867. }
  47868. }
  47869. declare module "babylonjs/Gizmos/lightGizmo" {
  47870. import { Nullable } from "babylonjs/types";
  47871. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47872. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47873. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  47874. import { Light } from "babylonjs/Lights/light";
  47875. /**
  47876. * Gizmo that enables viewing a light
  47877. */
  47878. export class LightGizmo extends Gizmo {
  47879. private _lightMesh;
  47880. private _material;
  47881. private cachedPosition;
  47882. private cachedForward;
  47883. /**
  47884. * Creates a LightGizmo
  47885. * @param gizmoLayer The utility layer the gizmo will be added to
  47886. */
  47887. constructor(gizmoLayer?: UtilityLayerRenderer);
  47888. private _light;
  47889. /**
  47890. * The light that the gizmo is attached to
  47891. */
  47892. light: Nullable<Light>;
  47893. /**
  47894. * Gets the material used to render the light gizmo
  47895. */
  47896. readonly material: StandardMaterial;
  47897. /**
  47898. * @hidden
  47899. * Updates the gizmo to match the attached mesh's position/rotation
  47900. */
  47901. protected _update(): void;
  47902. private static _Scale;
  47903. /**
  47904. * Creates the lines for a light mesh
  47905. */
  47906. private static _createLightLines;
  47907. /**
  47908. * Disposes of the light gizmo
  47909. */
  47910. dispose(): void;
  47911. private static _CreateHemisphericLightMesh;
  47912. private static _CreatePointLightMesh;
  47913. private static _CreateSpotLightMesh;
  47914. private static _CreateDirectionalLightMesh;
  47915. }
  47916. }
  47917. declare module "babylonjs/Gizmos/index" {
  47918. export * from "babylonjs/Gizmos/axisDragGizmo";
  47919. export * from "babylonjs/Gizmos/axisScaleGizmo";
  47920. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  47921. export * from "babylonjs/Gizmos/gizmo";
  47922. export * from "babylonjs/Gizmos/gizmoManager";
  47923. export * from "babylonjs/Gizmos/planeRotationGizmo";
  47924. export * from "babylonjs/Gizmos/positionGizmo";
  47925. export * from "babylonjs/Gizmos/rotationGizmo";
  47926. export * from "babylonjs/Gizmos/scaleGizmo";
  47927. export * from "babylonjs/Gizmos/lightGizmo";
  47928. export * from "babylonjs/Gizmos/planeDragGizmo";
  47929. }
  47930. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  47931. /** @hidden */
  47932. export var backgroundFragmentDeclaration: {
  47933. name: string;
  47934. shader: string;
  47935. };
  47936. }
  47937. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  47938. /** @hidden */
  47939. export var backgroundUboDeclaration: {
  47940. name: string;
  47941. shader: string;
  47942. };
  47943. }
  47944. declare module "babylonjs/Shaders/background.fragment" {
  47945. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  47946. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47947. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  47948. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  47949. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47950. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47951. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47952. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  47953. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  47954. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  47955. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  47956. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  47957. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  47958. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  47959. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  47960. /** @hidden */
  47961. export var backgroundPixelShader: {
  47962. name: string;
  47963. shader: string;
  47964. };
  47965. }
  47966. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  47967. /** @hidden */
  47968. export var backgroundVertexDeclaration: {
  47969. name: string;
  47970. shader: string;
  47971. };
  47972. }
  47973. declare module "babylonjs/Shaders/background.vertex" {
  47974. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  47975. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47976. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47977. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  47978. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  47979. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  47980. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  47981. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47982. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47983. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  47984. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  47985. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  47986. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  47987. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  47988. /** @hidden */
  47989. export var backgroundVertexShader: {
  47990. name: string;
  47991. shader: string;
  47992. };
  47993. }
  47994. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  47995. import { Nullable, int, float } from "babylonjs/types";
  47996. import { Scene } from "babylonjs/scene";
  47997. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47998. import { SubMesh } from "babylonjs/Meshes/subMesh";
  47999. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48000. import { Mesh } from "babylonjs/Meshes/mesh";
  48001. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48002. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48003. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48004. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48005. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  48006. import { Color3 } from "babylonjs/Maths/math.color";
  48007. import "babylonjs/Shaders/background.fragment";
  48008. import "babylonjs/Shaders/background.vertex";
  48009. /**
  48010. * Background material used to create an efficient environement around your scene.
  48011. */
  48012. export class BackgroundMaterial extends PushMaterial {
  48013. /**
  48014. * Standard reflectance value at parallel view angle.
  48015. */
  48016. static StandardReflectance0: number;
  48017. /**
  48018. * Standard reflectance value at grazing angle.
  48019. */
  48020. static StandardReflectance90: number;
  48021. protected _primaryColor: Color3;
  48022. /**
  48023. * Key light Color (multiply against the environement texture)
  48024. */
  48025. primaryColor: Color3;
  48026. protected __perceptualColor: Nullable<Color3>;
  48027. /**
  48028. * Experimental Internal Use Only.
  48029. *
  48030. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  48031. * This acts as a helper to set the primary color to a more "human friendly" value.
  48032. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  48033. * output color as close as possible from the chosen value.
  48034. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  48035. * part of lighting setup.)
  48036. */
  48037. _perceptualColor: Nullable<Color3>;
  48038. protected _primaryColorShadowLevel: float;
  48039. /**
  48040. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  48041. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  48042. */
  48043. primaryColorShadowLevel: float;
  48044. protected _primaryColorHighlightLevel: float;
  48045. /**
  48046. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  48047. * The primary color is used at the level chosen to define what the white area would look.
  48048. */
  48049. primaryColorHighlightLevel: float;
  48050. protected _reflectionTexture: Nullable<BaseTexture>;
  48051. /**
  48052. * Reflection Texture used in the material.
  48053. * Should be author in a specific way for the best result (refer to the documentation).
  48054. */
  48055. reflectionTexture: Nullable<BaseTexture>;
  48056. protected _reflectionBlur: float;
  48057. /**
  48058. * Reflection Texture level of blur.
  48059. *
  48060. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  48061. * texture twice.
  48062. */
  48063. reflectionBlur: float;
  48064. protected _diffuseTexture: Nullable<BaseTexture>;
  48065. /**
  48066. * Diffuse Texture used in the material.
  48067. * Should be author in a specific way for the best result (refer to the documentation).
  48068. */
  48069. diffuseTexture: Nullable<BaseTexture>;
  48070. protected _shadowLights: Nullable<IShadowLight[]>;
  48071. /**
  48072. * Specify the list of lights casting shadow on the material.
  48073. * All scene shadow lights will be included if null.
  48074. */
  48075. shadowLights: Nullable<IShadowLight[]>;
  48076. protected _shadowLevel: float;
  48077. /**
  48078. * Helps adjusting the shadow to a softer level if required.
  48079. * 0 means black shadows and 1 means no shadows.
  48080. */
  48081. shadowLevel: float;
  48082. protected _sceneCenter: Vector3;
  48083. /**
  48084. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  48085. * It is usually zero but might be interesting to modify according to your setup.
  48086. */
  48087. sceneCenter: Vector3;
  48088. protected _opacityFresnel: boolean;
  48089. /**
  48090. * This helps specifying that the material is falling off to the sky box at grazing angle.
  48091. * This helps ensuring a nice transition when the camera goes under the ground.
  48092. */
  48093. opacityFresnel: boolean;
  48094. protected _reflectionFresnel: boolean;
  48095. /**
  48096. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  48097. * This helps adding a mirror texture on the ground.
  48098. */
  48099. reflectionFresnel: boolean;
  48100. protected _reflectionFalloffDistance: number;
  48101. /**
  48102. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  48103. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  48104. */
  48105. reflectionFalloffDistance: number;
  48106. protected _reflectionAmount: number;
  48107. /**
  48108. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  48109. */
  48110. reflectionAmount: number;
  48111. protected _reflectionReflectance0: number;
  48112. /**
  48113. * This specifies the weight of the reflection at grazing angle.
  48114. */
  48115. reflectionReflectance0: number;
  48116. protected _reflectionReflectance90: number;
  48117. /**
  48118. * This specifies the weight of the reflection at a perpendicular point of view.
  48119. */
  48120. reflectionReflectance90: number;
  48121. /**
  48122. * Sets the reflection reflectance fresnel values according to the default standard
  48123. * empirically know to work well :-)
  48124. */
  48125. reflectionStandardFresnelWeight: number;
  48126. protected _useRGBColor: boolean;
  48127. /**
  48128. * Helps to directly use the maps channels instead of their level.
  48129. */
  48130. useRGBColor: boolean;
  48131. protected _enableNoise: boolean;
  48132. /**
  48133. * This helps reducing the banding effect that could occur on the background.
  48134. */
  48135. enableNoise: boolean;
  48136. /**
  48137. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  48138. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  48139. * Recommended to be keep at 1.0 except for special cases.
  48140. */
  48141. fovMultiplier: number;
  48142. private _fovMultiplier;
  48143. /**
  48144. * Enable the FOV adjustment feature controlled by fovMultiplier.
  48145. */
  48146. useEquirectangularFOV: boolean;
  48147. private _maxSimultaneousLights;
  48148. /**
  48149. * Number of Simultaneous lights allowed on the material.
  48150. */
  48151. maxSimultaneousLights: int;
  48152. /**
  48153. * Default configuration related to image processing available in the Background Material.
  48154. */
  48155. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48156. /**
  48157. * Keep track of the image processing observer to allow dispose and replace.
  48158. */
  48159. private _imageProcessingObserver;
  48160. /**
  48161. * Attaches a new image processing configuration to the PBR Material.
  48162. * @param configuration (if null the scene configuration will be use)
  48163. */
  48164. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48165. /**
  48166. * Gets the image processing configuration used either in this material.
  48167. */
  48168. /**
  48169. * Sets the Default image processing configuration used either in the this material.
  48170. *
  48171. * If sets to null, the scene one is in use.
  48172. */
  48173. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  48174. /**
  48175. * Gets wether the color curves effect is enabled.
  48176. */
  48177. /**
  48178. * Sets wether the color curves effect is enabled.
  48179. */
  48180. cameraColorCurvesEnabled: boolean;
  48181. /**
  48182. * Gets wether the color grading effect is enabled.
  48183. */
  48184. /**
  48185. * Gets wether the color grading effect is enabled.
  48186. */
  48187. cameraColorGradingEnabled: boolean;
  48188. /**
  48189. * Gets wether tonemapping is enabled or not.
  48190. */
  48191. /**
  48192. * Sets wether tonemapping is enabled or not
  48193. */
  48194. cameraToneMappingEnabled: boolean;
  48195. /**
  48196. * The camera exposure used on this material.
  48197. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48198. * This corresponds to a photographic exposure.
  48199. */
  48200. /**
  48201. * The camera exposure used on this material.
  48202. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48203. * This corresponds to a photographic exposure.
  48204. */
  48205. cameraExposure: float;
  48206. /**
  48207. * Gets The camera contrast used on this material.
  48208. */
  48209. /**
  48210. * Sets The camera contrast used on this material.
  48211. */
  48212. cameraContrast: float;
  48213. /**
  48214. * Gets the Color Grading 2D Lookup Texture.
  48215. */
  48216. /**
  48217. * Sets the Color Grading 2D Lookup Texture.
  48218. */
  48219. cameraColorGradingTexture: Nullable<BaseTexture>;
  48220. /**
  48221. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48222. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48223. * 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;
  48224. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48225. */
  48226. /**
  48227. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48228. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48229. * 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;
  48230. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48231. */
  48232. cameraColorCurves: Nullable<ColorCurves>;
  48233. /**
  48234. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  48235. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  48236. */
  48237. switchToBGR: boolean;
  48238. private _renderTargets;
  48239. private _reflectionControls;
  48240. private _white;
  48241. private _primaryShadowColor;
  48242. private _primaryHighlightColor;
  48243. /**
  48244. * Instantiates a Background Material in the given scene
  48245. * @param name The friendly name of the material
  48246. * @param scene The scene to add the material to
  48247. */
  48248. constructor(name: string, scene: Scene);
  48249. /**
  48250. * Gets a boolean indicating that current material needs to register RTT
  48251. */
  48252. readonly hasRenderTargetTextures: boolean;
  48253. /**
  48254. * The entire material has been created in order to prevent overdraw.
  48255. * @returns false
  48256. */
  48257. needAlphaTesting(): boolean;
  48258. /**
  48259. * The entire material has been created in order to prevent overdraw.
  48260. * @returns true if blending is enable
  48261. */
  48262. needAlphaBlending(): boolean;
  48263. /**
  48264. * Checks wether the material is ready to be rendered for a given mesh.
  48265. * @param mesh The mesh to render
  48266. * @param subMesh The submesh to check against
  48267. * @param useInstances Specify wether or not the material is used with instances
  48268. * @returns true if all the dependencies are ready (Textures, Effects...)
  48269. */
  48270. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48271. /**
  48272. * Compute the primary color according to the chosen perceptual color.
  48273. */
  48274. private _computePrimaryColorFromPerceptualColor;
  48275. /**
  48276. * Compute the highlights and shadow colors according to their chosen levels.
  48277. */
  48278. private _computePrimaryColors;
  48279. /**
  48280. * Build the uniform buffer used in the material.
  48281. */
  48282. buildUniformLayout(): void;
  48283. /**
  48284. * Unbind the material.
  48285. */
  48286. unbind(): void;
  48287. /**
  48288. * Bind only the world matrix to the material.
  48289. * @param world The world matrix to bind.
  48290. */
  48291. bindOnlyWorldMatrix(world: Matrix): void;
  48292. /**
  48293. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  48294. * @param world The world matrix to bind.
  48295. * @param subMesh The submesh to bind for.
  48296. */
  48297. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48298. /**
  48299. * Checks to see if a texture is used in the material.
  48300. * @param texture - Base texture to use.
  48301. * @returns - Boolean specifying if a texture is used in the material.
  48302. */
  48303. hasTexture(texture: BaseTexture): boolean;
  48304. /**
  48305. * Dispose the material.
  48306. * @param forceDisposeEffect Force disposal of the associated effect.
  48307. * @param forceDisposeTextures Force disposal of the associated textures.
  48308. */
  48309. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48310. /**
  48311. * Clones the material.
  48312. * @param name The cloned name.
  48313. * @returns The cloned material.
  48314. */
  48315. clone(name: string): BackgroundMaterial;
  48316. /**
  48317. * Serializes the current material to its JSON representation.
  48318. * @returns The JSON representation.
  48319. */
  48320. serialize(): any;
  48321. /**
  48322. * Gets the class name of the material
  48323. * @returns "BackgroundMaterial"
  48324. */
  48325. getClassName(): string;
  48326. /**
  48327. * Parse a JSON input to create back a background material.
  48328. * @param source The JSON data to parse
  48329. * @param scene The scene to create the parsed material in
  48330. * @param rootUrl The root url of the assets the material depends upon
  48331. * @returns the instantiated BackgroundMaterial.
  48332. */
  48333. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  48334. }
  48335. }
  48336. declare module "babylonjs/Helpers/environmentHelper" {
  48337. import { Observable } from "babylonjs/Misc/observable";
  48338. import { Nullable } from "babylonjs/types";
  48339. import { Scene } from "babylonjs/scene";
  48340. import { Vector3 } from "babylonjs/Maths/math.vector";
  48341. import { Color3 } from "babylonjs/Maths/math.color";
  48342. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48343. import { Mesh } from "babylonjs/Meshes/mesh";
  48344. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48345. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  48346. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  48347. import "babylonjs/Meshes/Builders/planeBuilder";
  48348. import "babylonjs/Meshes/Builders/boxBuilder";
  48349. /**
  48350. * Represents the different options available during the creation of
  48351. * a Environment helper.
  48352. *
  48353. * This can control the default ground, skybox and image processing setup of your scene.
  48354. */
  48355. export interface IEnvironmentHelperOptions {
  48356. /**
  48357. * Specifies wether or not to create a ground.
  48358. * True by default.
  48359. */
  48360. createGround: boolean;
  48361. /**
  48362. * Specifies the ground size.
  48363. * 15 by default.
  48364. */
  48365. groundSize: number;
  48366. /**
  48367. * The texture used on the ground for the main color.
  48368. * Comes from the BabylonJS CDN by default.
  48369. *
  48370. * Remarks: Can be either a texture or a url.
  48371. */
  48372. groundTexture: string | BaseTexture;
  48373. /**
  48374. * The color mixed in the ground texture by default.
  48375. * BabylonJS clearColor by default.
  48376. */
  48377. groundColor: Color3;
  48378. /**
  48379. * Specifies the ground opacity.
  48380. * 1 by default.
  48381. */
  48382. groundOpacity: number;
  48383. /**
  48384. * Enables the ground to receive shadows.
  48385. * True by default.
  48386. */
  48387. enableGroundShadow: boolean;
  48388. /**
  48389. * Helps preventing the shadow to be fully black on the ground.
  48390. * 0.5 by default.
  48391. */
  48392. groundShadowLevel: number;
  48393. /**
  48394. * Creates a mirror texture attach to the ground.
  48395. * false by default.
  48396. */
  48397. enableGroundMirror: boolean;
  48398. /**
  48399. * Specifies the ground mirror size ratio.
  48400. * 0.3 by default as the default kernel is 64.
  48401. */
  48402. groundMirrorSizeRatio: number;
  48403. /**
  48404. * Specifies the ground mirror blur kernel size.
  48405. * 64 by default.
  48406. */
  48407. groundMirrorBlurKernel: number;
  48408. /**
  48409. * Specifies the ground mirror visibility amount.
  48410. * 1 by default
  48411. */
  48412. groundMirrorAmount: number;
  48413. /**
  48414. * Specifies the ground mirror reflectance weight.
  48415. * This uses the standard weight of the background material to setup the fresnel effect
  48416. * of the mirror.
  48417. * 1 by default.
  48418. */
  48419. groundMirrorFresnelWeight: number;
  48420. /**
  48421. * Specifies the ground mirror Falloff distance.
  48422. * This can helps reducing the size of the reflection.
  48423. * 0 by Default.
  48424. */
  48425. groundMirrorFallOffDistance: number;
  48426. /**
  48427. * Specifies the ground mirror texture type.
  48428. * Unsigned Int by Default.
  48429. */
  48430. groundMirrorTextureType: number;
  48431. /**
  48432. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  48433. * the shown objects.
  48434. */
  48435. groundYBias: number;
  48436. /**
  48437. * Specifies wether or not to create a skybox.
  48438. * True by default.
  48439. */
  48440. createSkybox: boolean;
  48441. /**
  48442. * Specifies the skybox size.
  48443. * 20 by default.
  48444. */
  48445. skyboxSize: number;
  48446. /**
  48447. * The texture used on the skybox for the main color.
  48448. * Comes from the BabylonJS CDN by default.
  48449. *
  48450. * Remarks: Can be either a texture or a url.
  48451. */
  48452. skyboxTexture: string | BaseTexture;
  48453. /**
  48454. * The color mixed in the skybox texture by default.
  48455. * BabylonJS clearColor by default.
  48456. */
  48457. skyboxColor: Color3;
  48458. /**
  48459. * The background rotation around the Y axis of the scene.
  48460. * This helps aligning the key lights of your scene with the background.
  48461. * 0 by default.
  48462. */
  48463. backgroundYRotation: number;
  48464. /**
  48465. * Compute automatically the size of the elements to best fit with the scene.
  48466. */
  48467. sizeAuto: boolean;
  48468. /**
  48469. * Default position of the rootMesh if autoSize is not true.
  48470. */
  48471. rootPosition: Vector3;
  48472. /**
  48473. * Sets up the image processing in the scene.
  48474. * true by default.
  48475. */
  48476. setupImageProcessing: boolean;
  48477. /**
  48478. * The texture used as your environment texture in the scene.
  48479. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  48480. *
  48481. * Remarks: Can be either a texture or a url.
  48482. */
  48483. environmentTexture: string | BaseTexture;
  48484. /**
  48485. * The value of the exposure to apply to the scene.
  48486. * 0.6 by default if setupImageProcessing is true.
  48487. */
  48488. cameraExposure: number;
  48489. /**
  48490. * The value of the contrast to apply to the scene.
  48491. * 1.6 by default if setupImageProcessing is true.
  48492. */
  48493. cameraContrast: number;
  48494. /**
  48495. * Specifies wether or not tonemapping should be enabled in the scene.
  48496. * true by default if setupImageProcessing is true.
  48497. */
  48498. toneMappingEnabled: boolean;
  48499. }
  48500. /**
  48501. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  48502. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  48503. * It also helps with the default setup of your imageProcessing configuration.
  48504. */
  48505. export class EnvironmentHelper {
  48506. /**
  48507. * Default ground texture URL.
  48508. */
  48509. private static _groundTextureCDNUrl;
  48510. /**
  48511. * Default skybox texture URL.
  48512. */
  48513. private static _skyboxTextureCDNUrl;
  48514. /**
  48515. * Default environment texture URL.
  48516. */
  48517. private static _environmentTextureCDNUrl;
  48518. /**
  48519. * Creates the default options for the helper.
  48520. */
  48521. private static _getDefaultOptions;
  48522. private _rootMesh;
  48523. /**
  48524. * Gets the root mesh created by the helper.
  48525. */
  48526. readonly rootMesh: Mesh;
  48527. private _skybox;
  48528. /**
  48529. * Gets the skybox created by the helper.
  48530. */
  48531. readonly skybox: Nullable<Mesh>;
  48532. private _skyboxTexture;
  48533. /**
  48534. * Gets the skybox texture created by the helper.
  48535. */
  48536. readonly skyboxTexture: Nullable<BaseTexture>;
  48537. private _skyboxMaterial;
  48538. /**
  48539. * Gets the skybox material created by the helper.
  48540. */
  48541. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  48542. private _ground;
  48543. /**
  48544. * Gets the ground mesh created by the helper.
  48545. */
  48546. readonly ground: Nullable<Mesh>;
  48547. private _groundTexture;
  48548. /**
  48549. * Gets the ground texture created by the helper.
  48550. */
  48551. readonly groundTexture: Nullable<BaseTexture>;
  48552. private _groundMirror;
  48553. /**
  48554. * Gets the ground mirror created by the helper.
  48555. */
  48556. readonly groundMirror: Nullable<MirrorTexture>;
  48557. /**
  48558. * Gets the ground mirror render list to helps pushing the meshes
  48559. * you wish in the ground reflection.
  48560. */
  48561. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  48562. private _groundMaterial;
  48563. /**
  48564. * Gets the ground material created by the helper.
  48565. */
  48566. readonly groundMaterial: Nullable<BackgroundMaterial>;
  48567. /**
  48568. * Stores the creation options.
  48569. */
  48570. private readonly _scene;
  48571. private _options;
  48572. /**
  48573. * This observable will be notified with any error during the creation of the environment,
  48574. * mainly texture creation errors.
  48575. */
  48576. onErrorObservable: Observable<{
  48577. message?: string;
  48578. exception?: any;
  48579. }>;
  48580. /**
  48581. * constructor
  48582. * @param options Defines the options we want to customize the helper
  48583. * @param scene The scene to add the material to
  48584. */
  48585. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  48586. /**
  48587. * Updates the background according to the new options
  48588. * @param options
  48589. */
  48590. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  48591. /**
  48592. * Sets the primary color of all the available elements.
  48593. * @param color the main color to affect to the ground and the background
  48594. */
  48595. setMainColor(color: Color3): void;
  48596. /**
  48597. * Setup the image processing according to the specified options.
  48598. */
  48599. private _setupImageProcessing;
  48600. /**
  48601. * Setup the environment texture according to the specified options.
  48602. */
  48603. private _setupEnvironmentTexture;
  48604. /**
  48605. * Setup the background according to the specified options.
  48606. */
  48607. private _setupBackground;
  48608. /**
  48609. * Get the scene sizes according to the setup.
  48610. */
  48611. private _getSceneSize;
  48612. /**
  48613. * Setup the ground according to the specified options.
  48614. */
  48615. private _setupGround;
  48616. /**
  48617. * Setup the ground material according to the specified options.
  48618. */
  48619. private _setupGroundMaterial;
  48620. /**
  48621. * Setup the ground diffuse texture according to the specified options.
  48622. */
  48623. private _setupGroundDiffuseTexture;
  48624. /**
  48625. * Setup the ground mirror texture according to the specified options.
  48626. */
  48627. private _setupGroundMirrorTexture;
  48628. /**
  48629. * Setup the ground to receive the mirror texture.
  48630. */
  48631. private _setupMirrorInGroundMaterial;
  48632. /**
  48633. * Setup the skybox according to the specified options.
  48634. */
  48635. private _setupSkybox;
  48636. /**
  48637. * Setup the skybox material according to the specified options.
  48638. */
  48639. private _setupSkyboxMaterial;
  48640. /**
  48641. * Setup the skybox reflection texture according to the specified options.
  48642. */
  48643. private _setupSkyboxReflectionTexture;
  48644. private _errorHandler;
  48645. /**
  48646. * Dispose all the elements created by the Helper.
  48647. */
  48648. dispose(): void;
  48649. }
  48650. }
  48651. declare module "babylonjs/Helpers/photoDome" {
  48652. import { Observable } from "babylonjs/Misc/observable";
  48653. import { Nullable } from "babylonjs/types";
  48654. import { Scene } from "babylonjs/scene";
  48655. import { TransformNode } from "babylonjs/Meshes/transformNode";
  48656. import { Mesh } from "babylonjs/Meshes/mesh";
  48657. import { Texture } from "babylonjs/Materials/Textures/texture";
  48658. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  48659. import "babylonjs/Meshes/Builders/sphereBuilder";
  48660. /**
  48661. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  48662. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  48663. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  48664. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  48665. */
  48666. export class PhotoDome extends TransformNode {
  48667. /**
  48668. * Define the image as a Monoscopic panoramic 360 image.
  48669. */
  48670. static readonly MODE_MONOSCOPIC: number;
  48671. /**
  48672. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  48673. */
  48674. static readonly MODE_TOPBOTTOM: number;
  48675. /**
  48676. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  48677. */
  48678. static readonly MODE_SIDEBYSIDE: number;
  48679. private _useDirectMapping;
  48680. /**
  48681. * The texture being displayed on the sphere
  48682. */
  48683. protected _photoTexture: Texture;
  48684. /**
  48685. * Gets or sets the texture being displayed on the sphere
  48686. */
  48687. photoTexture: Texture;
  48688. /**
  48689. * Observable raised when an error occured while loading the 360 image
  48690. */
  48691. onLoadErrorObservable: Observable<string>;
  48692. /**
  48693. * The skybox material
  48694. */
  48695. protected _material: BackgroundMaterial;
  48696. /**
  48697. * The surface used for the skybox
  48698. */
  48699. protected _mesh: Mesh;
  48700. /**
  48701. * Gets the mesh used for the skybox.
  48702. */
  48703. readonly mesh: Mesh;
  48704. /**
  48705. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  48706. * Also see the options.resolution property.
  48707. */
  48708. fovMultiplier: number;
  48709. private _imageMode;
  48710. /**
  48711. * Gets or set the current video mode for the video. It can be:
  48712. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  48713. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  48714. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  48715. */
  48716. imageMode: number;
  48717. /**
  48718. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  48719. * @param name Element's name, child elements will append suffixes for their own names.
  48720. * @param urlsOfPhoto defines the url of the photo to display
  48721. * @param options defines an object containing optional or exposed sub element properties
  48722. * @param onError defines a callback called when an error occured while loading the texture
  48723. */
  48724. constructor(name: string, urlOfPhoto: string, options: {
  48725. resolution?: number;
  48726. size?: number;
  48727. useDirectMapping?: boolean;
  48728. faceForward?: boolean;
  48729. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  48730. private _onBeforeCameraRenderObserver;
  48731. private _changeImageMode;
  48732. /**
  48733. * Releases resources associated with this node.
  48734. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  48735. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  48736. */
  48737. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  48738. }
  48739. }
  48740. declare module "babylonjs/Misc/rgbdTextureTools" {
  48741. import "babylonjs/Shaders/rgbdDecode.fragment";
  48742. import "babylonjs/Engines/Extensions/engine.renderTarget";
  48743. import { Texture } from "babylonjs/Materials/Textures/texture";
  48744. /**
  48745. * Class used to host RGBD texture specific utilities
  48746. */
  48747. export class RGBDTextureTools {
  48748. /**
  48749. * Expand the RGBD Texture from RGBD to Half Float if possible.
  48750. * @param texture the texture to expand.
  48751. */
  48752. static ExpandRGBDTexture(texture: Texture): void;
  48753. }
  48754. }
  48755. declare module "babylonjs/Misc/brdfTextureTools" {
  48756. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48757. import { Scene } from "babylonjs/scene";
  48758. /**
  48759. * Class used to host texture specific utilities
  48760. */
  48761. export class BRDFTextureTools {
  48762. /**
  48763. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  48764. * @param scene defines the hosting scene
  48765. * @returns the environment BRDF texture
  48766. */
  48767. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  48768. private static _environmentBRDFBase64Texture;
  48769. }
  48770. }
  48771. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  48772. import { Nullable } from "babylonjs/types";
  48773. import { Color3 } from "babylonjs/Maths/math.color";
  48774. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48775. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48776. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48777. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  48778. import { Engine } from "babylonjs/Engines/engine";
  48779. import { Scene } from "babylonjs/scene";
  48780. /**
  48781. * @hidden
  48782. */
  48783. export interface IMaterialClearCoatDefines {
  48784. CLEARCOAT: boolean;
  48785. CLEARCOAT_DEFAULTIOR: boolean;
  48786. CLEARCOAT_TEXTURE: boolean;
  48787. CLEARCOAT_TEXTUREDIRECTUV: number;
  48788. CLEARCOAT_BUMP: boolean;
  48789. CLEARCOAT_BUMPDIRECTUV: number;
  48790. CLEARCOAT_TINT: boolean;
  48791. CLEARCOAT_TINT_TEXTURE: boolean;
  48792. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48793. /** @hidden */
  48794. _areTexturesDirty: boolean;
  48795. }
  48796. /**
  48797. * Define the code related to the clear coat parameters of the pbr material.
  48798. */
  48799. export class PBRClearCoatConfiguration {
  48800. /**
  48801. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  48802. * The default fits with a polyurethane material.
  48803. */
  48804. private static readonly _DefaultIndexOfRefraction;
  48805. private _isEnabled;
  48806. /**
  48807. * Defines if the clear coat is enabled in the material.
  48808. */
  48809. isEnabled: boolean;
  48810. /**
  48811. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  48812. */
  48813. intensity: number;
  48814. /**
  48815. * Defines the clear coat layer roughness.
  48816. */
  48817. roughness: number;
  48818. private _indexOfRefraction;
  48819. /**
  48820. * Defines the index of refraction of the clear coat.
  48821. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  48822. * The default fits with a polyurethane material.
  48823. * Changing the default value is more performance intensive.
  48824. */
  48825. indexOfRefraction: number;
  48826. private _texture;
  48827. /**
  48828. * Stores the clear coat values in a texture.
  48829. */
  48830. texture: Nullable<BaseTexture>;
  48831. private _bumpTexture;
  48832. /**
  48833. * Define the clear coat specific bump texture.
  48834. */
  48835. bumpTexture: Nullable<BaseTexture>;
  48836. private _isTintEnabled;
  48837. /**
  48838. * Defines if the clear coat tint is enabled in the material.
  48839. */
  48840. isTintEnabled: boolean;
  48841. /**
  48842. * Defines the clear coat tint of the material.
  48843. * This is only use if tint is enabled
  48844. */
  48845. tintColor: Color3;
  48846. /**
  48847. * Defines the distance at which the tint color should be found in the
  48848. * clear coat media.
  48849. * This is only use if tint is enabled
  48850. */
  48851. tintColorAtDistance: number;
  48852. /**
  48853. * Defines the clear coat layer thickness.
  48854. * This is only use if tint is enabled
  48855. */
  48856. tintThickness: number;
  48857. private _tintTexture;
  48858. /**
  48859. * Stores the clear tint values in a texture.
  48860. * rgb is tint
  48861. * a is a thickness factor
  48862. */
  48863. tintTexture: Nullable<BaseTexture>;
  48864. /** @hidden */
  48865. private _internalMarkAllSubMeshesAsTexturesDirty;
  48866. /** @hidden */
  48867. _markAllSubMeshesAsTexturesDirty(): void;
  48868. /**
  48869. * Instantiate a new istance of clear coat configuration.
  48870. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48871. */
  48872. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48873. /**
  48874. * Gets wehter the submesh is ready to be used or not.
  48875. * @param defines the list of "defines" to update.
  48876. * @param scene defines the scene the material belongs to.
  48877. * @param engine defines the engine the material belongs to.
  48878. * @param disableBumpMap defines wether the material disables bump or not.
  48879. * @returns - boolean indicating that the submesh is ready or not.
  48880. */
  48881. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  48882. /**
  48883. * Checks to see if a texture is used in the material.
  48884. * @param defines the list of "defines" to update.
  48885. * @param scene defines the scene to the material belongs to.
  48886. */
  48887. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  48888. /**
  48889. * Binds the material data.
  48890. * @param uniformBuffer defines the Uniform buffer to fill in.
  48891. * @param scene defines the scene the material belongs to.
  48892. * @param engine defines the engine the material belongs to.
  48893. * @param disableBumpMap defines wether the material disables bump or not.
  48894. * @param isFrozen defines wether the material is frozen or not.
  48895. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  48896. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  48897. */
  48898. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  48899. /**
  48900. * Checks to see if a texture is used in the material.
  48901. * @param texture - Base texture to use.
  48902. * @returns - Boolean specifying if a texture is used in the material.
  48903. */
  48904. hasTexture(texture: BaseTexture): boolean;
  48905. /**
  48906. * Returns an array of the actively used textures.
  48907. * @param activeTextures Array of BaseTextures
  48908. */
  48909. getActiveTextures(activeTextures: BaseTexture[]): void;
  48910. /**
  48911. * Returns the animatable textures.
  48912. * @param animatables Array of animatable textures.
  48913. */
  48914. getAnimatables(animatables: IAnimatable[]): void;
  48915. /**
  48916. * Disposes the resources of the material.
  48917. * @param forceDisposeTextures - Forces the disposal of all textures.
  48918. */
  48919. dispose(forceDisposeTextures?: boolean): void;
  48920. /**
  48921. * Get the current class name of the texture useful for serialization or dynamic coding.
  48922. * @returns "PBRClearCoatConfiguration"
  48923. */
  48924. getClassName(): string;
  48925. /**
  48926. * Add fallbacks to the effect fallbacks list.
  48927. * @param defines defines the Base texture to use.
  48928. * @param fallbacks defines the current fallback list.
  48929. * @param currentRank defines the current fallback rank.
  48930. * @returns the new fallback rank.
  48931. */
  48932. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48933. /**
  48934. * Add the required uniforms to the current list.
  48935. * @param uniforms defines the current uniform list.
  48936. */
  48937. static AddUniforms(uniforms: string[]): void;
  48938. /**
  48939. * Add the required samplers to the current list.
  48940. * @param samplers defines the current sampler list.
  48941. */
  48942. static AddSamplers(samplers: string[]): void;
  48943. /**
  48944. * Add the required uniforms to the current buffer.
  48945. * @param uniformBuffer defines the current uniform buffer.
  48946. */
  48947. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48948. /**
  48949. * Makes a duplicate of the current configuration into another one.
  48950. * @param clearCoatConfiguration define the config where to copy the info
  48951. */
  48952. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  48953. /**
  48954. * Serializes this clear coat configuration.
  48955. * @returns - An object with the serialized config.
  48956. */
  48957. serialize(): any;
  48958. /**
  48959. * Parses a anisotropy Configuration from a serialized object.
  48960. * @param source - Serialized object.
  48961. * @param scene Defines the scene we are parsing for
  48962. * @param rootUrl Defines the rootUrl to load from
  48963. */
  48964. parse(source: any, scene: Scene, rootUrl: string): void;
  48965. }
  48966. }
  48967. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  48968. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48969. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48970. import { Vector2 } from "babylonjs/Maths/math.vector";
  48971. import { Scene } from "babylonjs/scene";
  48972. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48973. import { Nullable } from "babylonjs/types";
  48974. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48975. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  48976. /**
  48977. * @hidden
  48978. */
  48979. export interface IMaterialAnisotropicDefines {
  48980. ANISOTROPIC: boolean;
  48981. ANISOTROPIC_TEXTURE: boolean;
  48982. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48983. MAINUV1: boolean;
  48984. _areTexturesDirty: boolean;
  48985. _needUVs: boolean;
  48986. }
  48987. /**
  48988. * Define the code related to the anisotropic parameters of the pbr material.
  48989. */
  48990. export class PBRAnisotropicConfiguration {
  48991. private _isEnabled;
  48992. /**
  48993. * Defines if the anisotropy is enabled in the material.
  48994. */
  48995. isEnabled: boolean;
  48996. /**
  48997. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  48998. */
  48999. intensity: number;
  49000. /**
  49001. * Defines if the effect is along the tangents, bitangents or in between.
  49002. * By default, the effect is "strectching" the highlights along the tangents.
  49003. */
  49004. direction: Vector2;
  49005. private _texture;
  49006. /**
  49007. * Stores the anisotropy values in a texture.
  49008. * rg is direction (like normal from -1 to 1)
  49009. * b is a intensity
  49010. */
  49011. texture: Nullable<BaseTexture>;
  49012. /** @hidden */
  49013. private _internalMarkAllSubMeshesAsTexturesDirty;
  49014. /** @hidden */
  49015. _markAllSubMeshesAsTexturesDirty(): void;
  49016. /**
  49017. * Instantiate a new istance of anisotropy configuration.
  49018. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49019. */
  49020. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49021. /**
  49022. * Specifies that the submesh is ready to be used.
  49023. * @param defines the list of "defines" to update.
  49024. * @param scene defines the scene the material belongs to.
  49025. * @returns - boolean indicating that the submesh is ready or not.
  49026. */
  49027. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  49028. /**
  49029. * Checks to see if a texture is used in the material.
  49030. * @param defines the list of "defines" to update.
  49031. * @param mesh the mesh we are preparing the defines for.
  49032. * @param scene defines the scene the material belongs to.
  49033. */
  49034. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  49035. /**
  49036. * Binds the material data.
  49037. * @param uniformBuffer defines the Uniform buffer to fill in.
  49038. * @param scene defines the scene the material belongs to.
  49039. * @param isFrozen defines wether the material is frozen or not.
  49040. */
  49041. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49042. /**
  49043. * Checks to see if a texture is used in the material.
  49044. * @param texture - Base texture to use.
  49045. * @returns - Boolean specifying if a texture is used in the material.
  49046. */
  49047. hasTexture(texture: BaseTexture): boolean;
  49048. /**
  49049. * Returns an array of the actively used textures.
  49050. * @param activeTextures Array of BaseTextures
  49051. */
  49052. getActiveTextures(activeTextures: BaseTexture[]): void;
  49053. /**
  49054. * Returns the animatable textures.
  49055. * @param animatables Array of animatable textures.
  49056. */
  49057. getAnimatables(animatables: IAnimatable[]): void;
  49058. /**
  49059. * Disposes the resources of the material.
  49060. * @param forceDisposeTextures - Forces the disposal of all textures.
  49061. */
  49062. dispose(forceDisposeTextures?: boolean): void;
  49063. /**
  49064. * Get the current class name of the texture useful for serialization or dynamic coding.
  49065. * @returns "PBRAnisotropicConfiguration"
  49066. */
  49067. getClassName(): string;
  49068. /**
  49069. * Add fallbacks to the effect fallbacks list.
  49070. * @param defines defines the Base texture to use.
  49071. * @param fallbacks defines the current fallback list.
  49072. * @param currentRank defines the current fallback rank.
  49073. * @returns the new fallback rank.
  49074. */
  49075. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49076. /**
  49077. * Add the required uniforms to the current list.
  49078. * @param uniforms defines the current uniform list.
  49079. */
  49080. static AddUniforms(uniforms: string[]): void;
  49081. /**
  49082. * Add the required uniforms to the current buffer.
  49083. * @param uniformBuffer defines the current uniform buffer.
  49084. */
  49085. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49086. /**
  49087. * Add the required samplers to the current list.
  49088. * @param samplers defines the current sampler list.
  49089. */
  49090. static AddSamplers(samplers: string[]): void;
  49091. /**
  49092. * Makes a duplicate of the current configuration into another one.
  49093. * @param anisotropicConfiguration define the config where to copy the info
  49094. */
  49095. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  49096. /**
  49097. * Serializes this anisotropy configuration.
  49098. * @returns - An object with the serialized config.
  49099. */
  49100. serialize(): any;
  49101. /**
  49102. * Parses a anisotropy Configuration from a serialized object.
  49103. * @param source - Serialized object.
  49104. * @param scene Defines the scene we are parsing for
  49105. * @param rootUrl Defines the rootUrl to load from
  49106. */
  49107. parse(source: any, scene: Scene, rootUrl: string): void;
  49108. }
  49109. }
  49110. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  49111. import { Scene } from "babylonjs/scene";
  49112. /**
  49113. * @hidden
  49114. */
  49115. export interface IMaterialBRDFDefines {
  49116. BRDF_V_HEIGHT_CORRELATED: boolean;
  49117. MS_BRDF_ENERGY_CONSERVATION: boolean;
  49118. SPHERICAL_HARMONICS: boolean;
  49119. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  49120. /** @hidden */
  49121. _areMiscDirty: boolean;
  49122. }
  49123. /**
  49124. * Define the code related to the BRDF parameters of the pbr material.
  49125. */
  49126. export class PBRBRDFConfiguration {
  49127. /**
  49128. * Default value used for the energy conservation.
  49129. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49130. */
  49131. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  49132. /**
  49133. * Default value used for the Smith Visibility Height Correlated mode.
  49134. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49135. */
  49136. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  49137. /**
  49138. * Default value used for the IBL diffuse part.
  49139. * This can help switching back to the polynomials mode globally which is a tiny bit
  49140. * less GPU intensive at the drawback of a lower quality.
  49141. */
  49142. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  49143. /**
  49144. * Default value used for activating energy conservation for the specular workflow.
  49145. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49146. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49147. */
  49148. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  49149. private _useEnergyConservation;
  49150. /**
  49151. * Defines if the material uses energy conservation.
  49152. */
  49153. useEnergyConservation: boolean;
  49154. private _useSmithVisibilityHeightCorrelated;
  49155. /**
  49156. * LEGACY Mode set to false
  49157. * Defines if the material uses height smith correlated visibility term.
  49158. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  49159. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  49160. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  49161. * Not relying on height correlated will also disable energy conservation.
  49162. */
  49163. useSmithVisibilityHeightCorrelated: boolean;
  49164. private _useSphericalHarmonics;
  49165. /**
  49166. * LEGACY Mode set to false
  49167. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  49168. * diffuse part of the IBL.
  49169. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  49170. * to the ground truth.
  49171. */
  49172. useSphericalHarmonics: boolean;
  49173. private _useSpecularGlossinessInputEnergyConservation;
  49174. /**
  49175. * Defines if the material uses energy conservation, when the specular workflow is active.
  49176. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49177. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49178. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  49179. */
  49180. useSpecularGlossinessInputEnergyConservation: boolean;
  49181. /** @hidden */
  49182. private _internalMarkAllSubMeshesAsMiscDirty;
  49183. /** @hidden */
  49184. _markAllSubMeshesAsMiscDirty(): void;
  49185. /**
  49186. * Instantiate a new istance of clear coat configuration.
  49187. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  49188. */
  49189. constructor(markAllSubMeshesAsMiscDirty: () => void);
  49190. /**
  49191. * Checks to see if a texture is used in the material.
  49192. * @param defines the list of "defines" to update.
  49193. */
  49194. prepareDefines(defines: IMaterialBRDFDefines): void;
  49195. /**
  49196. * Get the current class name of the texture useful for serialization or dynamic coding.
  49197. * @returns "PBRClearCoatConfiguration"
  49198. */
  49199. getClassName(): string;
  49200. /**
  49201. * Makes a duplicate of the current configuration into another one.
  49202. * @param brdfConfiguration define the config where to copy the info
  49203. */
  49204. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  49205. /**
  49206. * Serializes this BRDF configuration.
  49207. * @returns - An object with the serialized config.
  49208. */
  49209. serialize(): any;
  49210. /**
  49211. * Parses a anisotropy Configuration from a serialized object.
  49212. * @param source - Serialized object.
  49213. * @param scene Defines the scene we are parsing for
  49214. * @param rootUrl Defines the rootUrl to load from
  49215. */
  49216. parse(source: any, scene: Scene, rootUrl: string): void;
  49217. }
  49218. }
  49219. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  49220. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49221. import { Color3 } from "babylonjs/Maths/math.color";
  49222. import { Scene } from "babylonjs/scene";
  49223. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49224. import { Nullable } from "babylonjs/types";
  49225. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49226. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49227. /**
  49228. * @hidden
  49229. */
  49230. export interface IMaterialSheenDefines {
  49231. SHEEN: boolean;
  49232. SHEEN_TEXTURE: boolean;
  49233. SHEEN_TEXTUREDIRECTUV: number;
  49234. SHEEN_LINKWITHALBEDO: boolean;
  49235. /** @hidden */
  49236. _areTexturesDirty: boolean;
  49237. }
  49238. /**
  49239. * Define the code related to the Sheen parameters of the pbr material.
  49240. */
  49241. export class PBRSheenConfiguration {
  49242. private _isEnabled;
  49243. /**
  49244. * Defines if the material uses sheen.
  49245. */
  49246. isEnabled: boolean;
  49247. private _linkSheenWithAlbedo;
  49248. /**
  49249. * Defines if the sheen is linked to the sheen color.
  49250. */
  49251. linkSheenWithAlbedo: boolean;
  49252. /**
  49253. * Defines the sheen intensity.
  49254. */
  49255. intensity: number;
  49256. /**
  49257. * Defines the sheen color.
  49258. */
  49259. color: Color3;
  49260. private _texture;
  49261. /**
  49262. * Stores the sheen tint values in a texture.
  49263. * rgb is tint
  49264. * a is a intensity
  49265. */
  49266. texture: Nullable<BaseTexture>;
  49267. /** @hidden */
  49268. private _internalMarkAllSubMeshesAsTexturesDirty;
  49269. /** @hidden */
  49270. _markAllSubMeshesAsTexturesDirty(): void;
  49271. /**
  49272. * Instantiate a new istance of clear coat configuration.
  49273. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49274. */
  49275. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49276. /**
  49277. * Specifies that the submesh is ready to be used.
  49278. * @param defines the list of "defines" to update.
  49279. * @param scene defines the scene the material belongs to.
  49280. * @returns - boolean indicating that the submesh is ready or not.
  49281. */
  49282. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  49283. /**
  49284. * Checks to see if a texture is used in the material.
  49285. * @param defines the list of "defines" to update.
  49286. * @param scene defines the scene the material belongs to.
  49287. */
  49288. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  49289. /**
  49290. * Binds the material data.
  49291. * @param uniformBuffer defines the Uniform buffer to fill in.
  49292. * @param scene defines the scene the material belongs to.
  49293. * @param isFrozen defines wether the material is frozen or not.
  49294. */
  49295. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49296. /**
  49297. * Checks to see if a texture is used in the material.
  49298. * @param texture - Base texture to use.
  49299. * @returns - Boolean specifying if a texture is used in the material.
  49300. */
  49301. hasTexture(texture: BaseTexture): boolean;
  49302. /**
  49303. * Returns an array of the actively used textures.
  49304. * @param activeTextures Array of BaseTextures
  49305. */
  49306. getActiveTextures(activeTextures: BaseTexture[]): void;
  49307. /**
  49308. * Returns the animatable textures.
  49309. * @param animatables Array of animatable textures.
  49310. */
  49311. getAnimatables(animatables: IAnimatable[]): void;
  49312. /**
  49313. * Disposes the resources of the material.
  49314. * @param forceDisposeTextures - Forces the disposal of all textures.
  49315. */
  49316. dispose(forceDisposeTextures?: boolean): void;
  49317. /**
  49318. * Get the current class name of the texture useful for serialization or dynamic coding.
  49319. * @returns "PBRSheenConfiguration"
  49320. */
  49321. getClassName(): string;
  49322. /**
  49323. * Add fallbacks to the effect fallbacks list.
  49324. * @param defines defines the Base texture to use.
  49325. * @param fallbacks defines the current fallback list.
  49326. * @param currentRank defines the current fallback rank.
  49327. * @returns the new fallback rank.
  49328. */
  49329. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49330. /**
  49331. * Add the required uniforms to the current list.
  49332. * @param uniforms defines the current uniform list.
  49333. */
  49334. static AddUniforms(uniforms: string[]): void;
  49335. /**
  49336. * Add the required uniforms to the current buffer.
  49337. * @param uniformBuffer defines the current uniform buffer.
  49338. */
  49339. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49340. /**
  49341. * Add the required samplers to the current list.
  49342. * @param samplers defines the current sampler list.
  49343. */
  49344. static AddSamplers(samplers: string[]): void;
  49345. /**
  49346. * Makes a duplicate of the current configuration into another one.
  49347. * @param sheenConfiguration define the config where to copy the info
  49348. */
  49349. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  49350. /**
  49351. * Serializes this BRDF configuration.
  49352. * @returns - An object with the serialized config.
  49353. */
  49354. serialize(): any;
  49355. /**
  49356. * Parses a anisotropy Configuration from a serialized object.
  49357. * @param source - Serialized object.
  49358. * @param scene Defines the scene we are parsing for
  49359. * @param rootUrl Defines the rootUrl to load from
  49360. */
  49361. parse(source: any, scene: Scene, rootUrl: string): void;
  49362. }
  49363. }
  49364. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  49365. import { Nullable } from "babylonjs/types";
  49366. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49367. import { Color3 } from "babylonjs/Maths/math.color";
  49368. import { SmartArray } from "babylonjs/Misc/smartArray";
  49369. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49370. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  49371. import { Effect } from "babylonjs/Materials/effect";
  49372. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49373. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49374. import { Engine } from "babylonjs/Engines/engine";
  49375. import { Scene } from "babylonjs/scene";
  49376. /**
  49377. * @hidden
  49378. */
  49379. export interface IMaterialSubSurfaceDefines {
  49380. SUBSURFACE: boolean;
  49381. SS_REFRACTION: boolean;
  49382. SS_TRANSLUCENCY: boolean;
  49383. SS_SCATERRING: boolean;
  49384. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49385. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49386. SS_REFRACTIONMAP_3D: boolean;
  49387. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49388. SS_LODINREFRACTIONALPHA: boolean;
  49389. SS_GAMMAREFRACTION: boolean;
  49390. SS_RGBDREFRACTION: boolean;
  49391. SS_LINEARSPECULARREFRACTION: boolean;
  49392. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49393. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49394. /** @hidden */
  49395. _areTexturesDirty: boolean;
  49396. }
  49397. /**
  49398. * Define the code related to the sub surface parameters of the pbr material.
  49399. */
  49400. export class PBRSubSurfaceConfiguration {
  49401. private _isRefractionEnabled;
  49402. /**
  49403. * Defines if the refraction is enabled in the material.
  49404. */
  49405. isRefractionEnabled: boolean;
  49406. private _isTranslucencyEnabled;
  49407. /**
  49408. * Defines if the translucency is enabled in the material.
  49409. */
  49410. isTranslucencyEnabled: boolean;
  49411. private _isScatteringEnabled;
  49412. /**
  49413. * Defines the refraction intensity of the material.
  49414. * The refraction when enabled replaces the Diffuse part of the material.
  49415. * The intensity helps transitionning between diffuse and refraction.
  49416. */
  49417. refractionIntensity: number;
  49418. /**
  49419. * Defines the translucency intensity of the material.
  49420. * When translucency has been enabled, this defines how much of the "translucency"
  49421. * is addded to the diffuse part of the material.
  49422. */
  49423. translucencyIntensity: number;
  49424. /**
  49425. * Defines the scattering intensity of the material.
  49426. * When scattering has been enabled, this defines how much of the "scattered light"
  49427. * is addded to the diffuse part of the material.
  49428. */
  49429. scatteringIntensity: number;
  49430. private _thicknessTexture;
  49431. /**
  49432. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  49433. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  49434. * 0 would mean minimumThickness
  49435. * 1 would mean maximumThickness
  49436. * The other channels might be use as a mask to vary the different effects intensity.
  49437. */
  49438. thicknessTexture: Nullable<BaseTexture>;
  49439. private _refractionTexture;
  49440. /**
  49441. * Defines the texture to use for refraction.
  49442. */
  49443. refractionTexture: Nullable<BaseTexture>;
  49444. private _indexOfRefraction;
  49445. /**
  49446. * Defines the index of refraction used in the material.
  49447. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  49448. */
  49449. indexOfRefraction: number;
  49450. private _invertRefractionY;
  49451. /**
  49452. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49453. */
  49454. invertRefractionY: boolean;
  49455. private _linkRefractionWithTransparency;
  49456. /**
  49457. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49458. * Materials half opaque for instance using refraction could benefit from this control.
  49459. */
  49460. linkRefractionWithTransparency: boolean;
  49461. /**
  49462. * Defines the minimum thickness stored in the thickness map.
  49463. * If no thickness map is defined, this value will be used to simulate thickness.
  49464. */
  49465. minimumThickness: number;
  49466. /**
  49467. * Defines the maximum thickness stored in the thickness map.
  49468. */
  49469. maximumThickness: number;
  49470. /**
  49471. * Defines the volume tint of the material.
  49472. * This is used for both translucency and scattering.
  49473. */
  49474. tintColor: Color3;
  49475. /**
  49476. * Defines the distance at which the tint color should be found in the media.
  49477. * This is used for refraction only.
  49478. */
  49479. tintColorAtDistance: number;
  49480. /**
  49481. * Defines how far each channel transmit through the media.
  49482. * It is defined as a color to simplify it selection.
  49483. */
  49484. diffusionDistance: Color3;
  49485. private _useMaskFromThicknessTexture;
  49486. /**
  49487. * Stores the intensity of the different subsurface effects in the thickness texture.
  49488. * * the green channel is the translucency intensity.
  49489. * * the blue channel is the scattering intensity.
  49490. * * the alpha channel is the refraction intensity.
  49491. */
  49492. useMaskFromThicknessTexture: boolean;
  49493. /** @hidden */
  49494. private _internalMarkAllSubMeshesAsTexturesDirty;
  49495. /** @hidden */
  49496. _markAllSubMeshesAsTexturesDirty(): void;
  49497. /**
  49498. * Instantiate a new istance of sub surface configuration.
  49499. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49500. */
  49501. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49502. /**
  49503. * Gets wehter the submesh is ready to be used or not.
  49504. * @param defines the list of "defines" to update.
  49505. * @param scene defines the scene the material belongs to.
  49506. * @returns - boolean indicating that the submesh is ready or not.
  49507. */
  49508. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  49509. /**
  49510. * Checks to see if a texture is used in the material.
  49511. * @param defines the list of "defines" to update.
  49512. * @param scene defines the scene to the material belongs to.
  49513. */
  49514. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  49515. /**
  49516. * Binds the material data.
  49517. * @param uniformBuffer defines the Uniform buffer to fill in.
  49518. * @param scene defines the scene the material belongs to.
  49519. * @param engine defines the engine the material belongs to.
  49520. * @param isFrozen defines wether the material is frozen or not.
  49521. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  49522. */
  49523. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  49524. /**
  49525. * Unbinds the material from the mesh.
  49526. * @param activeEffect defines the effect that should be unbound from.
  49527. * @returns true if unbound, otherwise false
  49528. */
  49529. unbind(activeEffect: Effect): boolean;
  49530. /**
  49531. * Returns the texture used for refraction or null if none is used.
  49532. * @param scene defines the scene the material belongs to.
  49533. * @returns - Refraction texture if present. If no refraction texture and refraction
  49534. * is linked with transparency, returns environment texture. Otherwise, returns null.
  49535. */
  49536. private _getRefractionTexture;
  49537. /**
  49538. * Returns true if alpha blending should be disabled.
  49539. */
  49540. readonly disableAlphaBlending: boolean;
  49541. /**
  49542. * Fills the list of render target textures.
  49543. * @param renderTargets the list of render targets to update
  49544. */
  49545. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  49546. /**
  49547. * Checks to see if a texture is used in the material.
  49548. * @param texture - Base texture to use.
  49549. * @returns - Boolean specifying if a texture is used in the material.
  49550. */
  49551. hasTexture(texture: BaseTexture): boolean;
  49552. /**
  49553. * Gets a boolean indicating that current material needs to register RTT
  49554. * @returns true if this uses a render target otherwise false.
  49555. */
  49556. hasRenderTargetTextures(): boolean;
  49557. /**
  49558. * Returns an array of the actively used textures.
  49559. * @param activeTextures Array of BaseTextures
  49560. */
  49561. getActiveTextures(activeTextures: BaseTexture[]): void;
  49562. /**
  49563. * Returns the animatable textures.
  49564. * @param animatables Array of animatable textures.
  49565. */
  49566. getAnimatables(animatables: IAnimatable[]): void;
  49567. /**
  49568. * Disposes the resources of the material.
  49569. * @param forceDisposeTextures - Forces the disposal of all textures.
  49570. */
  49571. dispose(forceDisposeTextures?: boolean): void;
  49572. /**
  49573. * Get the current class name of the texture useful for serialization or dynamic coding.
  49574. * @returns "PBRSubSurfaceConfiguration"
  49575. */
  49576. getClassName(): string;
  49577. /**
  49578. * Add fallbacks to the effect fallbacks list.
  49579. * @param defines defines the Base texture to use.
  49580. * @param fallbacks defines the current fallback list.
  49581. * @param currentRank defines the current fallback rank.
  49582. * @returns the new fallback rank.
  49583. */
  49584. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49585. /**
  49586. * Add the required uniforms to the current list.
  49587. * @param uniforms defines the current uniform list.
  49588. */
  49589. static AddUniforms(uniforms: string[]): void;
  49590. /**
  49591. * Add the required samplers to the current list.
  49592. * @param samplers defines the current sampler list.
  49593. */
  49594. static AddSamplers(samplers: string[]): void;
  49595. /**
  49596. * Add the required uniforms to the current buffer.
  49597. * @param uniformBuffer defines the current uniform buffer.
  49598. */
  49599. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49600. /**
  49601. * Makes a duplicate of the current configuration into another one.
  49602. * @param configuration define the config where to copy the info
  49603. */
  49604. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  49605. /**
  49606. * Serializes this Sub Surface configuration.
  49607. * @returns - An object with the serialized config.
  49608. */
  49609. serialize(): any;
  49610. /**
  49611. * Parses a anisotropy Configuration from a serialized object.
  49612. * @param source - Serialized object.
  49613. * @param scene Defines the scene we are parsing for
  49614. * @param rootUrl Defines the rootUrl to load from
  49615. */
  49616. parse(source: any, scene: Scene, rootUrl: string): void;
  49617. }
  49618. }
  49619. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  49620. /** @hidden */
  49621. export var pbrFragmentDeclaration: {
  49622. name: string;
  49623. shader: string;
  49624. };
  49625. }
  49626. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  49627. /** @hidden */
  49628. export var pbrUboDeclaration: {
  49629. name: string;
  49630. shader: string;
  49631. };
  49632. }
  49633. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  49634. /** @hidden */
  49635. export var pbrFragmentExtraDeclaration: {
  49636. name: string;
  49637. shader: string;
  49638. };
  49639. }
  49640. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  49641. /** @hidden */
  49642. export var pbrFragmentSamplersDeclaration: {
  49643. name: string;
  49644. shader: string;
  49645. };
  49646. }
  49647. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  49648. /** @hidden */
  49649. export var pbrHelperFunctions: {
  49650. name: string;
  49651. shader: string;
  49652. };
  49653. }
  49654. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  49655. /** @hidden */
  49656. export var harmonicsFunctions: {
  49657. name: string;
  49658. shader: string;
  49659. };
  49660. }
  49661. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  49662. /** @hidden */
  49663. export var pbrDirectLightingSetupFunctions: {
  49664. name: string;
  49665. shader: string;
  49666. };
  49667. }
  49668. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  49669. /** @hidden */
  49670. export var pbrDirectLightingFalloffFunctions: {
  49671. name: string;
  49672. shader: string;
  49673. };
  49674. }
  49675. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  49676. /** @hidden */
  49677. export var pbrBRDFFunctions: {
  49678. name: string;
  49679. shader: string;
  49680. };
  49681. }
  49682. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  49683. /** @hidden */
  49684. export var pbrDirectLightingFunctions: {
  49685. name: string;
  49686. shader: string;
  49687. };
  49688. }
  49689. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  49690. /** @hidden */
  49691. export var pbrIBLFunctions: {
  49692. name: string;
  49693. shader: string;
  49694. };
  49695. }
  49696. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  49697. /** @hidden */
  49698. export var pbrDebug: {
  49699. name: string;
  49700. shader: string;
  49701. };
  49702. }
  49703. declare module "babylonjs/Shaders/pbr.fragment" {
  49704. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  49705. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  49706. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  49707. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  49708. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  49709. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  49710. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  49711. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  49712. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  49713. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  49714. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49715. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  49716. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  49717. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  49718. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  49719. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  49720. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  49721. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  49722. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  49723. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  49724. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  49725. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  49726. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  49727. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  49728. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  49729. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  49730. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  49731. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  49732. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  49733. /** @hidden */
  49734. export var pbrPixelShader: {
  49735. name: string;
  49736. shader: string;
  49737. };
  49738. }
  49739. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  49740. /** @hidden */
  49741. export var pbrVertexDeclaration: {
  49742. name: string;
  49743. shader: string;
  49744. };
  49745. }
  49746. declare module "babylonjs/Shaders/pbr.vertex" {
  49747. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  49748. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  49749. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49750. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  49751. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  49752. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  49753. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  49754. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  49755. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  49756. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  49757. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  49758. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  49759. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  49760. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  49761. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  49762. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  49763. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  49764. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  49765. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  49766. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  49767. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  49768. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  49769. /** @hidden */
  49770. export var pbrVertexShader: {
  49771. name: string;
  49772. shader: string;
  49773. };
  49774. }
  49775. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  49776. import { Nullable } from "babylonjs/types";
  49777. import { Scene } from "babylonjs/scene";
  49778. import { Matrix } from "babylonjs/Maths/math.vector";
  49779. import { SubMesh } from "babylonjs/Meshes/subMesh";
  49780. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49781. import { Mesh } from "babylonjs/Meshes/mesh";
  49782. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  49783. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  49784. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  49785. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  49786. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  49787. import { Color3 } from "babylonjs/Maths/math.color";
  49788. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  49789. import { Material, IMaterialCompilationOptions } from "babylonjs/Materials/material";
  49790. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  49791. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  49792. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49793. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49794. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  49795. import "babylonjs/Shaders/pbr.fragment";
  49796. import "babylonjs/Shaders/pbr.vertex";
  49797. /**
  49798. * Manages the defines for the PBR Material.
  49799. * @hidden
  49800. */
  49801. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  49802. PBR: boolean;
  49803. MAINUV1: boolean;
  49804. MAINUV2: boolean;
  49805. UV1: boolean;
  49806. UV2: boolean;
  49807. ALBEDO: boolean;
  49808. ALBEDODIRECTUV: number;
  49809. VERTEXCOLOR: boolean;
  49810. AMBIENT: boolean;
  49811. AMBIENTDIRECTUV: number;
  49812. AMBIENTINGRAYSCALE: boolean;
  49813. OPACITY: boolean;
  49814. VERTEXALPHA: boolean;
  49815. OPACITYDIRECTUV: number;
  49816. OPACITYRGB: boolean;
  49817. ALPHATEST: boolean;
  49818. DEPTHPREPASS: boolean;
  49819. ALPHABLEND: boolean;
  49820. ALPHAFROMALBEDO: boolean;
  49821. ALPHATESTVALUE: string;
  49822. SPECULAROVERALPHA: boolean;
  49823. RADIANCEOVERALPHA: boolean;
  49824. ALPHAFRESNEL: boolean;
  49825. LINEARALPHAFRESNEL: boolean;
  49826. PREMULTIPLYALPHA: boolean;
  49827. EMISSIVE: boolean;
  49828. EMISSIVEDIRECTUV: number;
  49829. REFLECTIVITY: boolean;
  49830. REFLECTIVITYDIRECTUV: number;
  49831. SPECULARTERM: boolean;
  49832. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  49833. MICROSURFACEAUTOMATIC: boolean;
  49834. LODBASEDMICROSFURACE: boolean;
  49835. MICROSURFACEMAP: boolean;
  49836. MICROSURFACEMAPDIRECTUV: number;
  49837. METALLICWORKFLOW: boolean;
  49838. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  49839. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  49840. METALLNESSSTOREINMETALMAPBLUE: boolean;
  49841. AOSTOREINMETALMAPRED: boolean;
  49842. ENVIRONMENTBRDF: boolean;
  49843. ENVIRONMENTBRDF_RGBD: boolean;
  49844. NORMAL: boolean;
  49845. TANGENT: boolean;
  49846. BUMP: boolean;
  49847. BUMPDIRECTUV: number;
  49848. OBJECTSPACE_NORMALMAP: boolean;
  49849. PARALLAX: boolean;
  49850. PARALLAXOCCLUSION: boolean;
  49851. NORMALXYSCALE: boolean;
  49852. LIGHTMAP: boolean;
  49853. LIGHTMAPDIRECTUV: number;
  49854. USELIGHTMAPASSHADOWMAP: boolean;
  49855. GAMMALIGHTMAP: boolean;
  49856. RGBDLIGHTMAP: boolean;
  49857. REFLECTION: boolean;
  49858. REFLECTIONMAP_3D: boolean;
  49859. REFLECTIONMAP_SPHERICAL: boolean;
  49860. REFLECTIONMAP_PLANAR: boolean;
  49861. REFLECTIONMAP_CUBIC: boolean;
  49862. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  49863. REFLECTIONMAP_PROJECTION: boolean;
  49864. REFLECTIONMAP_SKYBOX: boolean;
  49865. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  49866. REFLECTIONMAP_EXPLICIT: boolean;
  49867. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  49868. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  49869. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  49870. INVERTCUBICMAP: boolean;
  49871. USESPHERICALFROMREFLECTIONMAP: boolean;
  49872. USEIRRADIANCEMAP: boolean;
  49873. SPHERICAL_HARMONICS: boolean;
  49874. USESPHERICALINVERTEX: boolean;
  49875. REFLECTIONMAP_OPPOSITEZ: boolean;
  49876. LODINREFLECTIONALPHA: boolean;
  49877. GAMMAREFLECTION: boolean;
  49878. RGBDREFLECTION: boolean;
  49879. LINEARSPECULARREFLECTION: boolean;
  49880. RADIANCEOCCLUSION: boolean;
  49881. HORIZONOCCLUSION: boolean;
  49882. INSTANCES: boolean;
  49883. NUM_BONE_INFLUENCERS: number;
  49884. BonesPerMesh: number;
  49885. BONETEXTURE: boolean;
  49886. NONUNIFORMSCALING: boolean;
  49887. MORPHTARGETS: boolean;
  49888. MORPHTARGETS_NORMAL: boolean;
  49889. MORPHTARGETS_TANGENT: boolean;
  49890. MORPHTARGETS_UV: boolean;
  49891. NUM_MORPH_INFLUENCERS: number;
  49892. IMAGEPROCESSING: boolean;
  49893. VIGNETTE: boolean;
  49894. VIGNETTEBLENDMODEMULTIPLY: boolean;
  49895. VIGNETTEBLENDMODEOPAQUE: boolean;
  49896. TONEMAPPING: boolean;
  49897. TONEMAPPING_ACES: boolean;
  49898. CONTRAST: boolean;
  49899. COLORCURVES: boolean;
  49900. COLORGRADING: boolean;
  49901. COLORGRADING3D: boolean;
  49902. SAMPLER3DGREENDEPTH: boolean;
  49903. SAMPLER3DBGRMAP: boolean;
  49904. IMAGEPROCESSINGPOSTPROCESS: boolean;
  49905. EXPOSURE: boolean;
  49906. MULTIVIEW: boolean;
  49907. USEPHYSICALLIGHTFALLOFF: boolean;
  49908. USEGLTFLIGHTFALLOFF: boolean;
  49909. TWOSIDEDLIGHTING: boolean;
  49910. SHADOWFLOAT: boolean;
  49911. CLIPPLANE: boolean;
  49912. CLIPPLANE2: boolean;
  49913. CLIPPLANE3: boolean;
  49914. CLIPPLANE4: boolean;
  49915. POINTSIZE: boolean;
  49916. FOG: boolean;
  49917. LOGARITHMICDEPTH: boolean;
  49918. FORCENORMALFORWARD: boolean;
  49919. SPECULARAA: boolean;
  49920. CLEARCOAT: boolean;
  49921. CLEARCOAT_DEFAULTIOR: boolean;
  49922. CLEARCOAT_TEXTURE: boolean;
  49923. CLEARCOAT_TEXTUREDIRECTUV: number;
  49924. CLEARCOAT_BUMP: boolean;
  49925. CLEARCOAT_BUMPDIRECTUV: number;
  49926. CLEARCOAT_TINT: boolean;
  49927. CLEARCOAT_TINT_TEXTURE: boolean;
  49928. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  49929. ANISOTROPIC: boolean;
  49930. ANISOTROPIC_TEXTURE: boolean;
  49931. ANISOTROPIC_TEXTUREDIRECTUV: number;
  49932. BRDF_V_HEIGHT_CORRELATED: boolean;
  49933. MS_BRDF_ENERGY_CONSERVATION: boolean;
  49934. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  49935. SHEEN: boolean;
  49936. SHEEN_TEXTURE: boolean;
  49937. SHEEN_TEXTUREDIRECTUV: number;
  49938. SHEEN_LINKWITHALBEDO: boolean;
  49939. SUBSURFACE: boolean;
  49940. SS_REFRACTION: boolean;
  49941. SS_TRANSLUCENCY: boolean;
  49942. SS_SCATERRING: boolean;
  49943. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49944. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49945. SS_REFRACTIONMAP_3D: boolean;
  49946. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49947. SS_LODINREFRACTIONALPHA: boolean;
  49948. SS_GAMMAREFRACTION: boolean;
  49949. SS_RGBDREFRACTION: boolean;
  49950. SS_LINEARSPECULARREFRACTION: boolean;
  49951. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49952. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49953. UNLIT: boolean;
  49954. DEBUGMODE: number;
  49955. /**
  49956. * Initializes the PBR Material defines.
  49957. */
  49958. constructor();
  49959. /**
  49960. * Resets the PBR Material defines.
  49961. */
  49962. reset(): void;
  49963. }
  49964. /**
  49965. * The Physically based material base class of BJS.
  49966. *
  49967. * This offers the main features of a standard PBR material.
  49968. * For more information, please refer to the documentation :
  49969. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49970. */
  49971. export abstract class PBRBaseMaterial extends PushMaterial {
  49972. /**
  49973. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49974. */
  49975. static readonly PBRMATERIAL_OPAQUE: number;
  49976. /**
  49977. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49978. */
  49979. static readonly PBRMATERIAL_ALPHATEST: number;
  49980. /**
  49981. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49982. */
  49983. static readonly PBRMATERIAL_ALPHABLEND: number;
  49984. /**
  49985. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49986. * They are also discarded below the alpha cutoff threshold to improve performances.
  49987. */
  49988. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49989. /**
  49990. * Defines the default value of how much AO map is occluding the analytical lights
  49991. * (point spot...).
  49992. */
  49993. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49994. /**
  49995. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  49996. */
  49997. static readonly LIGHTFALLOFF_PHYSICAL: number;
  49998. /**
  49999. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  50000. * to enhance interoperability with other engines.
  50001. */
  50002. static readonly LIGHTFALLOFF_GLTF: number;
  50003. /**
  50004. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  50005. * to enhance interoperability with other materials.
  50006. */
  50007. static readonly LIGHTFALLOFF_STANDARD: number;
  50008. /**
  50009. * Intensity of the direct lights e.g. the four lights available in your scene.
  50010. * This impacts both the direct diffuse and specular highlights.
  50011. */
  50012. protected _directIntensity: number;
  50013. /**
  50014. * Intensity of the emissive part of the material.
  50015. * This helps controlling the emissive effect without modifying the emissive color.
  50016. */
  50017. protected _emissiveIntensity: number;
  50018. /**
  50019. * Intensity of the environment e.g. how much the environment will light the object
  50020. * either through harmonics for rough material or through the refelction for shiny ones.
  50021. */
  50022. protected _environmentIntensity: number;
  50023. /**
  50024. * This is a special control allowing the reduction of the specular highlights coming from the
  50025. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  50026. */
  50027. protected _specularIntensity: number;
  50028. /**
  50029. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  50030. */
  50031. private _lightingInfos;
  50032. /**
  50033. * Debug Control allowing disabling the bump map on this material.
  50034. */
  50035. protected _disableBumpMap: boolean;
  50036. /**
  50037. * AKA Diffuse Texture in standard nomenclature.
  50038. */
  50039. protected _albedoTexture: Nullable<BaseTexture>;
  50040. /**
  50041. * AKA Occlusion Texture in other nomenclature.
  50042. */
  50043. protected _ambientTexture: Nullable<BaseTexture>;
  50044. /**
  50045. * AKA Occlusion Texture Intensity in other nomenclature.
  50046. */
  50047. protected _ambientTextureStrength: number;
  50048. /**
  50049. * Defines how much the AO map is occluding the analytical lights (point spot...).
  50050. * 1 means it completely occludes it
  50051. * 0 mean it has no impact
  50052. */
  50053. protected _ambientTextureImpactOnAnalyticalLights: number;
  50054. /**
  50055. * Stores the alpha values in a texture.
  50056. */
  50057. protected _opacityTexture: Nullable<BaseTexture>;
  50058. /**
  50059. * Stores the reflection values in a texture.
  50060. */
  50061. protected _reflectionTexture: Nullable<BaseTexture>;
  50062. /**
  50063. * Stores the emissive values in a texture.
  50064. */
  50065. protected _emissiveTexture: Nullable<BaseTexture>;
  50066. /**
  50067. * AKA Specular texture in other nomenclature.
  50068. */
  50069. protected _reflectivityTexture: Nullable<BaseTexture>;
  50070. /**
  50071. * Used to switch from specular/glossiness to metallic/roughness workflow.
  50072. */
  50073. protected _metallicTexture: Nullable<BaseTexture>;
  50074. /**
  50075. * Specifies the metallic scalar of the metallic/roughness workflow.
  50076. * Can also be used to scale the metalness values of the metallic texture.
  50077. */
  50078. protected _metallic: Nullable<number>;
  50079. /**
  50080. * Specifies the roughness scalar of the metallic/roughness workflow.
  50081. * Can also be used to scale the roughness values of the metallic texture.
  50082. */
  50083. protected _roughness: Nullable<number>;
  50084. /**
  50085. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  50086. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  50087. */
  50088. protected _microSurfaceTexture: Nullable<BaseTexture>;
  50089. /**
  50090. * Stores surface normal data used to displace a mesh in a texture.
  50091. */
  50092. protected _bumpTexture: Nullable<BaseTexture>;
  50093. /**
  50094. * Stores the pre-calculated light information of a mesh in a texture.
  50095. */
  50096. protected _lightmapTexture: Nullable<BaseTexture>;
  50097. /**
  50098. * The color of a material in ambient lighting.
  50099. */
  50100. protected _ambientColor: Color3;
  50101. /**
  50102. * AKA Diffuse Color in other nomenclature.
  50103. */
  50104. protected _albedoColor: Color3;
  50105. /**
  50106. * AKA Specular Color in other nomenclature.
  50107. */
  50108. protected _reflectivityColor: Color3;
  50109. /**
  50110. * The color applied when light is reflected from a material.
  50111. */
  50112. protected _reflectionColor: Color3;
  50113. /**
  50114. * The color applied when light is emitted from a material.
  50115. */
  50116. protected _emissiveColor: Color3;
  50117. /**
  50118. * AKA Glossiness in other nomenclature.
  50119. */
  50120. protected _microSurface: number;
  50121. /**
  50122. * Specifies that the material will use the light map as a show map.
  50123. */
  50124. protected _useLightmapAsShadowmap: boolean;
  50125. /**
  50126. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  50127. * makes the reflect vector face the model (under horizon).
  50128. */
  50129. protected _useHorizonOcclusion: boolean;
  50130. /**
  50131. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  50132. * too much the area relying on ambient texture to define their ambient occlusion.
  50133. */
  50134. protected _useRadianceOcclusion: boolean;
  50135. /**
  50136. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  50137. */
  50138. protected _useAlphaFromAlbedoTexture: boolean;
  50139. /**
  50140. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  50141. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  50142. */
  50143. protected _useSpecularOverAlpha: boolean;
  50144. /**
  50145. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  50146. */
  50147. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  50148. /**
  50149. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  50150. */
  50151. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  50152. /**
  50153. * Specifies if the metallic texture contains the roughness information in its green channel.
  50154. */
  50155. protected _useRoughnessFromMetallicTextureGreen: boolean;
  50156. /**
  50157. * Specifies if the metallic texture contains the metallness information in its blue channel.
  50158. */
  50159. protected _useMetallnessFromMetallicTextureBlue: boolean;
  50160. /**
  50161. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  50162. */
  50163. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  50164. /**
  50165. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  50166. */
  50167. protected _useAmbientInGrayScale: boolean;
  50168. /**
  50169. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  50170. * The material will try to infer what glossiness each pixel should be.
  50171. */
  50172. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  50173. /**
  50174. * Defines the falloff type used in this material.
  50175. * It by default is Physical.
  50176. */
  50177. protected _lightFalloff: number;
  50178. /**
  50179. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  50180. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  50181. */
  50182. protected _useRadianceOverAlpha: boolean;
  50183. /**
  50184. * Allows using an object space normal map (instead of tangent space).
  50185. */
  50186. protected _useObjectSpaceNormalMap: boolean;
  50187. /**
  50188. * Allows using the bump map in parallax mode.
  50189. */
  50190. protected _useParallax: boolean;
  50191. /**
  50192. * Allows using the bump map in parallax occlusion mode.
  50193. */
  50194. protected _useParallaxOcclusion: boolean;
  50195. /**
  50196. * Controls the scale bias of the parallax mode.
  50197. */
  50198. protected _parallaxScaleBias: number;
  50199. /**
  50200. * If sets to true, disables all the lights affecting the material.
  50201. */
  50202. protected _disableLighting: boolean;
  50203. /**
  50204. * Number of Simultaneous lights allowed on the material.
  50205. */
  50206. protected _maxSimultaneousLights: number;
  50207. /**
  50208. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  50209. */
  50210. protected _invertNormalMapX: boolean;
  50211. /**
  50212. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  50213. */
  50214. protected _invertNormalMapY: boolean;
  50215. /**
  50216. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  50217. */
  50218. protected _twoSidedLighting: boolean;
  50219. /**
  50220. * Defines the alpha limits in alpha test mode.
  50221. */
  50222. protected _alphaCutOff: number;
  50223. /**
  50224. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  50225. */
  50226. protected _forceAlphaTest: boolean;
  50227. /**
  50228. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50229. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  50230. */
  50231. protected _useAlphaFresnel: boolean;
  50232. /**
  50233. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50234. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  50235. */
  50236. protected _useLinearAlphaFresnel: boolean;
  50237. /**
  50238. * The transparency mode of the material.
  50239. */
  50240. protected _transparencyMode: Nullable<number>;
  50241. /**
  50242. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  50243. * from cos thetav and roughness:
  50244. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  50245. */
  50246. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  50247. /**
  50248. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  50249. */
  50250. protected _forceIrradianceInFragment: boolean;
  50251. /**
  50252. * Force normal to face away from face.
  50253. */
  50254. protected _forceNormalForward: boolean;
  50255. /**
  50256. * Enables specular anti aliasing in the PBR shader.
  50257. * It will both interacts on the Geometry for analytical and IBL lighting.
  50258. * It also prefilter the roughness map based on the bump values.
  50259. */
  50260. protected _enableSpecularAntiAliasing: boolean;
  50261. /**
  50262. * Default configuration related to image processing available in the PBR Material.
  50263. */
  50264. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  50265. /**
  50266. * Keep track of the image processing observer to allow dispose and replace.
  50267. */
  50268. private _imageProcessingObserver;
  50269. /**
  50270. * Attaches a new image processing configuration to the PBR Material.
  50271. * @param configuration
  50272. */
  50273. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  50274. /**
  50275. * Stores the available render targets.
  50276. */
  50277. private _renderTargets;
  50278. /**
  50279. * Sets the global ambient color for the material used in lighting calculations.
  50280. */
  50281. private _globalAmbientColor;
  50282. /**
  50283. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  50284. */
  50285. private _useLogarithmicDepth;
  50286. /**
  50287. * If set to true, no lighting calculations will be applied.
  50288. */
  50289. private _unlit;
  50290. private _debugMode;
  50291. /**
  50292. * @hidden
  50293. * This is reserved for the inspector.
  50294. * Defines the material debug mode.
  50295. * It helps seeing only some components of the material while troubleshooting.
  50296. */
  50297. debugMode: number;
  50298. /**
  50299. * @hidden
  50300. * This is reserved for the inspector.
  50301. * Specify from where on screen the debug mode should start.
  50302. * The value goes from -1 (full screen) to 1 (not visible)
  50303. * It helps with side by side comparison against the final render
  50304. * This defaults to -1
  50305. */
  50306. private debugLimit;
  50307. /**
  50308. * @hidden
  50309. * This is reserved for the inspector.
  50310. * As the default viewing range might not be enough (if the ambient is really small for instance)
  50311. * You can use the factor to better multiply the final value.
  50312. */
  50313. private debugFactor;
  50314. /**
  50315. * Defines the clear coat layer parameters for the material.
  50316. */
  50317. readonly clearCoat: PBRClearCoatConfiguration;
  50318. /**
  50319. * Defines the anisotropic parameters for the material.
  50320. */
  50321. readonly anisotropy: PBRAnisotropicConfiguration;
  50322. /**
  50323. * Defines the BRDF parameters for the material.
  50324. */
  50325. readonly brdf: PBRBRDFConfiguration;
  50326. /**
  50327. * Defines the Sheen parameters for the material.
  50328. */
  50329. readonly sheen: PBRSheenConfiguration;
  50330. /**
  50331. * Defines the SubSurface parameters for the material.
  50332. */
  50333. readonly subSurface: PBRSubSurfaceConfiguration;
  50334. /**
  50335. * Custom callback helping to override the default shader used in the material.
  50336. */
  50337. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  50338. protected _rebuildInParallel: boolean;
  50339. /**
  50340. * Instantiates a new PBRMaterial instance.
  50341. *
  50342. * @param name The material name
  50343. * @param scene The scene the material will be use in.
  50344. */
  50345. constructor(name: string, scene: Scene);
  50346. /**
  50347. * Gets a boolean indicating that current material needs to register RTT
  50348. */
  50349. readonly hasRenderTargetTextures: boolean;
  50350. /**
  50351. * Gets the name of the material class.
  50352. */
  50353. getClassName(): string;
  50354. /**
  50355. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50356. */
  50357. /**
  50358. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50359. */
  50360. useLogarithmicDepth: boolean;
  50361. /**
  50362. * Gets the current transparency mode.
  50363. */
  50364. /**
  50365. * Sets the transparency mode of the material.
  50366. *
  50367. * | Value | Type | Description |
  50368. * | ----- | ----------------------------------- | ----------- |
  50369. * | 0 | OPAQUE | |
  50370. * | 1 | ALPHATEST | |
  50371. * | 2 | ALPHABLEND | |
  50372. * | 3 | ALPHATESTANDBLEND | |
  50373. *
  50374. */
  50375. transparencyMode: Nullable<number>;
  50376. /**
  50377. * Returns true if alpha blending should be disabled.
  50378. */
  50379. private readonly _disableAlphaBlending;
  50380. /**
  50381. * Specifies whether or not this material should be rendered in alpha blend mode.
  50382. */
  50383. needAlphaBlending(): boolean;
  50384. /**
  50385. * Specifies if the mesh will require alpha blending.
  50386. * @param mesh - BJS mesh.
  50387. */
  50388. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  50389. /**
  50390. * Specifies whether or not this material should be rendered in alpha test mode.
  50391. */
  50392. needAlphaTesting(): boolean;
  50393. /**
  50394. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  50395. */
  50396. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  50397. /**
  50398. * Gets the texture used for the alpha test.
  50399. */
  50400. getAlphaTestTexture(): Nullable<BaseTexture>;
  50401. /**
  50402. * Specifies that the submesh is ready to be used.
  50403. * @param mesh - BJS mesh.
  50404. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  50405. * @param useInstances - Specifies that instances should be used.
  50406. * @returns - boolean indicating that the submesh is ready or not.
  50407. */
  50408. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  50409. /**
  50410. * Specifies if the material uses metallic roughness workflow.
  50411. * @returns boolean specifiying if the material uses metallic roughness workflow.
  50412. */
  50413. isMetallicWorkflow(): boolean;
  50414. private _prepareEffect;
  50415. private _prepareDefines;
  50416. /**
  50417. * Force shader compilation
  50418. */
  50419. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  50420. /**
  50421. * Initializes the uniform buffer layout for the shader.
  50422. */
  50423. buildUniformLayout(): void;
  50424. /**
  50425. * Unbinds the material from the mesh
  50426. */
  50427. unbind(): void;
  50428. /**
  50429. * Binds the submesh data.
  50430. * @param world - The world matrix.
  50431. * @param mesh - The BJS mesh.
  50432. * @param subMesh - A submesh of the BJS mesh.
  50433. */
  50434. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  50435. /**
  50436. * Returns the animatable textures.
  50437. * @returns - Array of animatable textures.
  50438. */
  50439. getAnimatables(): IAnimatable[];
  50440. /**
  50441. * Returns the texture used for reflections.
  50442. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  50443. */
  50444. private _getReflectionTexture;
  50445. /**
  50446. * Returns an array of the actively used textures.
  50447. * @returns - Array of BaseTextures
  50448. */
  50449. getActiveTextures(): BaseTexture[];
  50450. /**
  50451. * Checks to see if a texture is used in the material.
  50452. * @param texture - Base texture to use.
  50453. * @returns - Boolean specifying if a texture is used in the material.
  50454. */
  50455. hasTexture(texture: BaseTexture): boolean;
  50456. /**
  50457. * Disposes the resources of the material.
  50458. * @param forceDisposeEffect - Forces the disposal of effects.
  50459. * @param forceDisposeTextures - Forces the disposal of all textures.
  50460. */
  50461. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  50462. }
  50463. }
  50464. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  50465. import { Nullable } from "babylonjs/types";
  50466. import { Scene } from "babylonjs/scene";
  50467. import { Color3 } from "babylonjs/Maths/math.color";
  50468. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  50469. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  50470. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50471. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  50472. /**
  50473. * The Physically based material of BJS.
  50474. *
  50475. * This offers the main features of a standard PBR material.
  50476. * For more information, please refer to the documentation :
  50477. * https://doc.babylonjs.com/how_to/physically_based_rendering
  50478. */
  50479. export class PBRMaterial extends PBRBaseMaterial {
  50480. /**
  50481. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  50482. */
  50483. static readonly PBRMATERIAL_OPAQUE: number;
  50484. /**
  50485. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  50486. */
  50487. static readonly PBRMATERIAL_ALPHATEST: number;
  50488. /**
  50489. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50490. */
  50491. static readonly PBRMATERIAL_ALPHABLEND: number;
  50492. /**
  50493. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50494. * They are also discarded below the alpha cutoff threshold to improve performances.
  50495. */
  50496. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  50497. /**
  50498. * Defines the default value of how much AO map is occluding the analytical lights
  50499. * (point spot...).
  50500. */
  50501. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  50502. /**
  50503. * Intensity of the direct lights e.g. the four lights available in your scene.
  50504. * This impacts both the direct diffuse and specular highlights.
  50505. */
  50506. directIntensity: number;
  50507. /**
  50508. * Intensity of the emissive part of the material.
  50509. * This helps controlling the emissive effect without modifying the emissive color.
  50510. */
  50511. emissiveIntensity: number;
  50512. /**
  50513. * Intensity of the environment e.g. how much the environment will light the object
  50514. * either through harmonics for rough material or through the refelction for shiny ones.
  50515. */
  50516. environmentIntensity: number;
  50517. /**
  50518. * This is a special control allowing the reduction of the specular highlights coming from the
  50519. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  50520. */
  50521. specularIntensity: number;
  50522. /**
  50523. * Debug Control allowing disabling the bump map on this material.
  50524. */
  50525. disableBumpMap: boolean;
  50526. /**
  50527. * AKA Diffuse Texture in standard nomenclature.
  50528. */
  50529. albedoTexture: BaseTexture;
  50530. /**
  50531. * AKA Occlusion Texture in other nomenclature.
  50532. */
  50533. ambientTexture: BaseTexture;
  50534. /**
  50535. * AKA Occlusion Texture Intensity in other nomenclature.
  50536. */
  50537. ambientTextureStrength: number;
  50538. /**
  50539. * Defines how much the AO map is occluding the analytical lights (point spot...).
  50540. * 1 means it completely occludes it
  50541. * 0 mean it has no impact
  50542. */
  50543. ambientTextureImpactOnAnalyticalLights: number;
  50544. /**
  50545. * Stores the alpha values in a texture.
  50546. */
  50547. opacityTexture: BaseTexture;
  50548. /**
  50549. * Stores the reflection values in a texture.
  50550. */
  50551. reflectionTexture: Nullable<BaseTexture>;
  50552. /**
  50553. * Stores the emissive values in a texture.
  50554. */
  50555. emissiveTexture: BaseTexture;
  50556. /**
  50557. * AKA Specular texture in other nomenclature.
  50558. */
  50559. reflectivityTexture: BaseTexture;
  50560. /**
  50561. * Used to switch from specular/glossiness to metallic/roughness workflow.
  50562. */
  50563. metallicTexture: BaseTexture;
  50564. /**
  50565. * Specifies the metallic scalar of the metallic/roughness workflow.
  50566. * Can also be used to scale the metalness values of the metallic texture.
  50567. */
  50568. metallic: Nullable<number>;
  50569. /**
  50570. * Specifies the roughness scalar of the metallic/roughness workflow.
  50571. * Can also be used to scale the roughness values of the metallic texture.
  50572. */
  50573. roughness: Nullable<number>;
  50574. /**
  50575. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  50576. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  50577. */
  50578. microSurfaceTexture: BaseTexture;
  50579. /**
  50580. * Stores surface normal data used to displace a mesh in a texture.
  50581. */
  50582. bumpTexture: BaseTexture;
  50583. /**
  50584. * Stores the pre-calculated light information of a mesh in a texture.
  50585. */
  50586. lightmapTexture: BaseTexture;
  50587. /**
  50588. * Stores the refracted light information in a texture.
  50589. */
  50590. refractionTexture: Nullable<BaseTexture>;
  50591. /**
  50592. * The color of a material in ambient lighting.
  50593. */
  50594. ambientColor: Color3;
  50595. /**
  50596. * AKA Diffuse Color in other nomenclature.
  50597. */
  50598. albedoColor: Color3;
  50599. /**
  50600. * AKA Specular Color in other nomenclature.
  50601. */
  50602. reflectivityColor: Color3;
  50603. /**
  50604. * The color reflected from the material.
  50605. */
  50606. reflectionColor: Color3;
  50607. /**
  50608. * The color emitted from the material.
  50609. */
  50610. emissiveColor: Color3;
  50611. /**
  50612. * AKA Glossiness in other nomenclature.
  50613. */
  50614. microSurface: number;
  50615. /**
  50616. * source material index of refraction (IOR)' / 'destination material IOR.
  50617. */
  50618. indexOfRefraction: number;
  50619. /**
  50620. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  50621. */
  50622. invertRefractionY: boolean;
  50623. /**
  50624. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  50625. * Materials half opaque for instance using refraction could benefit from this control.
  50626. */
  50627. linkRefractionWithTransparency: boolean;
  50628. /**
  50629. * If true, the light map contains occlusion information instead of lighting info.
  50630. */
  50631. useLightmapAsShadowmap: boolean;
  50632. /**
  50633. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  50634. */
  50635. useAlphaFromAlbedoTexture: boolean;
  50636. /**
  50637. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  50638. */
  50639. forceAlphaTest: boolean;
  50640. /**
  50641. * Defines the alpha limits in alpha test mode.
  50642. */
  50643. alphaCutOff: number;
  50644. /**
  50645. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  50646. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  50647. */
  50648. useSpecularOverAlpha: boolean;
  50649. /**
  50650. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  50651. */
  50652. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  50653. /**
  50654. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  50655. */
  50656. useRoughnessFromMetallicTextureAlpha: boolean;
  50657. /**
  50658. * Specifies if the metallic texture contains the roughness information in its green channel.
  50659. */
  50660. useRoughnessFromMetallicTextureGreen: boolean;
  50661. /**
  50662. * Specifies if the metallic texture contains the metallness information in its blue channel.
  50663. */
  50664. useMetallnessFromMetallicTextureBlue: boolean;
  50665. /**
  50666. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  50667. */
  50668. useAmbientOcclusionFromMetallicTextureRed: boolean;
  50669. /**
  50670. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  50671. */
  50672. useAmbientInGrayScale: boolean;
  50673. /**
  50674. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  50675. * The material will try to infer what glossiness each pixel should be.
  50676. */
  50677. useAutoMicroSurfaceFromReflectivityMap: boolean;
  50678. /**
  50679. * BJS is using an harcoded light falloff based on a manually sets up range.
  50680. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  50681. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  50682. */
  50683. /**
  50684. * BJS is using an harcoded light falloff based on a manually sets up range.
  50685. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  50686. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  50687. */
  50688. usePhysicalLightFalloff: boolean;
  50689. /**
  50690. * In order to support the falloff compatibility with gltf, a special mode has been added
  50691. * to reproduce the gltf light falloff.
  50692. */
  50693. /**
  50694. * In order to support the falloff compatibility with gltf, a special mode has been added
  50695. * to reproduce the gltf light falloff.
  50696. */
  50697. useGLTFLightFalloff: boolean;
  50698. /**
  50699. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  50700. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  50701. */
  50702. useRadianceOverAlpha: boolean;
  50703. /**
  50704. * Allows using an object space normal map (instead of tangent space).
  50705. */
  50706. useObjectSpaceNormalMap: boolean;
  50707. /**
  50708. * Allows using the bump map in parallax mode.
  50709. */
  50710. useParallax: boolean;
  50711. /**
  50712. * Allows using the bump map in parallax occlusion mode.
  50713. */
  50714. useParallaxOcclusion: boolean;
  50715. /**
  50716. * Controls the scale bias of the parallax mode.
  50717. */
  50718. parallaxScaleBias: number;
  50719. /**
  50720. * If sets to true, disables all the lights affecting the material.
  50721. */
  50722. disableLighting: boolean;
  50723. /**
  50724. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  50725. */
  50726. forceIrradianceInFragment: boolean;
  50727. /**
  50728. * Number of Simultaneous lights allowed on the material.
  50729. */
  50730. maxSimultaneousLights: number;
  50731. /**
  50732. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  50733. */
  50734. invertNormalMapX: boolean;
  50735. /**
  50736. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  50737. */
  50738. invertNormalMapY: boolean;
  50739. /**
  50740. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  50741. */
  50742. twoSidedLighting: boolean;
  50743. /**
  50744. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50745. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  50746. */
  50747. useAlphaFresnel: boolean;
  50748. /**
  50749. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50750. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  50751. */
  50752. useLinearAlphaFresnel: boolean;
  50753. /**
  50754. * Let user defines the brdf lookup texture used for IBL.
  50755. * A default 8bit version is embedded but you could point at :
  50756. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  50757. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  50758. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  50759. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  50760. */
  50761. environmentBRDFTexture: Nullable<BaseTexture>;
  50762. /**
  50763. * Force normal to face away from face.
  50764. */
  50765. forceNormalForward: boolean;
  50766. /**
  50767. * Enables specular anti aliasing in the PBR shader.
  50768. * It will both interacts on the Geometry for analytical and IBL lighting.
  50769. * It also prefilter the roughness map based on the bump values.
  50770. */
  50771. enableSpecularAntiAliasing: boolean;
  50772. /**
  50773. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  50774. * makes the reflect vector face the model (under horizon).
  50775. */
  50776. useHorizonOcclusion: boolean;
  50777. /**
  50778. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  50779. * too much the area relying on ambient texture to define their ambient occlusion.
  50780. */
  50781. useRadianceOcclusion: boolean;
  50782. /**
  50783. * If set to true, no lighting calculations will be applied.
  50784. */
  50785. unlit: boolean;
  50786. /**
  50787. * Gets the image processing configuration used either in this material.
  50788. */
  50789. /**
  50790. * Sets the Default image processing configuration used either in the this material.
  50791. *
  50792. * If sets to null, the scene one is in use.
  50793. */
  50794. imageProcessingConfiguration: ImageProcessingConfiguration;
  50795. /**
  50796. * Gets wether the color curves effect is enabled.
  50797. */
  50798. /**
  50799. * Sets wether the color curves effect is enabled.
  50800. */
  50801. cameraColorCurvesEnabled: boolean;
  50802. /**
  50803. * Gets wether the color grading effect is enabled.
  50804. */
  50805. /**
  50806. * Gets wether the color grading effect is enabled.
  50807. */
  50808. cameraColorGradingEnabled: boolean;
  50809. /**
  50810. * Gets wether tonemapping is enabled or not.
  50811. */
  50812. /**
  50813. * Sets wether tonemapping is enabled or not
  50814. */
  50815. cameraToneMappingEnabled: boolean;
  50816. /**
  50817. * The camera exposure used on this material.
  50818. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  50819. * This corresponds to a photographic exposure.
  50820. */
  50821. /**
  50822. * The camera exposure used on this material.
  50823. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  50824. * This corresponds to a photographic exposure.
  50825. */
  50826. cameraExposure: number;
  50827. /**
  50828. * Gets The camera contrast used on this material.
  50829. */
  50830. /**
  50831. * Sets The camera contrast used on this material.
  50832. */
  50833. cameraContrast: number;
  50834. /**
  50835. * Gets the Color Grading 2D Lookup Texture.
  50836. */
  50837. /**
  50838. * Sets the Color Grading 2D Lookup Texture.
  50839. */
  50840. cameraColorGradingTexture: Nullable<BaseTexture>;
  50841. /**
  50842. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  50843. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  50844. * 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;
  50845. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  50846. */
  50847. /**
  50848. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  50849. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  50850. * 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;
  50851. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  50852. */
  50853. cameraColorCurves: Nullable<ColorCurves>;
  50854. /**
  50855. * Instantiates a new PBRMaterial instance.
  50856. *
  50857. * @param name The material name
  50858. * @param scene The scene the material will be use in.
  50859. */
  50860. constructor(name: string, scene: Scene);
  50861. /**
  50862. * Returns the name of this material class.
  50863. */
  50864. getClassName(): string;
  50865. /**
  50866. * Makes a duplicate of the current material.
  50867. * @param name - name to use for the new material.
  50868. */
  50869. clone(name: string): PBRMaterial;
  50870. /**
  50871. * Serializes this PBR Material.
  50872. * @returns - An object with the serialized material.
  50873. */
  50874. serialize(): any;
  50875. /**
  50876. * Parses a PBR Material from a serialized object.
  50877. * @param source - Serialized object.
  50878. * @param scene - BJS scene instance.
  50879. * @param rootUrl - url for the scene object
  50880. * @returns - PBRMaterial
  50881. */
  50882. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  50883. }
  50884. }
  50885. declare module "babylonjs/Misc/dds" {
  50886. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  50887. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50888. import { Nullable } from "babylonjs/types";
  50889. import { Scene } from "babylonjs/scene";
  50890. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  50891. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  50892. /**
  50893. * Direct draw surface info
  50894. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  50895. */
  50896. export interface DDSInfo {
  50897. /**
  50898. * Width of the texture
  50899. */
  50900. width: number;
  50901. /**
  50902. * Width of the texture
  50903. */
  50904. height: number;
  50905. /**
  50906. * Number of Mipmaps for the texture
  50907. * @see https://en.wikipedia.org/wiki/Mipmap
  50908. */
  50909. mipmapCount: number;
  50910. /**
  50911. * If the textures format is a known fourCC format
  50912. * @see https://www.fourcc.org/
  50913. */
  50914. isFourCC: boolean;
  50915. /**
  50916. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  50917. */
  50918. isRGB: boolean;
  50919. /**
  50920. * If the texture is a lumincance format
  50921. */
  50922. isLuminance: boolean;
  50923. /**
  50924. * If this is a cube texture
  50925. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  50926. */
  50927. isCube: boolean;
  50928. /**
  50929. * If the texture is a compressed format eg. FOURCC_DXT1
  50930. */
  50931. isCompressed: boolean;
  50932. /**
  50933. * The dxgiFormat of the texture
  50934. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  50935. */
  50936. dxgiFormat: number;
  50937. /**
  50938. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  50939. */
  50940. textureType: number;
  50941. /**
  50942. * Sphericle polynomial created for the dds texture
  50943. */
  50944. sphericalPolynomial?: SphericalPolynomial;
  50945. }
  50946. /**
  50947. * Class used to provide DDS decompression tools
  50948. */
  50949. export class DDSTools {
  50950. /**
  50951. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  50952. */
  50953. static StoreLODInAlphaChannel: boolean;
  50954. /**
  50955. * Gets DDS information from an array buffer
  50956. * @param arrayBuffer defines the array buffer to read data from
  50957. * @returns the DDS information
  50958. */
  50959. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  50960. private static _FloatView;
  50961. private static _Int32View;
  50962. private static _ToHalfFloat;
  50963. private static _FromHalfFloat;
  50964. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  50965. private static _GetHalfFloatRGBAArrayBuffer;
  50966. private static _GetFloatRGBAArrayBuffer;
  50967. private static _GetFloatAsUIntRGBAArrayBuffer;
  50968. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  50969. private static _GetRGBAArrayBuffer;
  50970. private static _ExtractLongWordOrder;
  50971. private static _GetRGBArrayBuffer;
  50972. private static _GetLuminanceArrayBuffer;
  50973. /**
  50974. * Uploads DDS Levels to a Babylon Texture
  50975. * @hidden
  50976. */
  50977. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  50978. }
  50979. module "babylonjs/Engines/thinEngine" {
  50980. interface ThinEngine {
  50981. /**
  50982. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  50983. * @param rootUrl defines the url where the file to load is located
  50984. * @param scene defines the current scene
  50985. * @param lodScale defines scale to apply to the mip map selection
  50986. * @param lodOffset defines offset to apply to the mip map selection
  50987. * @param onLoad defines an optional callback raised when the texture is loaded
  50988. * @param onError defines an optional callback raised if there is an issue to load the texture
  50989. * @param format defines the format of the data
  50990. * @param forcedExtension defines the extension to use to pick the right loader
  50991. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  50992. * @returns the cube texture as an InternalTexture
  50993. */
  50994. 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;
  50995. }
  50996. }
  50997. }
  50998. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  50999. import { Nullable } from "babylonjs/types";
  51000. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51001. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51002. /**
  51003. * Implementation of the DDS Texture Loader.
  51004. * @hidden
  51005. */
  51006. export class _DDSTextureLoader implements IInternalTextureLoader {
  51007. /**
  51008. * Defines wether the loader supports cascade loading the different faces.
  51009. */
  51010. readonly supportCascades: boolean;
  51011. /**
  51012. * This returns if the loader support the current file information.
  51013. * @param extension defines the file extension of the file being loaded
  51014. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51015. * @param fallback defines the fallback internal texture if any
  51016. * @param isBase64 defines whether the texture is encoded as a base64
  51017. * @param isBuffer defines whether the texture data are stored as a buffer
  51018. * @returns true if the loader can load the specified file
  51019. */
  51020. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51021. /**
  51022. * Transform the url before loading if required.
  51023. * @param rootUrl the url of the texture
  51024. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51025. * @returns the transformed texture
  51026. */
  51027. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51028. /**
  51029. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51030. * @param rootUrl the url of the texture
  51031. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51032. * @returns the fallback texture
  51033. */
  51034. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51035. /**
  51036. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51037. * @param data contains the texture data
  51038. * @param texture defines the BabylonJS internal texture
  51039. * @param createPolynomials will be true if polynomials have been requested
  51040. * @param onLoad defines the callback to trigger once the texture is ready
  51041. * @param onError defines the callback to trigger in case of error
  51042. */
  51043. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51044. /**
  51045. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51046. * @param data contains the texture data
  51047. * @param texture defines the BabylonJS internal texture
  51048. * @param callback defines the method to call once ready to upload
  51049. */
  51050. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51051. }
  51052. }
  51053. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  51054. import { Nullable } from "babylonjs/types";
  51055. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51056. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51057. /**
  51058. * Implementation of the ENV Texture Loader.
  51059. * @hidden
  51060. */
  51061. export class _ENVTextureLoader implements IInternalTextureLoader {
  51062. /**
  51063. * Defines wether the loader supports cascade loading the different faces.
  51064. */
  51065. readonly supportCascades: boolean;
  51066. /**
  51067. * This returns if the loader support the current file information.
  51068. * @param extension defines the file extension of the file being loaded
  51069. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51070. * @param fallback defines the fallback internal texture if any
  51071. * @param isBase64 defines whether the texture is encoded as a base64
  51072. * @param isBuffer defines whether the texture data are stored as a buffer
  51073. * @returns true if the loader can load the specified file
  51074. */
  51075. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51076. /**
  51077. * Transform the url before loading if required.
  51078. * @param rootUrl the url of the texture
  51079. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51080. * @returns the transformed texture
  51081. */
  51082. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51083. /**
  51084. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51085. * @param rootUrl the url of the texture
  51086. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51087. * @returns the fallback texture
  51088. */
  51089. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51090. /**
  51091. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51092. * @param data contains the texture data
  51093. * @param texture defines the BabylonJS internal texture
  51094. * @param createPolynomials will be true if polynomials have been requested
  51095. * @param onLoad defines the callback to trigger once the texture is ready
  51096. * @param onError defines the callback to trigger in case of error
  51097. */
  51098. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51099. /**
  51100. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51101. * @param data contains the texture data
  51102. * @param texture defines the BabylonJS internal texture
  51103. * @param callback defines the method to call once ready to upload
  51104. */
  51105. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51106. }
  51107. }
  51108. declare module "babylonjs/Misc/khronosTextureContainer" {
  51109. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51110. /**
  51111. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  51112. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  51113. */
  51114. export class KhronosTextureContainer {
  51115. /** contents of the KTX container file */
  51116. arrayBuffer: any;
  51117. private static HEADER_LEN;
  51118. private static COMPRESSED_2D;
  51119. private static COMPRESSED_3D;
  51120. private static TEX_2D;
  51121. private static TEX_3D;
  51122. /**
  51123. * Gets the openGL type
  51124. */
  51125. glType: number;
  51126. /**
  51127. * Gets the openGL type size
  51128. */
  51129. glTypeSize: number;
  51130. /**
  51131. * Gets the openGL format
  51132. */
  51133. glFormat: number;
  51134. /**
  51135. * Gets the openGL internal format
  51136. */
  51137. glInternalFormat: number;
  51138. /**
  51139. * Gets the base internal format
  51140. */
  51141. glBaseInternalFormat: number;
  51142. /**
  51143. * Gets image width in pixel
  51144. */
  51145. pixelWidth: number;
  51146. /**
  51147. * Gets image height in pixel
  51148. */
  51149. pixelHeight: number;
  51150. /**
  51151. * Gets image depth in pixels
  51152. */
  51153. pixelDepth: number;
  51154. /**
  51155. * Gets the number of array elements
  51156. */
  51157. numberOfArrayElements: number;
  51158. /**
  51159. * Gets the number of faces
  51160. */
  51161. numberOfFaces: number;
  51162. /**
  51163. * Gets the number of mipmap levels
  51164. */
  51165. numberOfMipmapLevels: number;
  51166. /**
  51167. * Gets the bytes of key value data
  51168. */
  51169. bytesOfKeyValueData: number;
  51170. /**
  51171. * Gets the load type
  51172. */
  51173. loadType: number;
  51174. /**
  51175. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  51176. */
  51177. isInvalid: boolean;
  51178. /**
  51179. * Creates a new KhronosTextureContainer
  51180. * @param arrayBuffer contents of the KTX container file
  51181. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  51182. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  51183. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  51184. */
  51185. constructor(
  51186. /** contents of the KTX container file */
  51187. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  51188. /**
  51189. * Uploads KTX content to a Babylon Texture.
  51190. * It is assumed that the texture has already been created & is currently bound
  51191. * @hidden
  51192. */
  51193. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  51194. private _upload2DCompressedLevels;
  51195. }
  51196. }
  51197. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  51198. import { Nullable } from "babylonjs/types";
  51199. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51200. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51201. /**
  51202. * Implementation of the KTX Texture Loader.
  51203. * @hidden
  51204. */
  51205. export class _KTXTextureLoader implements IInternalTextureLoader {
  51206. /**
  51207. * Defines wether the loader supports cascade loading the different faces.
  51208. */
  51209. readonly supportCascades: boolean;
  51210. /**
  51211. * This returns if the loader support the current file information.
  51212. * @param extension defines the file extension of the file being loaded
  51213. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51214. * @param fallback defines the fallback internal texture if any
  51215. * @param isBase64 defines whether the texture is encoded as a base64
  51216. * @param isBuffer defines whether the texture data are stored as a buffer
  51217. * @returns true if the loader can load the specified file
  51218. */
  51219. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51220. /**
  51221. * Transform the url before loading if required.
  51222. * @param rootUrl the url of the texture
  51223. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51224. * @returns the transformed texture
  51225. */
  51226. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51227. /**
  51228. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51229. * @param rootUrl the url of the texture
  51230. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51231. * @returns the fallback texture
  51232. */
  51233. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51234. /**
  51235. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51236. * @param data contains the texture data
  51237. * @param texture defines the BabylonJS internal texture
  51238. * @param createPolynomials will be true if polynomials have been requested
  51239. * @param onLoad defines the callback to trigger once the texture is ready
  51240. * @param onError defines the callback to trigger in case of error
  51241. */
  51242. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51243. /**
  51244. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51245. * @param data contains the texture data
  51246. * @param texture defines the BabylonJS internal texture
  51247. * @param callback defines the method to call once ready to upload
  51248. */
  51249. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  51250. }
  51251. }
  51252. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  51253. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  51254. import { Scene } from "babylonjs/scene";
  51255. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  51256. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  51257. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  51258. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  51259. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  51260. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  51261. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51262. /**
  51263. * Options for the default xr helper
  51264. */
  51265. export class WebXRDefaultExperienceOptions {
  51266. /**
  51267. * Floor meshes that should be used for teleporting
  51268. */
  51269. floorMeshes: Array<AbstractMesh>;
  51270. /**
  51271. * Enable or disable default UI to enter XR
  51272. */
  51273. disableDefaultUI: boolean;
  51274. }
  51275. /**
  51276. * Default experience which provides a similar setup to the previous webVRExperience
  51277. */
  51278. export class WebXRDefaultExperience {
  51279. /**
  51280. * Base experience
  51281. */
  51282. baseExperience: WebXRExperienceHelper;
  51283. /**
  51284. * Input experience extension
  51285. */
  51286. input: WebXRInput;
  51287. /**
  51288. * Loads the controller models
  51289. */
  51290. controllerModelLoader: WebXRControllerModelLoader;
  51291. /**
  51292. * Enables laser pointer and selection
  51293. */
  51294. pointerSelection: WebXRControllerPointerSelection;
  51295. /**
  51296. * Enables teleportation
  51297. */
  51298. teleportation: WebXRControllerTeleportation;
  51299. /**
  51300. * Enables ui for enetering/exiting xr
  51301. */
  51302. enterExitUI: WebXREnterExitUI;
  51303. /**
  51304. * Default target xr should render to
  51305. */
  51306. renderTarget: WebXRRenderTarget;
  51307. /**
  51308. * Creates the default xr experience
  51309. * @param scene scene
  51310. * @param options options for basic configuration
  51311. * @returns resulting WebXRDefaultExperience
  51312. */
  51313. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  51314. private constructor();
  51315. /**
  51316. * DIsposes of the experience helper
  51317. */
  51318. dispose(): void;
  51319. }
  51320. }
  51321. declare module "babylonjs/Helpers/sceneHelpers" {
  51322. import { Nullable } from "babylonjs/types";
  51323. import { Mesh } from "babylonjs/Meshes/mesh";
  51324. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51325. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  51326. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  51327. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  51328. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  51329. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  51330. import "babylonjs/Meshes/Builders/boxBuilder";
  51331. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  51332. /** @hidden */
  51333. export var _forceSceneHelpersToBundle: boolean;
  51334. module "babylonjs/scene" {
  51335. interface Scene {
  51336. /**
  51337. * Creates a default light for the scene.
  51338. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  51339. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  51340. */
  51341. createDefaultLight(replace?: boolean): void;
  51342. /**
  51343. * Creates a default camera for the scene.
  51344. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  51345. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51346. * @param replace has default false, when true replaces the active camera in the scene
  51347. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  51348. */
  51349. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51350. /**
  51351. * Creates a default camera and a default light.
  51352. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  51353. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51354. * @param replace has the default false, when true replaces the active camera/light in the scene
  51355. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  51356. */
  51357. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51358. /**
  51359. * Creates a new sky box
  51360. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  51361. * @param environmentTexture defines the texture to use as environment texture
  51362. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  51363. * @param scale defines the overall scale of the skybox
  51364. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  51365. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  51366. * @returns a new mesh holding the sky box
  51367. */
  51368. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  51369. /**
  51370. * Creates a new environment
  51371. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  51372. * @param options defines the options you can use to configure the environment
  51373. * @returns the new EnvironmentHelper
  51374. */
  51375. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  51376. /**
  51377. * Creates a new VREXperienceHelper
  51378. * @see http://doc.babylonjs.com/how_to/webvr_helper
  51379. * @param webVROptions defines the options used to create the new VREXperienceHelper
  51380. * @returns a new VREXperienceHelper
  51381. */
  51382. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  51383. /**
  51384. * Creates a new WebXRDefaultExperience
  51385. * @see http://doc.babylonjs.com/how_to/webxr
  51386. * @param options experience options
  51387. * @returns a promise for a new WebXRDefaultExperience
  51388. */
  51389. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  51390. }
  51391. }
  51392. }
  51393. declare module "babylonjs/Helpers/videoDome" {
  51394. import { Scene } from "babylonjs/scene";
  51395. import { TransformNode } from "babylonjs/Meshes/transformNode";
  51396. import { Mesh } from "babylonjs/Meshes/mesh";
  51397. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  51398. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  51399. import "babylonjs/Meshes/Builders/sphereBuilder";
  51400. /**
  51401. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  51402. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  51403. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  51404. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  51405. */
  51406. export class VideoDome extends TransformNode {
  51407. /**
  51408. * Define the video source as a Monoscopic panoramic 360 video.
  51409. */
  51410. static readonly MODE_MONOSCOPIC: number;
  51411. /**
  51412. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51413. */
  51414. static readonly MODE_TOPBOTTOM: number;
  51415. /**
  51416. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51417. */
  51418. static readonly MODE_SIDEBYSIDE: number;
  51419. private _halfDome;
  51420. private _useDirectMapping;
  51421. /**
  51422. * The video texture being displayed on the sphere
  51423. */
  51424. protected _videoTexture: VideoTexture;
  51425. /**
  51426. * Gets the video texture being displayed on the sphere
  51427. */
  51428. readonly videoTexture: VideoTexture;
  51429. /**
  51430. * The skybox material
  51431. */
  51432. protected _material: BackgroundMaterial;
  51433. /**
  51434. * The surface used for the skybox
  51435. */
  51436. protected _mesh: Mesh;
  51437. /**
  51438. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  51439. */
  51440. private _halfDomeMask;
  51441. /**
  51442. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  51443. * Also see the options.resolution property.
  51444. */
  51445. fovMultiplier: number;
  51446. private _videoMode;
  51447. /**
  51448. * Gets or set the current video mode for the video. It can be:
  51449. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  51450. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51451. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51452. */
  51453. videoMode: number;
  51454. /**
  51455. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  51456. *
  51457. */
  51458. /**
  51459. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  51460. */
  51461. halfDome: boolean;
  51462. /**
  51463. * Oberserver used in Stereoscopic VR Mode.
  51464. */
  51465. private _onBeforeCameraRenderObserver;
  51466. /**
  51467. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  51468. * @param name Element's name, child elements will append suffixes for their own names.
  51469. * @param urlsOrVideo defines the url(s) or the video element to use
  51470. * @param options An object containing optional or exposed sub element properties
  51471. */
  51472. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  51473. resolution?: number;
  51474. clickToPlay?: boolean;
  51475. autoPlay?: boolean;
  51476. loop?: boolean;
  51477. size?: number;
  51478. poster?: string;
  51479. faceForward?: boolean;
  51480. useDirectMapping?: boolean;
  51481. halfDomeMode?: boolean;
  51482. }, scene: Scene);
  51483. private _changeVideoMode;
  51484. /**
  51485. * Releases resources associated with this node.
  51486. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  51487. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  51488. */
  51489. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  51490. }
  51491. }
  51492. declare module "babylonjs/Helpers/index" {
  51493. export * from "babylonjs/Helpers/environmentHelper";
  51494. export * from "babylonjs/Helpers/photoDome";
  51495. export * from "babylonjs/Helpers/sceneHelpers";
  51496. export * from "babylonjs/Helpers/videoDome";
  51497. }
  51498. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  51499. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  51500. import { IDisposable } from "babylonjs/scene";
  51501. import { Engine } from "babylonjs/Engines/engine";
  51502. /**
  51503. * This class can be used to get instrumentation data from a Babylon engine
  51504. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  51505. */
  51506. export class EngineInstrumentation implements IDisposable {
  51507. /**
  51508. * Define the instrumented engine.
  51509. */
  51510. engine: Engine;
  51511. private _captureGPUFrameTime;
  51512. private _gpuFrameTimeToken;
  51513. private _gpuFrameTime;
  51514. private _captureShaderCompilationTime;
  51515. private _shaderCompilationTime;
  51516. private _onBeginFrameObserver;
  51517. private _onEndFrameObserver;
  51518. private _onBeforeShaderCompilationObserver;
  51519. private _onAfterShaderCompilationObserver;
  51520. /**
  51521. * Gets the perf counter used for GPU frame time
  51522. */
  51523. readonly gpuFrameTimeCounter: PerfCounter;
  51524. /**
  51525. * Gets the GPU frame time capture status
  51526. */
  51527. /**
  51528. * Enable or disable the GPU frame time capture
  51529. */
  51530. captureGPUFrameTime: boolean;
  51531. /**
  51532. * Gets the perf counter used for shader compilation time
  51533. */
  51534. readonly shaderCompilationTimeCounter: PerfCounter;
  51535. /**
  51536. * Gets the shader compilation time capture status
  51537. */
  51538. /**
  51539. * Enable or disable the shader compilation time capture
  51540. */
  51541. captureShaderCompilationTime: boolean;
  51542. /**
  51543. * Instantiates a new engine instrumentation.
  51544. * This class can be used to get instrumentation data from a Babylon engine
  51545. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  51546. * @param engine Defines the engine to instrument
  51547. */
  51548. constructor(
  51549. /**
  51550. * Define the instrumented engine.
  51551. */
  51552. engine: Engine);
  51553. /**
  51554. * Dispose and release associated resources.
  51555. */
  51556. dispose(): void;
  51557. }
  51558. }
  51559. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  51560. import { Scene, IDisposable } from "babylonjs/scene";
  51561. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  51562. /**
  51563. * This class can be used to get instrumentation data from a Babylon engine
  51564. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  51565. */
  51566. export class SceneInstrumentation implements IDisposable {
  51567. /**
  51568. * Defines the scene to instrument
  51569. */
  51570. scene: Scene;
  51571. private _captureActiveMeshesEvaluationTime;
  51572. private _activeMeshesEvaluationTime;
  51573. private _captureRenderTargetsRenderTime;
  51574. private _renderTargetsRenderTime;
  51575. private _captureFrameTime;
  51576. private _frameTime;
  51577. private _captureRenderTime;
  51578. private _renderTime;
  51579. private _captureInterFrameTime;
  51580. private _interFrameTime;
  51581. private _captureParticlesRenderTime;
  51582. private _particlesRenderTime;
  51583. private _captureSpritesRenderTime;
  51584. private _spritesRenderTime;
  51585. private _capturePhysicsTime;
  51586. private _physicsTime;
  51587. private _captureAnimationsTime;
  51588. private _animationsTime;
  51589. private _captureCameraRenderTime;
  51590. private _cameraRenderTime;
  51591. private _onBeforeActiveMeshesEvaluationObserver;
  51592. private _onAfterActiveMeshesEvaluationObserver;
  51593. private _onBeforeRenderTargetsRenderObserver;
  51594. private _onAfterRenderTargetsRenderObserver;
  51595. private _onAfterRenderObserver;
  51596. private _onBeforeDrawPhaseObserver;
  51597. private _onAfterDrawPhaseObserver;
  51598. private _onBeforeAnimationsObserver;
  51599. private _onBeforeParticlesRenderingObserver;
  51600. private _onAfterParticlesRenderingObserver;
  51601. private _onBeforeSpritesRenderingObserver;
  51602. private _onAfterSpritesRenderingObserver;
  51603. private _onBeforePhysicsObserver;
  51604. private _onAfterPhysicsObserver;
  51605. private _onAfterAnimationsObserver;
  51606. private _onBeforeCameraRenderObserver;
  51607. private _onAfterCameraRenderObserver;
  51608. /**
  51609. * Gets the perf counter used for active meshes evaluation time
  51610. */
  51611. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  51612. /**
  51613. * Gets the active meshes evaluation time capture status
  51614. */
  51615. /**
  51616. * Enable or disable the active meshes evaluation time capture
  51617. */
  51618. captureActiveMeshesEvaluationTime: boolean;
  51619. /**
  51620. * Gets the perf counter used for render targets render time
  51621. */
  51622. readonly renderTargetsRenderTimeCounter: PerfCounter;
  51623. /**
  51624. * Gets the render targets render time capture status
  51625. */
  51626. /**
  51627. * Enable or disable the render targets render time capture
  51628. */
  51629. captureRenderTargetsRenderTime: boolean;
  51630. /**
  51631. * Gets the perf counter used for particles render time
  51632. */
  51633. readonly particlesRenderTimeCounter: PerfCounter;
  51634. /**
  51635. * Gets the particles render time capture status
  51636. */
  51637. /**
  51638. * Enable or disable the particles render time capture
  51639. */
  51640. captureParticlesRenderTime: boolean;
  51641. /**
  51642. * Gets the perf counter used for sprites render time
  51643. */
  51644. readonly spritesRenderTimeCounter: PerfCounter;
  51645. /**
  51646. * Gets the sprites render time capture status
  51647. */
  51648. /**
  51649. * Enable or disable the sprites render time capture
  51650. */
  51651. captureSpritesRenderTime: boolean;
  51652. /**
  51653. * Gets the perf counter used for physics time
  51654. */
  51655. readonly physicsTimeCounter: PerfCounter;
  51656. /**
  51657. * Gets the physics time capture status
  51658. */
  51659. /**
  51660. * Enable or disable the physics time capture
  51661. */
  51662. capturePhysicsTime: boolean;
  51663. /**
  51664. * Gets the perf counter used for animations time
  51665. */
  51666. readonly animationsTimeCounter: PerfCounter;
  51667. /**
  51668. * Gets the animations time capture status
  51669. */
  51670. /**
  51671. * Enable or disable the animations time capture
  51672. */
  51673. captureAnimationsTime: boolean;
  51674. /**
  51675. * Gets the perf counter used for frame time capture
  51676. */
  51677. readonly frameTimeCounter: PerfCounter;
  51678. /**
  51679. * Gets the frame time capture status
  51680. */
  51681. /**
  51682. * Enable or disable the frame time capture
  51683. */
  51684. captureFrameTime: boolean;
  51685. /**
  51686. * Gets the perf counter used for inter-frames time capture
  51687. */
  51688. readonly interFrameTimeCounter: PerfCounter;
  51689. /**
  51690. * Gets the inter-frames time capture status
  51691. */
  51692. /**
  51693. * Enable or disable the inter-frames time capture
  51694. */
  51695. captureInterFrameTime: boolean;
  51696. /**
  51697. * Gets the perf counter used for render time capture
  51698. */
  51699. readonly renderTimeCounter: PerfCounter;
  51700. /**
  51701. * Gets the render time capture status
  51702. */
  51703. /**
  51704. * Enable or disable the render time capture
  51705. */
  51706. captureRenderTime: boolean;
  51707. /**
  51708. * Gets the perf counter used for camera render time capture
  51709. */
  51710. readonly cameraRenderTimeCounter: PerfCounter;
  51711. /**
  51712. * Gets the camera render time capture status
  51713. */
  51714. /**
  51715. * Enable or disable the camera render time capture
  51716. */
  51717. captureCameraRenderTime: boolean;
  51718. /**
  51719. * Gets the perf counter used for draw calls
  51720. */
  51721. readonly drawCallsCounter: PerfCounter;
  51722. /**
  51723. * Instantiates a new scene instrumentation.
  51724. * This class can be used to get instrumentation data from a Babylon engine
  51725. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  51726. * @param scene Defines the scene to instrument
  51727. */
  51728. constructor(
  51729. /**
  51730. * Defines the scene to instrument
  51731. */
  51732. scene: Scene);
  51733. /**
  51734. * Dispose and release associated resources.
  51735. */
  51736. dispose(): void;
  51737. }
  51738. }
  51739. declare module "babylonjs/Instrumentation/index" {
  51740. export * from "babylonjs/Instrumentation/engineInstrumentation";
  51741. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  51742. export * from "babylonjs/Instrumentation/timeToken";
  51743. }
  51744. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  51745. /** @hidden */
  51746. export var glowMapGenerationPixelShader: {
  51747. name: string;
  51748. shader: string;
  51749. };
  51750. }
  51751. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  51752. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  51753. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  51754. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  51755. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  51756. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  51757. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  51758. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  51759. /** @hidden */
  51760. export var glowMapGenerationVertexShader: {
  51761. name: string;
  51762. shader: string;
  51763. };
  51764. }
  51765. declare module "babylonjs/Layers/effectLayer" {
  51766. import { Observable } from "babylonjs/Misc/observable";
  51767. import { Nullable } from "babylonjs/types";
  51768. import { Camera } from "babylonjs/Cameras/camera";
  51769. import { Scene } from "babylonjs/scene";
  51770. import { ISize } from "babylonjs/Maths/math.size";
  51771. import { Color4 } from "babylonjs/Maths/math.color";
  51772. import { Engine } from "babylonjs/Engines/engine";
  51773. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51774. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51775. import { Mesh } from "babylonjs/Meshes/mesh";
  51776. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  51777. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51778. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  51779. import { Effect } from "babylonjs/Materials/effect";
  51780. import { Material } from "babylonjs/Materials/material";
  51781. import "babylonjs/Shaders/glowMapGeneration.fragment";
  51782. import "babylonjs/Shaders/glowMapGeneration.vertex";
  51783. /**
  51784. * Effect layer options. This helps customizing the behaviour
  51785. * of the effect layer.
  51786. */
  51787. export interface IEffectLayerOptions {
  51788. /**
  51789. * Multiplication factor apply to the canvas size to compute the render target size
  51790. * used to generated the objects (the smaller the faster).
  51791. */
  51792. mainTextureRatio: number;
  51793. /**
  51794. * Enforces a fixed size texture to ensure effect stability across devices.
  51795. */
  51796. mainTextureFixedSize?: number;
  51797. /**
  51798. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  51799. */
  51800. alphaBlendingMode: number;
  51801. /**
  51802. * The camera attached to the layer.
  51803. */
  51804. camera: Nullable<Camera>;
  51805. /**
  51806. * The rendering group to draw the layer in.
  51807. */
  51808. renderingGroupId: number;
  51809. }
  51810. /**
  51811. * The effect layer Helps adding post process effect blended with the main pass.
  51812. *
  51813. * This can be for instance use to generate glow or higlight effects on the scene.
  51814. *
  51815. * The effect layer class can not be used directly and is intented to inherited from to be
  51816. * customized per effects.
  51817. */
  51818. export abstract class EffectLayer {
  51819. private _vertexBuffers;
  51820. private _indexBuffer;
  51821. private _cachedDefines;
  51822. private _effectLayerMapGenerationEffect;
  51823. private _effectLayerOptions;
  51824. private _mergeEffect;
  51825. protected _scene: Scene;
  51826. protected _engine: Engine;
  51827. protected _maxSize: number;
  51828. protected _mainTextureDesiredSize: ISize;
  51829. protected _mainTexture: RenderTargetTexture;
  51830. protected _shouldRender: boolean;
  51831. protected _postProcesses: PostProcess[];
  51832. protected _textures: BaseTexture[];
  51833. protected _emissiveTextureAndColor: {
  51834. texture: Nullable<BaseTexture>;
  51835. color: Color4;
  51836. };
  51837. /**
  51838. * The name of the layer
  51839. */
  51840. name: string;
  51841. /**
  51842. * The clear color of the texture used to generate the glow map.
  51843. */
  51844. neutralColor: Color4;
  51845. /**
  51846. * Specifies wether the highlight layer is enabled or not.
  51847. */
  51848. isEnabled: boolean;
  51849. /**
  51850. * Gets the camera attached to the layer.
  51851. */
  51852. readonly camera: Nullable<Camera>;
  51853. /**
  51854. * Gets the rendering group id the layer should render in.
  51855. */
  51856. renderingGroupId: number;
  51857. /**
  51858. * An event triggered when the effect layer has been disposed.
  51859. */
  51860. onDisposeObservable: Observable<EffectLayer>;
  51861. /**
  51862. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  51863. */
  51864. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  51865. /**
  51866. * An event triggered when the generated texture is being merged in the scene.
  51867. */
  51868. onBeforeComposeObservable: Observable<EffectLayer>;
  51869. /**
  51870. * An event triggered when the mesh is rendered into the effect render target.
  51871. */
  51872. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  51873. /**
  51874. * An event triggered after the mesh has been rendered into the effect render target.
  51875. */
  51876. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  51877. /**
  51878. * An event triggered when the generated texture has been merged in the scene.
  51879. */
  51880. onAfterComposeObservable: Observable<EffectLayer>;
  51881. /**
  51882. * An event triggered when the efffect layer changes its size.
  51883. */
  51884. onSizeChangedObservable: Observable<EffectLayer>;
  51885. /** @hidden */
  51886. static _SceneComponentInitialization: (scene: Scene) => void;
  51887. /**
  51888. * Instantiates a new effect Layer and references it in the scene.
  51889. * @param name The name of the layer
  51890. * @param scene The scene to use the layer in
  51891. */
  51892. constructor(
  51893. /** The Friendly of the effect in the scene */
  51894. name: string, scene: Scene);
  51895. /**
  51896. * Get the effect name of the layer.
  51897. * @return The effect name
  51898. */
  51899. abstract getEffectName(): string;
  51900. /**
  51901. * Checks for the readiness of the element composing the layer.
  51902. * @param subMesh the mesh to check for
  51903. * @param useInstances specify wether or not to use instances to render the mesh
  51904. * @return true if ready otherwise, false
  51905. */
  51906. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51907. /**
  51908. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51909. * @returns true if the effect requires stencil during the main canvas render pass.
  51910. */
  51911. abstract needStencil(): boolean;
  51912. /**
  51913. * Create the merge effect. This is the shader use to blit the information back
  51914. * to the main canvas at the end of the scene rendering.
  51915. * @returns The effect containing the shader used to merge the effect on the main canvas
  51916. */
  51917. protected abstract _createMergeEffect(): Effect;
  51918. /**
  51919. * Creates the render target textures and post processes used in the effect layer.
  51920. */
  51921. protected abstract _createTextureAndPostProcesses(): void;
  51922. /**
  51923. * Implementation specific of rendering the generating effect on the main canvas.
  51924. * @param effect The effect used to render through
  51925. */
  51926. protected abstract _internalRender(effect: Effect): void;
  51927. /**
  51928. * Sets the required values for both the emissive texture and and the main color.
  51929. */
  51930. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51931. /**
  51932. * Free any resources and references associated to a mesh.
  51933. * Internal use
  51934. * @param mesh The mesh to free.
  51935. */
  51936. abstract _disposeMesh(mesh: Mesh): void;
  51937. /**
  51938. * Serializes this layer (Glow or Highlight for example)
  51939. * @returns a serialized layer object
  51940. */
  51941. abstract serialize?(): any;
  51942. /**
  51943. * Initializes the effect layer with the required options.
  51944. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  51945. */
  51946. protected _init(options: Partial<IEffectLayerOptions>): void;
  51947. /**
  51948. * Generates the index buffer of the full screen quad blending to the main canvas.
  51949. */
  51950. private _generateIndexBuffer;
  51951. /**
  51952. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  51953. */
  51954. private _generateVertexBuffer;
  51955. /**
  51956. * Sets the main texture desired size which is the closest power of two
  51957. * of the engine canvas size.
  51958. */
  51959. private _setMainTextureSize;
  51960. /**
  51961. * Creates the main texture for the effect layer.
  51962. */
  51963. protected _createMainTexture(): void;
  51964. /**
  51965. * Adds specific effects defines.
  51966. * @param defines The defines to add specifics to.
  51967. */
  51968. protected _addCustomEffectDefines(defines: string[]): void;
  51969. /**
  51970. * Checks for the readiness of the element composing the layer.
  51971. * @param subMesh the mesh to check for
  51972. * @param useInstances specify wether or not to use instances to render the mesh
  51973. * @param emissiveTexture the associated emissive texture used to generate the glow
  51974. * @return true if ready otherwise, false
  51975. */
  51976. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  51977. /**
  51978. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  51979. */
  51980. render(): void;
  51981. /**
  51982. * Determine if a given mesh will be used in the current effect.
  51983. * @param mesh mesh to test
  51984. * @returns true if the mesh will be used
  51985. */
  51986. hasMesh(mesh: AbstractMesh): boolean;
  51987. /**
  51988. * Returns true if the layer contains information to display, otherwise false.
  51989. * @returns true if the glow layer should be rendered
  51990. */
  51991. shouldRender(): boolean;
  51992. /**
  51993. * Returns true if the mesh should render, otherwise false.
  51994. * @param mesh The mesh to render
  51995. * @returns true if it should render otherwise false
  51996. */
  51997. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  51998. /**
  51999. * Returns true if the mesh can be rendered, otherwise false.
  52000. * @param mesh The mesh to render
  52001. * @param material The material used on the mesh
  52002. * @returns true if it can be rendered otherwise false
  52003. */
  52004. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52005. /**
  52006. * Returns true if the mesh should render, otherwise false.
  52007. * @param mesh The mesh to render
  52008. * @returns true if it should render otherwise false
  52009. */
  52010. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  52011. /**
  52012. * Renders the submesh passed in parameter to the generation map.
  52013. */
  52014. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  52015. /**
  52016. * Defines wether the current material of the mesh should be use to render the effect.
  52017. * @param mesh defines the current mesh to render
  52018. */
  52019. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52020. /**
  52021. * Rebuild the required buffers.
  52022. * @hidden Internal use only.
  52023. */
  52024. _rebuild(): void;
  52025. /**
  52026. * Dispose only the render target textures and post process.
  52027. */
  52028. private _disposeTextureAndPostProcesses;
  52029. /**
  52030. * Dispose the highlight layer and free resources.
  52031. */
  52032. dispose(): void;
  52033. /**
  52034. * Gets the class name of the effect layer
  52035. * @returns the string with the class name of the effect layer
  52036. */
  52037. getClassName(): string;
  52038. /**
  52039. * Creates an effect layer from parsed effect layer data
  52040. * @param parsedEffectLayer defines effect layer data
  52041. * @param scene defines the current scene
  52042. * @param rootUrl defines the root URL containing the effect layer information
  52043. * @returns a parsed effect Layer
  52044. */
  52045. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  52046. }
  52047. }
  52048. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  52049. import { Scene } from "babylonjs/scene";
  52050. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52051. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52052. import { AbstractScene } from "babylonjs/abstractScene";
  52053. module "babylonjs/abstractScene" {
  52054. interface AbstractScene {
  52055. /**
  52056. * The list of effect layers (highlights/glow) added to the scene
  52057. * @see http://doc.babylonjs.com/how_to/highlight_layer
  52058. * @see http://doc.babylonjs.com/how_to/glow_layer
  52059. */
  52060. effectLayers: Array<EffectLayer>;
  52061. /**
  52062. * Removes the given effect layer from this scene.
  52063. * @param toRemove defines the effect layer to remove
  52064. * @returns the index of the removed effect layer
  52065. */
  52066. removeEffectLayer(toRemove: EffectLayer): number;
  52067. /**
  52068. * Adds the given effect layer to this scene
  52069. * @param newEffectLayer defines the effect layer to add
  52070. */
  52071. addEffectLayer(newEffectLayer: EffectLayer): void;
  52072. }
  52073. }
  52074. /**
  52075. * Defines the layer scene component responsible to manage any effect layers
  52076. * in a given scene.
  52077. */
  52078. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  52079. /**
  52080. * The component name helpfull to identify the component in the list of scene components.
  52081. */
  52082. readonly name: string;
  52083. /**
  52084. * The scene the component belongs to.
  52085. */
  52086. scene: Scene;
  52087. private _engine;
  52088. private _renderEffects;
  52089. private _needStencil;
  52090. private _previousStencilState;
  52091. /**
  52092. * Creates a new instance of the component for the given scene
  52093. * @param scene Defines the scene to register the component in
  52094. */
  52095. constructor(scene: Scene);
  52096. /**
  52097. * Registers the component in a given scene
  52098. */
  52099. register(): void;
  52100. /**
  52101. * Rebuilds the elements related to this component in case of
  52102. * context lost for instance.
  52103. */
  52104. rebuild(): void;
  52105. /**
  52106. * Serializes the component data to the specified json object
  52107. * @param serializationObject The object to serialize to
  52108. */
  52109. serialize(serializationObject: any): void;
  52110. /**
  52111. * Adds all the elements from the container to the scene
  52112. * @param container the container holding the elements
  52113. */
  52114. addFromContainer(container: AbstractScene): void;
  52115. /**
  52116. * Removes all the elements in the container from the scene
  52117. * @param container contains the elements to remove
  52118. * @param dispose if the removed element should be disposed (default: false)
  52119. */
  52120. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52121. /**
  52122. * Disposes the component and the associated ressources.
  52123. */
  52124. dispose(): void;
  52125. private _isReadyForMesh;
  52126. private _renderMainTexture;
  52127. private _setStencil;
  52128. private _setStencilBack;
  52129. private _draw;
  52130. private _drawCamera;
  52131. private _drawRenderingGroup;
  52132. }
  52133. }
  52134. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  52135. /** @hidden */
  52136. export var glowMapMergePixelShader: {
  52137. name: string;
  52138. shader: string;
  52139. };
  52140. }
  52141. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  52142. /** @hidden */
  52143. export var glowMapMergeVertexShader: {
  52144. name: string;
  52145. shader: string;
  52146. };
  52147. }
  52148. declare module "babylonjs/Layers/glowLayer" {
  52149. import { Nullable } from "babylonjs/types";
  52150. import { Camera } from "babylonjs/Cameras/camera";
  52151. import { Scene } from "babylonjs/scene";
  52152. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52153. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52154. import { Mesh } from "babylonjs/Meshes/mesh";
  52155. import { Texture } from "babylonjs/Materials/Textures/texture";
  52156. import { Effect } from "babylonjs/Materials/effect";
  52157. import { Material } from "babylonjs/Materials/material";
  52158. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52159. import { Color4 } from "babylonjs/Maths/math.color";
  52160. import "babylonjs/Shaders/glowMapMerge.fragment";
  52161. import "babylonjs/Shaders/glowMapMerge.vertex";
  52162. import "babylonjs/Layers/effectLayerSceneComponent";
  52163. module "babylonjs/abstractScene" {
  52164. interface AbstractScene {
  52165. /**
  52166. * Return a the first highlight layer of the scene with a given name.
  52167. * @param name The name of the highlight layer to look for.
  52168. * @return The highlight layer if found otherwise null.
  52169. */
  52170. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  52171. }
  52172. }
  52173. /**
  52174. * Glow layer options. This helps customizing the behaviour
  52175. * of the glow layer.
  52176. */
  52177. export interface IGlowLayerOptions {
  52178. /**
  52179. * Multiplication factor apply to the canvas size to compute the render target size
  52180. * used to generated the glowing objects (the smaller the faster).
  52181. */
  52182. mainTextureRatio: number;
  52183. /**
  52184. * Enforces a fixed size texture to ensure resize independant blur.
  52185. */
  52186. mainTextureFixedSize?: number;
  52187. /**
  52188. * How big is the kernel of the blur texture.
  52189. */
  52190. blurKernelSize: number;
  52191. /**
  52192. * The camera attached to the layer.
  52193. */
  52194. camera: Nullable<Camera>;
  52195. /**
  52196. * Enable MSAA by chosing the number of samples.
  52197. */
  52198. mainTextureSamples?: number;
  52199. /**
  52200. * The rendering group to draw the layer in.
  52201. */
  52202. renderingGroupId: number;
  52203. }
  52204. /**
  52205. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  52206. *
  52207. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  52208. *
  52209. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  52210. */
  52211. export class GlowLayer extends EffectLayer {
  52212. /**
  52213. * Effect Name of the layer.
  52214. */
  52215. static readonly EffectName: string;
  52216. /**
  52217. * The default blur kernel size used for the glow.
  52218. */
  52219. static DefaultBlurKernelSize: number;
  52220. /**
  52221. * The default texture size ratio used for the glow.
  52222. */
  52223. static DefaultTextureRatio: number;
  52224. /**
  52225. * Sets the kernel size of the blur.
  52226. */
  52227. /**
  52228. * Gets the kernel size of the blur.
  52229. */
  52230. blurKernelSize: number;
  52231. /**
  52232. * Sets the glow intensity.
  52233. */
  52234. /**
  52235. * Gets the glow intensity.
  52236. */
  52237. intensity: number;
  52238. private _options;
  52239. private _intensity;
  52240. private _horizontalBlurPostprocess1;
  52241. private _verticalBlurPostprocess1;
  52242. private _horizontalBlurPostprocess2;
  52243. private _verticalBlurPostprocess2;
  52244. private _blurTexture1;
  52245. private _blurTexture2;
  52246. private _postProcesses1;
  52247. private _postProcesses2;
  52248. private _includedOnlyMeshes;
  52249. private _excludedMeshes;
  52250. private _meshesUsingTheirOwnMaterials;
  52251. /**
  52252. * Callback used to let the user override the color selection on a per mesh basis
  52253. */
  52254. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  52255. /**
  52256. * Callback used to let the user override the texture selection on a per mesh basis
  52257. */
  52258. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  52259. /**
  52260. * Instantiates a new glow Layer and references it to the scene.
  52261. * @param name The name of the layer
  52262. * @param scene The scene to use the layer in
  52263. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  52264. */
  52265. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  52266. /**
  52267. * Get the effect name of the layer.
  52268. * @return The effect name
  52269. */
  52270. getEffectName(): string;
  52271. /**
  52272. * Create the merge effect. This is the shader use to blit the information back
  52273. * to the main canvas at the end of the scene rendering.
  52274. */
  52275. protected _createMergeEffect(): Effect;
  52276. /**
  52277. * Creates the render target textures and post processes used in the glow layer.
  52278. */
  52279. protected _createTextureAndPostProcesses(): void;
  52280. /**
  52281. * Checks for the readiness of the element composing the layer.
  52282. * @param subMesh the mesh to check for
  52283. * @param useInstances specify wether or not to use instances to render the mesh
  52284. * @param emissiveTexture the associated emissive texture used to generate the glow
  52285. * @return true if ready otherwise, false
  52286. */
  52287. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52288. /**
  52289. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52290. */
  52291. needStencil(): boolean;
  52292. /**
  52293. * Returns true if the mesh can be rendered, otherwise false.
  52294. * @param mesh The mesh to render
  52295. * @param material The material used on the mesh
  52296. * @returns true if it can be rendered otherwise false
  52297. */
  52298. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52299. /**
  52300. * Implementation specific of rendering the generating effect on the main canvas.
  52301. * @param effect The effect used to render through
  52302. */
  52303. protected _internalRender(effect: Effect): void;
  52304. /**
  52305. * Sets the required values for both the emissive texture and and the main color.
  52306. */
  52307. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52308. /**
  52309. * Returns true if the mesh should render, otherwise false.
  52310. * @param mesh The mesh to render
  52311. * @returns true if it should render otherwise false
  52312. */
  52313. protected _shouldRenderMesh(mesh: Mesh): boolean;
  52314. /**
  52315. * Adds specific effects defines.
  52316. * @param defines The defines to add specifics to.
  52317. */
  52318. protected _addCustomEffectDefines(defines: string[]): void;
  52319. /**
  52320. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  52321. * @param mesh The mesh to exclude from the glow layer
  52322. */
  52323. addExcludedMesh(mesh: Mesh): void;
  52324. /**
  52325. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  52326. * @param mesh The mesh to remove
  52327. */
  52328. removeExcludedMesh(mesh: Mesh): void;
  52329. /**
  52330. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  52331. * @param mesh The mesh to include in the glow layer
  52332. */
  52333. addIncludedOnlyMesh(mesh: Mesh): void;
  52334. /**
  52335. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  52336. * @param mesh The mesh to remove
  52337. */
  52338. removeIncludedOnlyMesh(mesh: Mesh): void;
  52339. /**
  52340. * Determine if a given mesh will be used in the glow layer
  52341. * @param mesh The mesh to test
  52342. * @returns true if the mesh will be highlighted by the current glow layer
  52343. */
  52344. hasMesh(mesh: AbstractMesh): boolean;
  52345. /**
  52346. * Defines wether the current material of the mesh should be use to render the effect.
  52347. * @param mesh defines the current mesh to render
  52348. */
  52349. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52350. /**
  52351. * Add a mesh to be rendered through its own material and not with emissive only.
  52352. * @param mesh The mesh for which we need to use its material
  52353. */
  52354. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  52355. /**
  52356. * Remove a mesh from being rendered through its own material and not with emissive only.
  52357. * @param mesh The mesh for which we need to not use its material
  52358. */
  52359. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  52360. /**
  52361. * Free any resources and references associated to a mesh.
  52362. * Internal use
  52363. * @param mesh The mesh to free.
  52364. * @hidden
  52365. */
  52366. _disposeMesh(mesh: Mesh): void;
  52367. /**
  52368. * Gets the class name of the effect layer
  52369. * @returns the string with the class name of the effect layer
  52370. */
  52371. getClassName(): string;
  52372. /**
  52373. * Serializes this glow layer
  52374. * @returns a serialized glow layer object
  52375. */
  52376. serialize(): any;
  52377. /**
  52378. * Creates a Glow Layer from parsed glow layer data
  52379. * @param parsedGlowLayer defines glow layer data
  52380. * @param scene defines the current scene
  52381. * @param rootUrl defines the root URL containing the glow layer information
  52382. * @returns a parsed Glow Layer
  52383. */
  52384. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  52385. }
  52386. }
  52387. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  52388. /** @hidden */
  52389. export var glowBlurPostProcessPixelShader: {
  52390. name: string;
  52391. shader: string;
  52392. };
  52393. }
  52394. declare module "babylonjs/Layers/highlightLayer" {
  52395. import { Observable } from "babylonjs/Misc/observable";
  52396. import { Nullable } from "babylonjs/types";
  52397. import { Camera } from "babylonjs/Cameras/camera";
  52398. import { Scene } from "babylonjs/scene";
  52399. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52400. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52401. import { Mesh } from "babylonjs/Meshes/mesh";
  52402. import { Effect } from "babylonjs/Materials/effect";
  52403. import { Material } from "babylonjs/Materials/material";
  52404. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52405. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  52406. import "babylonjs/Shaders/glowMapMerge.fragment";
  52407. import "babylonjs/Shaders/glowMapMerge.vertex";
  52408. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  52409. module "babylonjs/abstractScene" {
  52410. interface AbstractScene {
  52411. /**
  52412. * Return a the first highlight layer of the scene with a given name.
  52413. * @param name The name of the highlight layer to look for.
  52414. * @return The highlight layer if found otherwise null.
  52415. */
  52416. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  52417. }
  52418. }
  52419. /**
  52420. * Highlight layer options. This helps customizing the behaviour
  52421. * of the highlight layer.
  52422. */
  52423. export interface IHighlightLayerOptions {
  52424. /**
  52425. * Multiplication factor apply to the canvas size to compute the render target size
  52426. * used to generated the glowing objects (the smaller the faster).
  52427. */
  52428. mainTextureRatio: number;
  52429. /**
  52430. * Enforces a fixed size texture to ensure resize independant blur.
  52431. */
  52432. mainTextureFixedSize?: number;
  52433. /**
  52434. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  52435. * of the picture to blur (the smaller the faster).
  52436. */
  52437. blurTextureSizeRatio: number;
  52438. /**
  52439. * How big in texel of the blur texture is the vertical blur.
  52440. */
  52441. blurVerticalSize: number;
  52442. /**
  52443. * How big in texel of the blur texture is the horizontal blur.
  52444. */
  52445. blurHorizontalSize: number;
  52446. /**
  52447. * Alpha blending mode used to apply the blur. Default is combine.
  52448. */
  52449. alphaBlendingMode: number;
  52450. /**
  52451. * The camera attached to the layer.
  52452. */
  52453. camera: Nullable<Camera>;
  52454. /**
  52455. * Should we display highlight as a solid stroke?
  52456. */
  52457. isStroke?: boolean;
  52458. /**
  52459. * The rendering group to draw the layer in.
  52460. */
  52461. renderingGroupId: number;
  52462. }
  52463. /**
  52464. * The highlight layer Helps adding a glow effect around a mesh.
  52465. *
  52466. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  52467. * glowy meshes to your scene.
  52468. *
  52469. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  52470. */
  52471. export class HighlightLayer extends EffectLayer {
  52472. name: string;
  52473. /**
  52474. * Effect Name of the highlight layer.
  52475. */
  52476. static readonly EffectName: string;
  52477. /**
  52478. * The neutral color used during the preparation of the glow effect.
  52479. * This is black by default as the blend operation is a blend operation.
  52480. */
  52481. static NeutralColor: Color4;
  52482. /**
  52483. * Stencil value used for glowing meshes.
  52484. */
  52485. static GlowingMeshStencilReference: number;
  52486. /**
  52487. * Stencil value used for the other meshes in the scene.
  52488. */
  52489. static NormalMeshStencilReference: number;
  52490. /**
  52491. * Specifies whether or not the inner glow is ACTIVE in the layer.
  52492. */
  52493. innerGlow: boolean;
  52494. /**
  52495. * Specifies whether or not the outer glow is ACTIVE in the layer.
  52496. */
  52497. outerGlow: boolean;
  52498. /**
  52499. * Specifies the horizontal size of the blur.
  52500. */
  52501. /**
  52502. * Gets the horizontal size of the blur.
  52503. */
  52504. blurHorizontalSize: number;
  52505. /**
  52506. * Specifies the vertical size of the blur.
  52507. */
  52508. /**
  52509. * Gets the vertical size of the blur.
  52510. */
  52511. blurVerticalSize: number;
  52512. /**
  52513. * An event triggered when the highlight layer is being blurred.
  52514. */
  52515. onBeforeBlurObservable: Observable<HighlightLayer>;
  52516. /**
  52517. * An event triggered when the highlight layer has been blurred.
  52518. */
  52519. onAfterBlurObservable: Observable<HighlightLayer>;
  52520. private _instanceGlowingMeshStencilReference;
  52521. private _options;
  52522. private _downSamplePostprocess;
  52523. private _horizontalBlurPostprocess;
  52524. private _verticalBlurPostprocess;
  52525. private _blurTexture;
  52526. private _meshes;
  52527. private _excludedMeshes;
  52528. /**
  52529. * Instantiates a new highlight Layer and references it to the scene..
  52530. * @param name The name of the layer
  52531. * @param scene The scene to use the layer in
  52532. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  52533. */
  52534. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  52535. /**
  52536. * Get the effect name of the layer.
  52537. * @return The effect name
  52538. */
  52539. getEffectName(): string;
  52540. /**
  52541. * Create the merge effect. This is the shader use to blit the information back
  52542. * to the main canvas at the end of the scene rendering.
  52543. */
  52544. protected _createMergeEffect(): Effect;
  52545. /**
  52546. * Creates the render target textures and post processes used in the highlight layer.
  52547. */
  52548. protected _createTextureAndPostProcesses(): void;
  52549. /**
  52550. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52551. */
  52552. needStencil(): boolean;
  52553. /**
  52554. * Checks for the readiness of the element composing the layer.
  52555. * @param subMesh the mesh to check for
  52556. * @param useInstances specify wether or not to use instances to render the mesh
  52557. * @param emissiveTexture the associated emissive texture used to generate the glow
  52558. * @return true if ready otherwise, false
  52559. */
  52560. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52561. /**
  52562. * Implementation specific of rendering the generating effect on the main canvas.
  52563. * @param effect The effect used to render through
  52564. */
  52565. protected _internalRender(effect: Effect): void;
  52566. /**
  52567. * Returns true if the layer contains information to display, otherwise false.
  52568. */
  52569. shouldRender(): boolean;
  52570. /**
  52571. * Returns true if the mesh should render, otherwise false.
  52572. * @param mesh The mesh to render
  52573. * @returns true if it should render otherwise false
  52574. */
  52575. protected _shouldRenderMesh(mesh: Mesh): boolean;
  52576. /**
  52577. * Sets the required values for both the emissive texture and and the main color.
  52578. */
  52579. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52580. /**
  52581. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  52582. * @param mesh The mesh to exclude from the highlight layer
  52583. */
  52584. addExcludedMesh(mesh: Mesh): void;
  52585. /**
  52586. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  52587. * @param mesh The mesh to highlight
  52588. */
  52589. removeExcludedMesh(mesh: Mesh): void;
  52590. /**
  52591. * Determine if a given mesh will be highlighted by the current HighlightLayer
  52592. * @param mesh mesh to test
  52593. * @returns true if the mesh will be highlighted by the current HighlightLayer
  52594. */
  52595. hasMesh(mesh: AbstractMesh): boolean;
  52596. /**
  52597. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  52598. * @param mesh The mesh to highlight
  52599. * @param color The color of the highlight
  52600. * @param glowEmissiveOnly Extract the glow from the emissive texture
  52601. */
  52602. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  52603. /**
  52604. * Remove a mesh from the highlight layer in order to make it stop glowing.
  52605. * @param mesh The mesh to highlight
  52606. */
  52607. removeMesh(mesh: Mesh): void;
  52608. /**
  52609. * Force the stencil to the normal expected value for none glowing parts
  52610. */
  52611. private _defaultStencilReference;
  52612. /**
  52613. * Free any resources and references associated to a mesh.
  52614. * Internal use
  52615. * @param mesh The mesh to free.
  52616. * @hidden
  52617. */
  52618. _disposeMesh(mesh: Mesh): void;
  52619. /**
  52620. * Dispose the highlight layer and free resources.
  52621. */
  52622. dispose(): void;
  52623. /**
  52624. * Gets the class name of the effect layer
  52625. * @returns the string with the class name of the effect layer
  52626. */
  52627. getClassName(): string;
  52628. /**
  52629. * Serializes this Highlight layer
  52630. * @returns a serialized Highlight layer object
  52631. */
  52632. serialize(): any;
  52633. /**
  52634. * Creates a Highlight layer from parsed Highlight layer data
  52635. * @param parsedHightlightLayer defines the Highlight layer data
  52636. * @param scene defines the current scene
  52637. * @param rootUrl defines the root URL containing the Highlight layer information
  52638. * @returns a parsed Highlight layer
  52639. */
  52640. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  52641. }
  52642. }
  52643. declare module "babylonjs/Layers/layerSceneComponent" {
  52644. import { Scene } from "babylonjs/scene";
  52645. import { ISceneComponent } from "babylonjs/sceneComponent";
  52646. import { Layer } from "babylonjs/Layers/layer";
  52647. import { AbstractScene } from "babylonjs/abstractScene";
  52648. module "babylonjs/abstractScene" {
  52649. interface AbstractScene {
  52650. /**
  52651. * The list of layers (background and foreground) of the scene
  52652. */
  52653. layers: Array<Layer>;
  52654. }
  52655. }
  52656. /**
  52657. * Defines the layer scene component responsible to manage any layers
  52658. * in a given scene.
  52659. */
  52660. export class LayerSceneComponent implements ISceneComponent {
  52661. /**
  52662. * The component name helpfull to identify the component in the list of scene components.
  52663. */
  52664. readonly name: string;
  52665. /**
  52666. * The scene the component belongs to.
  52667. */
  52668. scene: Scene;
  52669. private _engine;
  52670. /**
  52671. * Creates a new instance of the component for the given scene
  52672. * @param scene Defines the scene to register the component in
  52673. */
  52674. constructor(scene: Scene);
  52675. /**
  52676. * Registers the component in a given scene
  52677. */
  52678. register(): void;
  52679. /**
  52680. * Rebuilds the elements related to this component in case of
  52681. * context lost for instance.
  52682. */
  52683. rebuild(): void;
  52684. /**
  52685. * Disposes the component and the associated ressources.
  52686. */
  52687. dispose(): void;
  52688. private _draw;
  52689. private _drawCameraPredicate;
  52690. private _drawCameraBackground;
  52691. private _drawCameraForeground;
  52692. private _drawRenderTargetPredicate;
  52693. private _drawRenderTargetBackground;
  52694. private _drawRenderTargetForeground;
  52695. /**
  52696. * Adds all the elements from the container to the scene
  52697. * @param container the container holding the elements
  52698. */
  52699. addFromContainer(container: AbstractScene): void;
  52700. /**
  52701. * Removes all the elements in the container from the scene
  52702. * @param container contains the elements to remove
  52703. * @param dispose if the removed element should be disposed (default: false)
  52704. */
  52705. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52706. }
  52707. }
  52708. declare module "babylonjs/Shaders/layer.fragment" {
  52709. /** @hidden */
  52710. export var layerPixelShader: {
  52711. name: string;
  52712. shader: string;
  52713. };
  52714. }
  52715. declare module "babylonjs/Shaders/layer.vertex" {
  52716. /** @hidden */
  52717. export var layerVertexShader: {
  52718. name: string;
  52719. shader: string;
  52720. };
  52721. }
  52722. declare module "babylonjs/Layers/layer" {
  52723. import { Observable } from "babylonjs/Misc/observable";
  52724. import { Nullable } from "babylonjs/types";
  52725. import { Scene } from "babylonjs/scene";
  52726. import { Vector2 } from "babylonjs/Maths/math.vector";
  52727. import { Color4 } from "babylonjs/Maths/math.color";
  52728. import { Texture } from "babylonjs/Materials/Textures/texture";
  52729. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52730. import "babylonjs/Shaders/layer.fragment";
  52731. import "babylonjs/Shaders/layer.vertex";
  52732. /**
  52733. * This represents a full screen 2d layer.
  52734. * This can be useful to display a picture in the background of your scene for instance.
  52735. * @see https://www.babylonjs-playground.com/#08A2BS#1
  52736. */
  52737. export class Layer {
  52738. /**
  52739. * Define the name of the layer.
  52740. */
  52741. name: string;
  52742. /**
  52743. * Define the texture the layer should display.
  52744. */
  52745. texture: Nullable<Texture>;
  52746. /**
  52747. * Is the layer in background or foreground.
  52748. */
  52749. isBackground: boolean;
  52750. /**
  52751. * Define the color of the layer (instead of texture).
  52752. */
  52753. color: Color4;
  52754. /**
  52755. * Define the scale of the layer in order to zoom in out of the texture.
  52756. */
  52757. scale: Vector2;
  52758. /**
  52759. * Define an offset for the layer in order to shift the texture.
  52760. */
  52761. offset: Vector2;
  52762. /**
  52763. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  52764. */
  52765. alphaBlendingMode: number;
  52766. /**
  52767. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  52768. * Alpha test will not mix with the background color in case of transparency.
  52769. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  52770. */
  52771. alphaTest: boolean;
  52772. /**
  52773. * Define a mask to restrict the layer to only some of the scene cameras.
  52774. */
  52775. layerMask: number;
  52776. /**
  52777. * Define the list of render target the layer is visible into.
  52778. */
  52779. renderTargetTextures: RenderTargetTexture[];
  52780. /**
  52781. * Define if the layer is only used in renderTarget or if it also
  52782. * renders in the main frame buffer of the canvas.
  52783. */
  52784. renderOnlyInRenderTargetTextures: boolean;
  52785. private _scene;
  52786. private _vertexBuffers;
  52787. private _indexBuffer;
  52788. private _effect;
  52789. private _alphaTestEffect;
  52790. /**
  52791. * An event triggered when the layer is disposed.
  52792. */
  52793. onDisposeObservable: Observable<Layer>;
  52794. private _onDisposeObserver;
  52795. /**
  52796. * Back compatibility with callback before the onDisposeObservable existed.
  52797. * The set callback will be triggered when the layer has been disposed.
  52798. */
  52799. onDispose: () => void;
  52800. /**
  52801. * An event triggered before rendering the scene
  52802. */
  52803. onBeforeRenderObservable: Observable<Layer>;
  52804. private _onBeforeRenderObserver;
  52805. /**
  52806. * Back compatibility with callback before the onBeforeRenderObservable existed.
  52807. * The set callback will be triggered just before rendering the layer.
  52808. */
  52809. onBeforeRender: () => void;
  52810. /**
  52811. * An event triggered after rendering the scene
  52812. */
  52813. onAfterRenderObservable: Observable<Layer>;
  52814. private _onAfterRenderObserver;
  52815. /**
  52816. * Back compatibility with callback before the onAfterRenderObservable existed.
  52817. * The set callback will be triggered just after rendering the layer.
  52818. */
  52819. onAfterRender: () => void;
  52820. /**
  52821. * Instantiates a new layer.
  52822. * This represents a full screen 2d layer.
  52823. * This can be useful to display a picture in the background of your scene for instance.
  52824. * @see https://www.babylonjs-playground.com/#08A2BS#1
  52825. * @param name Define the name of the layer in the scene
  52826. * @param imgUrl Define the url of the texture to display in the layer
  52827. * @param scene Define the scene the layer belongs to
  52828. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  52829. * @param color Defines a color for the layer
  52830. */
  52831. constructor(
  52832. /**
  52833. * Define the name of the layer.
  52834. */
  52835. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  52836. private _createIndexBuffer;
  52837. /** @hidden */
  52838. _rebuild(): void;
  52839. /**
  52840. * Renders the layer in the scene.
  52841. */
  52842. render(): void;
  52843. /**
  52844. * Disposes and releases the associated ressources.
  52845. */
  52846. dispose(): void;
  52847. }
  52848. }
  52849. declare module "babylonjs/Layers/index" {
  52850. export * from "babylonjs/Layers/effectLayer";
  52851. export * from "babylonjs/Layers/effectLayerSceneComponent";
  52852. export * from "babylonjs/Layers/glowLayer";
  52853. export * from "babylonjs/Layers/highlightLayer";
  52854. export * from "babylonjs/Layers/layer";
  52855. export * from "babylonjs/Layers/layerSceneComponent";
  52856. }
  52857. declare module "babylonjs/Shaders/lensFlare.fragment" {
  52858. /** @hidden */
  52859. export var lensFlarePixelShader: {
  52860. name: string;
  52861. shader: string;
  52862. };
  52863. }
  52864. declare module "babylonjs/Shaders/lensFlare.vertex" {
  52865. /** @hidden */
  52866. export var lensFlareVertexShader: {
  52867. name: string;
  52868. shader: string;
  52869. };
  52870. }
  52871. declare module "babylonjs/LensFlares/lensFlareSystem" {
  52872. import { Scene } from "babylonjs/scene";
  52873. import { Vector3 } from "babylonjs/Maths/math.vector";
  52874. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52875. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  52876. import "babylonjs/Shaders/lensFlare.fragment";
  52877. import "babylonjs/Shaders/lensFlare.vertex";
  52878. import { Viewport } from "babylonjs/Maths/math.viewport";
  52879. /**
  52880. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  52881. * It is usually composed of several `lensFlare`.
  52882. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52883. */
  52884. export class LensFlareSystem {
  52885. /**
  52886. * Define the name of the lens flare system
  52887. */
  52888. name: string;
  52889. /**
  52890. * List of lens flares used in this system.
  52891. */
  52892. lensFlares: LensFlare[];
  52893. /**
  52894. * Define a limit from the border the lens flare can be visible.
  52895. */
  52896. borderLimit: number;
  52897. /**
  52898. * Define a viewport border we do not want to see the lens flare in.
  52899. */
  52900. viewportBorder: number;
  52901. /**
  52902. * Define a predicate which could limit the list of meshes able to occlude the effect.
  52903. */
  52904. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  52905. /**
  52906. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  52907. */
  52908. layerMask: number;
  52909. /**
  52910. * Define the id of the lens flare system in the scene.
  52911. * (equal to name by default)
  52912. */
  52913. id: string;
  52914. private _scene;
  52915. private _emitter;
  52916. private _vertexBuffers;
  52917. private _indexBuffer;
  52918. private _effect;
  52919. private _positionX;
  52920. private _positionY;
  52921. private _isEnabled;
  52922. /** @hidden */
  52923. static _SceneComponentInitialization: (scene: Scene) => void;
  52924. /**
  52925. * Instantiates a lens flare system.
  52926. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  52927. * It is usually composed of several `lensFlare`.
  52928. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52929. * @param name Define the name of the lens flare system in the scene
  52930. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  52931. * @param scene Define the scene the lens flare system belongs to
  52932. */
  52933. constructor(
  52934. /**
  52935. * Define the name of the lens flare system
  52936. */
  52937. name: string, emitter: any, scene: Scene);
  52938. /**
  52939. * Define if the lens flare system is enabled.
  52940. */
  52941. isEnabled: boolean;
  52942. /**
  52943. * Get the scene the effects belongs to.
  52944. * @returns the scene holding the lens flare system
  52945. */
  52946. getScene(): Scene;
  52947. /**
  52948. * Get the emitter of the lens flare system.
  52949. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  52950. * @returns the emitter of the lens flare system
  52951. */
  52952. getEmitter(): any;
  52953. /**
  52954. * Set the emitter of the lens flare system.
  52955. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  52956. * @param newEmitter Define the new emitter of the system
  52957. */
  52958. setEmitter(newEmitter: any): void;
  52959. /**
  52960. * Get the lens flare system emitter position.
  52961. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  52962. * @returns the position
  52963. */
  52964. getEmitterPosition(): Vector3;
  52965. /**
  52966. * @hidden
  52967. */
  52968. computeEffectivePosition(globalViewport: Viewport): boolean;
  52969. /** @hidden */
  52970. _isVisible(): boolean;
  52971. /**
  52972. * @hidden
  52973. */
  52974. render(): boolean;
  52975. /**
  52976. * Dispose and release the lens flare with its associated resources.
  52977. */
  52978. dispose(): void;
  52979. /**
  52980. * Parse a lens flare system from a JSON repressentation
  52981. * @param parsedLensFlareSystem Define the JSON to parse
  52982. * @param scene Define the scene the parsed system should be instantiated in
  52983. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  52984. * @returns the parsed system
  52985. */
  52986. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  52987. /**
  52988. * Serialize the current Lens Flare System into a JSON representation.
  52989. * @returns the serialized JSON
  52990. */
  52991. serialize(): any;
  52992. }
  52993. }
  52994. declare module "babylonjs/LensFlares/lensFlare" {
  52995. import { Nullable } from "babylonjs/types";
  52996. import { Color3 } from "babylonjs/Maths/math.color";
  52997. import { Texture } from "babylonjs/Materials/Textures/texture";
  52998. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  52999. /**
  53000. * This represents one of the lens effect in a `lensFlareSystem`.
  53001. * It controls one of the indiviual texture used in the effect.
  53002. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53003. */
  53004. export class LensFlare {
  53005. /**
  53006. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53007. */
  53008. size: number;
  53009. /**
  53010. * 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.
  53011. */
  53012. position: number;
  53013. /**
  53014. * Define the lens color.
  53015. */
  53016. color: Color3;
  53017. /**
  53018. * Define the lens texture.
  53019. */
  53020. texture: Nullable<Texture>;
  53021. /**
  53022. * Define the alpha mode to render this particular lens.
  53023. */
  53024. alphaMode: number;
  53025. private _system;
  53026. /**
  53027. * Creates a new Lens Flare.
  53028. * This represents one of the lens effect in a `lensFlareSystem`.
  53029. * It controls one of the indiviual texture used in the effect.
  53030. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53031. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  53032. * @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.
  53033. * @param color Define the lens color
  53034. * @param imgUrl Define the lens texture url
  53035. * @param system Define the `lensFlareSystem` this flare is part of
  53036. * @returns The newly created Lens Flare
  53037. */
  53038. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  53039. /**
  53040. * Instantiates a new Lens Flare.
  53041. * This represents one of the lens effect in a `lensFlareSystem`.
  53042. * It controls one of the indiviual texture used in the effect.
  53043. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53044. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  53045. * @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.
  53046. * @param color Define the lens color
  53047. * @param imgUrl Define the lens texture url
  53048. * @param system Define the `lensFlareSystem` this flare is part of
  53049. */
  53050. constructor(
  53051. /**
  53052. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53053. */
  53054. size: number,
  53055. /**
  53056. * 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.
  53057. */
  53058. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  53059. /**
  53060. * Dispose and release the lens flare with its associated resources.
  53061. */
  53062. dispose(): void;
  53063. }
  53064. }
  53065. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  53066. import { Nullable } from "babylonjs/types";
  53067. import { Scene } from "babylonjs/scene";
  53068. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53069. import { AbstractScene } from "babylonjs/abstractScene";
  53070. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53071. module "babylonjs/abstractScene" {
  53072. interface AbstractScene {
  53073. /**
  53074. * The list of lens flare system added to the scene
  53075. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53076. */
  53077. lensFlareSystems: Array<LensFlareSystem>;
  53078. /**
  53079. * Removes the given lens flare system from this scene.
  53080. * @param toRemove The lens flare system to remove
  53081. * @returns The index of the removed lens flare system
  53082. */
  53083. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  53084. /**
  53085. * Adds the given lens flare system to this scene
  53086. * @param newLensFlareSystem The lens flare system to add
  53087. */
  53088. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  53089. /**
  53090. * Gets a lens flare system using its name
  53091. * @param name defines the name to look for
  53092. * @returns the lens flare system or null if not found
  53093. */
  53094. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  53095. /**
  53096. * Gets a lens flare system using its id
  53097. * @param id defines the id to look for
  53098. * @returns the lens flare system or null if not found
  53099. */
  53100. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  53101. }
  53102. }
  53103. /**
  53104. * Defines the lens flare scene component responsible to manage any lens flares
  53105. * in a given scene.
  53106. */
  53107. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  53108. /**
  53109. * The component name helpfull to identify the component in the list of scene components.
  53110. */
  53111. readonly name: string;
  53112. /**
  53113. * The scene the component belongs to.
  53114. */
  53115. scene: Scene;
  53116. /**
  53117. * Creates a new instance of the component for the given scene
  53118. * @param scene Defines the scene to register the component in
  53119. */
  53120. constructor(scene: Scene);
  53121. /**
  53122. * Registers the component in a given scene
  53123. */
  53124. register(): void;
  53125. /**
  53126. * Rebuilds the elements related to this component in case of
  53127. * context lost for instance.
  53128. */
  53129. rebuild(): void;
  53130. /**
  53131. * Adds all the elements from the container to the scene
  53132. * @param container the container holding the elements
  53133. */
  53134. addFromContainer(container: AbstractScene): void;
  53135. /**
  53136. * Removes all the elements in the container from the scene
  53137. * @param container contains the elements to remove
  53138. * @param dispose if the removed element should be disposed (default: false)
  53139. */
  53140. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53141. /**
  53142. * Serializes the component data to the specified json object
  53143. * @param serializationObject The object to serialize to
  53144. */
  53145. serialize(serializationObject: any): void;
  53146. /**
  53147. * Disposes the component and the associated ressources.
  53148. */
  53149. dispose(): void;
  53150. private _draw;
  53151. }
  53152. }
  53153. declare module "babylonjs/LensFlares/index" {
  53154. export * from "babylonjs/LensFlares/lensFlare";
  53155. export * from "babylonjs/LensFlares/lensFlareSystem";
  53156. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  53157. }
  53158. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  53159. import { Scene } from "babylonjs/scene";
  53160. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53161. import { AbstractScene } from "babylonjs/abstractScene";
  53162. /**
  53163. * Defines the shadow generator component responsible to manage any shadow generators
  53164. * in a given scene.
  53165. */
  53166. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  53167. /**
  53168. * The component name helpfull to identify the component in the list of scene components.
  53169. */
  53170. readonly name: string;
  53171. /**
  53172. * The scene the component belongs to.
  53173. */
  53174. scene: Scene;
  53175. /**
  53176. * Creates a new instance of the component for the given scene
  53177. * @param scene Defines the scene to register the component in
  53178. */
  53179. constructor(scene: Scene);
  53180. /**
  53181. * Registers the component in a given scene
  53182. */
  53183. register(): void;
  53184. /**
  53185. * Rebuilds the elements related to this component in case of
  53186. * context lost for instance.
  53187. */
  53188. rebuild(): void;
  53189. /**
  53190. * Serializes the component data to the specified json object
  53191. * @param serializationObject The object to serialize to
  53192. */
  53193. serialize(serializationObject: any): void;
  53194. /**
  53195. * Adds all the elements from the container to the scene
  53196. * @param container the container holding the elements
  53197. */
  53198. addFromContainer(container: AbstractScene): void;
  53199. /**
  53200. * Removes all the elements in the container from the scene
  53201. * @param container contains the elements to remove
  53202. * @param dispose if the removed element should be disposed (default: false)
  53203. */
  53204. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53205. /**
  53206. * Rebuilds the elements related to this component in case of
  53207. * context lost for instance.
  53208. */
  53209. dispose(): void;
  53210. private _gatherRenderTargets;
  53211. }
  53212. }
  53213. declare module "babylonjs/Lights/Shadows/index" {
  53214. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  53215. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  53216. }
  53217. declare module "babylonjs/Lights/pointLight" {
  53218. import { Scene } from "babylonjs/scene";
  53219. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53220. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53221. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  53222. import { Effect } from "babylonjs/Materials/effect";
  53223. /**
  53224. * A point light is a light defined by an unique point in world space.
  53225. * The light is emitted in every direction from this point.
  53226. * A good example of a point light is a standard light bulb.
  53227. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53228. */
  53229. export class PointLight extends ShadowLight {
  53230. private _shadowAngle;
  53231. /**
  53232. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53233. * This specifies what angle the shadow will use to be created.
  53234. *
  53235. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53236. */
  53237. /**
  53238. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53239. * This specifies what angle the shadow will use to be created.
  53240. *
  53241. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53242. */
  53243. shadowAngle: number;
  53244. /**
  53245. * Gets the direction if it has been set.
  53246. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53247. */
  53248. /**
  53249. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53250. */
  53251. direction: Vector3;
  53252. /**
  53253. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  53254. * A PointLight emits the light in every direction.
  53255. * It can cast shadows.
  53256. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  53257. * ```javascript
  53258. * var pointLight = new PointLight("pl", camera.position, scene);
  53259. * ```
  53260. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53261. * @param name The light friendly name
  53262. * @param position The position of the point light in the scene
  53263. * @param scene The scene the lights belongs to
  53264. */
  53265. constructor(name: string, position: Vector3, scene: Scene);
  53266. /**
  53267. * Returns the string "PointLight"
  53268. * @returns the class name
  53269. */
  53270. getClassName(): string;
  53271. /**
  53272. * Returns the integer 0.
  53273. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53274. */
  53275. getTypeID(): number;
  53276. /**
  53277. * Specifies wether or not the shadowmap should be a cube texture.
  53278. * @returns true if the shadowmap needs to be a cube texture.
  53279. */
  53280. needCube(): boolean;
  53281. /**
  53282. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  53283. * @param faceIndex The index of the face we are computed the direction to generate shadow
  53284. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  53285. */
  53286. getShadowDirection(faceIndex?: number): Vector3;
  53287. /**
  53288. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  53289. * - fov = PI / 2
  53290. * - aspect ratio : 1.0
  53291. * - z-near and far equal to the active camera minZ and maxZ.
  53292. * Returns the PointLight.
  53293. */
  53294. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  53295. protected _buildUniformLayout(): void;
  53296. /**
  53297. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53298. * @param effect The effect to update
  53299. * @param lightIndex The index of the light in the effect to update
  53300. * @returns The point light
  53301. */
  53302. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  53303. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  53304. /**
  53305. * Prepares the list of defines specific to the light type.
  53306. * @param defines the list of defines
  53307. * @param lightIndex defines the index of the light for the effect
  53308. */
  53309. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  53310. }
  53311. }
  53312. declare module "babylonjs/Lights/index" {
  53313. export * from "babylonjs/Lights/light";
  53314. export * from "babylonjs/Lights/shadowLight";
  53315. export * from "babylonjs/Lights/Shadows/index";
  53316. export * from "babylonjs/Lights/directionalLight";
  53317. export * from "babylonjs/Lights/hemisphericLight";
  53318. export * from "babylonjs/Lights/pointLight";
  53319. export * from "babylonjs/Lights/spotLight";
  53320. }
  53321. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  53322. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  53323. /**
  53324. * Header information of HDR texture files.
  53325. */
  53326. export interface HDRInfo {
  53327. /**
  53328. * The height of the texture in pixels.
  53329. */
  53330. height: number;
  53331. /**
  53332. * The width of the texture in pixels.
  53333. */
  53334. width: number;
  53335. /**
  53336. * The index of the beginning of the data in the binary file.
  53337. */
  53338. dataPosition: number;
  53339. }
  53340. /**
  53341. * This groups tools to convert HDR texture to native colors array.
  53342. */
  53343. export class HDRTools {
  53344. private static Ldexp;
  53345. private static Rgbe2float;
  53346. private static readStringLine;
  53347. /**
  53348. * Reads header information from an RGBE texture stored in a native array.
  53349. * More information on this format are available here:
  53350. * https://en.wikipedia.org/wiki/RGBE_image_format
  53351. *
  53352. * @param uint8array The binary file stored in native array.
  53353. * @return The header information.
  53354. */
  53355. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  53356. /**
  53357. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  53358. * This RGBE texture needs to store the information as a panorama.
  53359. *
  53360. * More information on this format are available here:
  53361. * https://en.wikipedia.org/wiki/RGBE_image_format
  53362. *
  53363. * @param buffer The binary file stored in an array buffer.
  53364. * @param size The expected size of the extracted cubemap.
  53365. * @return The Cube Map information.
  53366. */
  53367. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  53368. /**
  53369. * Returns the pixels data extracted from an RGBE texture.
  53370. * This pixels will be stored left to right up to down in the R G B order in one array.
  53371. *
  53372. * More information on this format are available here:
  53373. * https://en.wikipedia.org/wiki/RGBE_image_format
  53374. *
  53375. * @param uint8array The binary file stored in an array buffer.
  53376. * @param hdrInfo The header information of the file.
  53377. * @return The pixels data in RGB right to left up to down order.
  53378. */
  53379. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  53380. private static RGBE_ReadPixels_RLE;
  53381. }
  53382. }
  53383. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  53384. import { Nullable } from "babylonjs/types";
  53385. import { Scene } from "babylonjs/scene";
  53386. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53387. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53388. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53389. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  53390. /**
  53391. * This represents a texture coming from an HDR input.
  53392. *
  53393. * The only supported format is currently panorama picture stored in RGBE format.
  53394. * Example of such files can be found on HDRLib: http://hdrlib.com/
  53395. */
  53396. export class HDRCubeTexture extends BaseTexture {
  53397. private static _facesMapping;
  53398. private _generateHarmonics;
  53399. private _noMipmap;
  53400. private _textureMatrix;
  53401. private _size;
  53402. private _onLoad;
  53403. private _onError;
  53404. /**
  53405. * The texture URL.
  53406. */
  53407. url: string;
  53408. /**
  53409. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  53410. */
  53411. coordinatesMode: number;
  53412. protected _isBlocking: boolean;
  53413. /**
  53414. * Sets wether or not the texture is blocking during loading.
  53415. */
  53416. /**
  53417. * Gets wether or not the texture is blocking during loading.
  53418. */
  53419. isBlocking: boolean;
  53420. protected _rotationY: number;
  53421. /**
  53422. * Sets texture matrix rotation angle around Y axis in radians.
  53423. */
  53424. /**
  53425. * Gets texture matrix rotation angle around Y axis radians.
  53426. */
  53427. rotationY: number;
  53428. /**
  53429. * Gets or sets the center of the bounding box associated with the cube texture
  53430. * It must define where the camera used to render the texture was set
  53431. */
  53432. boundingBoxPosition: Vector3;
  53433. private _boundingBoxSize;
  53434. /**
  53435. * Gets or sets the size of the bounding box associated with the cube texture
  53436. * When defined, the cubemap will switch to local mode
  53437. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  53438. * @example https://www.babylonjs-playground.com/#RNASML
  53439. */
  53440. boundingBoxSize: Vector3;
  53441. /**
  53442. * Instantiates an HDRTexture from the following parameters.
  53443. *
  53444. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  53445. * @param scene The scene the texture will be used in
  53446. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53447. * @param noMipmap Forces to not generate the mipmap if true
  53448. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  53449. * @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)
  53450. * @param reserved Reserved flag for internal use.
  53451. */
  53452. 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>);
  53453. /**
  53454. * Get the current class name of the texture useful for serialization or dynamic coding.
  53455. * @returns "HDRCubeTexture"
  53456. */
  53457. getClassName(): string;
  53458. /**
  53459. * Occurs when the file is raw .hdr file.
  53460. */
  53461. private loadTexture;
  53462. clone(): HDRCubeTexture;
  53463. delayLoad(): void;
  53464. /**
  53465. * Get the texture reflection matrix used to rotate/transform the reflection.
  53466. * @returns the reflection matrix
  53467. */
  53468. getReflectionTextureMatrix(): Matrix;
  53469. /**
  53470. * Set the texture reflection matrix used to rotate/transform the reflection.
  53471. * @param value Define the reflection matrix to set
  53472. */
  53473. setReflectionTextureMatrix(value: Matrix): void;
  53474. /**
  53475. * Parses a JSON representation of an HDR Texture in order to create the texture
  53476. * @param parsedTexture Define the JSON representation
  53477. * @param scene Define the scene the texture should be created in
  53478. * @param rootUrl Define the root url in case we need to load relative dependencies
  53479. * @returns the newly created texture after parsing
  53480. */
  53481. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  53482. serialize(): any;
  53483. }
  53484. }
  53485. declare module "babylonjs/Physics/physicsEngine" {
  53486. import { Nullable } from "babylonjs/types";
  53487. import { Vector3 } from "babylonjs/Maths/math.vector";
  53488. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  53489. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  53490. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  53491. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53492. /**
  53493. * Class used to control physics engine
  53494. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  53495. */
  53496. export class PhysicsEngine implements IPhysicsEngine {
  53497. private _physicsPlugin;
  53498. /**
  53499. * Global value used to control the smallest number supported by the simulation
  53500. */
  53501. static Epsilon: number;
  53502. private _impostors;
  53503. private _joints;
  53504. /**
  53505. * Gets the gravity vector used by the simulation
  53506. */
  53507. gravity: Vector3;
  53508. /**
  53509. * Factory used to create the default physics plugin.
  53510. * @returns The default physics plugin
  53511. */
  53512. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  53513. /**
  53514. * Creates a new Physics Engine
  53515. * @param gravity defines the gravity vector used by the simulation
  53516. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  53517. */
  53518. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  53519. /**
  53520. * Sets the gravity vector used by the simulation
  53521. * @param gravity defines the gravity vector to use
  53522. */
  53523. setGravity(gravity: Vector3): void;
  53524. /**
  53525. * Set the time step of the physics engine.
  53526. * Default is 1/60.
  53527. * To slow it down, enter 1/600 for example.
  53528. * To speed it up, 1/30
  53529. * @param newTimeStep defines the new timestep to apply to this world.
  53530. */
  53531. setTimeStep(newTimeStep?: number): void;
  53532. /**
  53533. * Get the time step of the physics engine.
  53534. * @returns the current time step
  53535. */
  53536. getTimeStep(): number;
  53537. /**
  53538. * Release all resources
  53539. */
  53540. dispose(): void;
  53541. /**
  53542. * Gets the name of the current physics plugin
  53543. * @returns the name of the plugin
  53544. */
  53545. getPhysicsPluginName(): string;
  53546. /**
  53547. * Adding a new impostor for the impostor tracking.
  53548. * This will be done by the impostor itself.
  53549. * @param impostor the impostor to add
  53550. */
  53551. addImpostor(impostor: PhysicsImpostor): void;
  53552. /**
  53553. * Remove an impostor from the engine.
  53554. * This impostor and its mesh will not longer be updated by the physics engine.
  53555. * @param impostor the impostor to remove
  53556. */
  53557. removeImpostor(impostor: PhysicsImpostor): void;
  53558. /**
  53559. * Add a joint to the physics engine
  53560. * @param mainImpostor defines the main impostor to which the joint is added.
  53561. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  53562. * @param joint defines the joint that will connect both impostors.
  53563. */
  53564. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  53565. /**
  53566. * Removes a joint from the simulation
  53567. * @param mainImpostor defines the impostor used with the joint
  53568. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  53569. * @param joint defines the joint to remove
  53570. */
  53571. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  53572. /**
  53573. * Called by the scene. No need to call it.
  53574. * @param delta defines the timespam between frames
  53575. */
  53576. _step(delta: number): void;
  53577. /**
  53578. * Gets the current plugin used to run the simulation
  53579. * @returns current plugin
  53580. */
  53581. getPhysicsPlugin(): IPhysicsEnginePlugin;
  53582. /**
  53583. * Gets the list of physic impostors
  53584. * @returns an array of PhysicsImpostor
  53585. */
  53586. getImpostors(): Array<PhysicsImpostor>;
  53587. /**
  53588. * Gets the impostor for a physics enabled object
  53589. * @param object defines the object impersonated by the impostor
  53590. * @returns the PhysicsImpostor or null if not found
  53591. */
  53592. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  53593. /**
  53594. * Gets the impostor for a physics body object
  53595. * @param body defines physics body used by the impostor
  53596. * @returns the PhysicsImpostor or null if not found
  53597. */
  53598. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  53599. /**
  53600. * Does a raycast in the physics world
  53601. * @param from when should the ray start?
  53602. * @param to when should the ray end?
  53603. * @returns PhysicsRaycastResult
  53604. */
  53605. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53606. }
  53607. }
  53608. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  53609. import { Nullable } from "babylonjs/types";
  53610. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  53611. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53612. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  53613. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  53614. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  53615. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53616. /** @hidden */
  53617. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  53618. private _useDeltaForWorldStep;
  53619. world: any;
  53620. name: string;
  53621. private _physicsMaterials;
  53622. private _fixedTimeStep;
  53623. private _cannonRaycastResult;
  53624. private _raycastResult;
  53625. private _physicsBodysToRemoveAfterStep;
  53626. BJSCANNON: any;
  53627. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  53628. setGravity(gravity: Vector3): void;
  53629. setTimeStep(timeStep: number): void;
  53630. getTimeStep(): number;
  53631. executeStep(delta: number): void;
  53632. private _removeMarkedPhysicsBodiesFromWorld;
  53633. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53634. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53635. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53636. private _processChildMeshes;
  53637. removePhysicsBody(impostor: PhysicsImpostor): void;
  53638. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53639. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53640. private _addMaterial;
  53641. private _checkWithEpsilon;
  53642. private _createShape;
  53643. private _createHeightmap;
  53644. private _minus90X;
  53645. private _plus90X;
  53646. private _tmpPosition;
  53647. private _tmpDeltaPosition;
  53648. private _tmpUnityRotation;
  53649. private _updatePhysicsBodyTransformation;
  53650. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53651. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53652. isSupported(): boolean;
  53653. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53654. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53655. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53656. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53657. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  53658. getBodyMass(impostor: PhysicsImpostor): number;
  53659. getBodyFriction(impostor: PhysicsImpostor): number;
  53660. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  53661. getBodyRestitution(impostor: PhysicsImpostor): number;
  53662. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  53663. sleepBody(impostor: PhysicsImpostor): void;
  53664. wakeUpBody(impostor: PhysicsImpostor): void;
  53665. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  53666. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  53667. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  53668. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  53669. getRadius(impostor: PhysicsImpostor): number;
  53670. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  53671. dispose(): void;
  53672. private _extendNamespace;
  53673. /**
  53674. * Does a raycast in the physics world
  53675. * @param from when should the ray start?
  53676. * @param to when should the ray end?
  53677. * @returns PhysicsRaycastResult
  53678. */
  53679. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53680. }
  53681. }
  53682. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  53683. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  53684. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  53685. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  53686. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53687. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  53688. import { Nullable } from "babylonjs/types";
  53689. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53690. /** @hidden */
  53691. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  53692. world: any;
  53693. name: string;
  53694. BJSOIMO: any;
  53695. private _raycastResult;
  53696. constructor(iterations?: number, oimoInjection?: any);
  53697. setGravity(gravity: Vector3): void;
  53698. setTimeStep(timeStep: number): void;
  53699. getTimeStep(): number;
  53700. private _tmpImpostorsArray;
  53701. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  53702. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53703. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53704. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53705. private _tmpPositionVector;
  53706. removePhysicsBody(impostor: PhysicsImpostor): void;
  53707. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53708. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53709. isSupported(): boolean;
  53710. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53711. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53712. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53713. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53714. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53715. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53716. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  53717. getBodyMass(impostor: PhysicsImpostor): number;
  53718. getBodyFriction(impostor: PhysicsImpostor): number;
  53719. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  53720. getBodyRestitution(impostor: PhysicsImpostor): number;
  53721. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  53722. sleepBody(impostor: PhysicsImpostor): void;
  53723. wakeUpBody(impostor: PhysicsImpostor): void;
  53724. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  53725. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  53726. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  53727. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  53728. getRadius(impostor: PhysicsImpostor): number;
  53729. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  53730. dispose(): void;
  53731. /**
  53732. * Does a raycast in the physics world
  53733. * @param from when should the ray start?
  53734. * @param to when should the ray end?
  53735. * @returns PhysicsRaycastResult
  53736. */
  53737. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53738. }
  53739. }
  53740. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  53741. import { Nullable } from "babylonjs/types";
  53742. import { Scene } from "babylonjs/scene";
  53743. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  53744. import { Color4 } from "babylonjs/Maths/math.color";
  53745. import { Mesh } from "babylonjs/Meshes/mesh";
  53746. /**
  53747. * Class containing static functions to help procedurally build meshes
  53748. */
  53749. export class RibbonBuilder {
  53750. /**
  53751. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  53752. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  53753. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  53754. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  53755. * * 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
  53756. * * 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
  53757. * * 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
  53758. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  53759. * * If you create a double-sided mesh, you can choose what parts of 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
  53760. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  53761. * * 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
  53762. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  53763. * * 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
  53764. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  53765. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  53766. * @param name defines the name of the mesh
  53767. * @param options defines the options used to create the mesh
  53768. * @param scene defines the hosting scene
  53769. * @returns the ribbon mesh
  53770. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  53771. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  53772. */
  53773. static CreateRibbon(name: string, options: {
  53774. pathArray: Vector3[][];
  53775. closeArray?: boolean;
  53776. closePath?: boolean;
  53777. offset?: number;
  53778. updatable?: boolean;
  53779. sideOrientation?: number;
  53780. frontUVs?: Vector4;
  53781. backUVs?: Vector4;
  53782. instance?: Mesh;
  53783. invertUV?: boolean;
  53784. uvs?: Vector2[];
  53785. colors?: Color4[];
  53786. }, scene?: Nullable<Scene>): Mesh;
  53787. }
  53788. }
  53789. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  53790. import { Nullable } from "babylonjs/types";
  53791. import { Scene } from "babylonjs/scene";
  53792. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  53793. import { Mesh } from "babylonjs/Meshes/mesh";
  53794. /**
  53795. * Class containing static functions to help procedurally build meshes
  53796. */
  53797. export class ShapeBuilder {
  53798. /**
  53799. * 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.
  53800. * * 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.
  53801. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  53802. * * 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.
  53803. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  53804. * * 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
  53805. * * 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
  53806. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  53807. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  53808. * * If you create a double-sided mesh, you can choose what parts of 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
  53809. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  53810. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  53811. * @param name defines the name of the mesh
  53812. * @param options defines the options used to create the mesh
  53813. * @param scene defines the hosting scene
  53814. * @returns the extruded shape mesh
  53815. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  53816. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  53817. */
  53818. static ExtrudeShape(name: string, options: {
  53819. shape: Vector3[];
  53820. path: Vector3[];
  53821. scale?: number;
  53822. rotation?: number;
  53823. cap?: number;
  53824. updatable?: boolean;
  53825. sideOrientation?: number;
  53826. frontUVs?: Vector4;
  53827. backUVs?: Vector4;
  53828. instance?: Mesh;
  53829. invertUV?: boolean;
  53830. }, scene?: Nullable<Scene>): Mesh;
  53831. /**
  53832. * Creates an custom extruded shape mesh.
  53833. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  53834. * * 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.
  53835. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  53836. * * 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
  53837. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  53838. * * 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
  53839. * * It must returns a float value that will be the scale value applied to the shape on each path point
  53840. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  53841. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  53842. * * 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
  53843. * * 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
  53844. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  53845. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  53846. * * If you create a double-sided mesh, you can choose what parts of 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
  53847. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  53848. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  53849. * @param name defines the name of the mesh
  53850. * @param options defines the options used to create the mesh
  53851. * @param scene defines the hosting scene
  53852. * @returns the custom extruded shape mesh
  53853. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  53854. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  53855. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  53856. */
  53857. static ExtrudeShapeCustom(name: string, options: {
  53858. shape: Vector3[];
  53859. path: Vector3[];
  53860. scaleFunction?: any;
  53861. rotationFunction?: any;
  53862. ribbonCloseArray?: boolean;
  53863. ribbonClosePath?: boolean;
  53864. cap?: number;
  53865. updatable?: boolean;
  53866. sideOrientation?: number;
  53867. frontUVs?: Vector4;
  53868. backUVs?: Vector4;
  53869. instance?: Mesh;
  53870. invertUV?: boolean;
  53871. }, scene?: Nullable<Scene>): Mesh;
  53872. private static _ExtrudeShapeGeneric;
  53873. }
  53874. }
  53875. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  53876. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  53877. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  53878. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  53879. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  53880. import { Nullable } from "babylonjs/types";
  53881. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53882. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53883. /**
  53884. * AmmoJS Physics plugin
  53885. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  53886. * @see https://github.com/kripken/ammo.js/
  53887. */
  53888. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  53889. private _useDeltaForWorldStep;
  53890. /**
  53891. * Reference to the Ammo library
  53892. */
  53893. bjsAMMO: any;
  53894. /**
  53895. * Created ammoJS world which physics bodies are added to
  53896. */
  53897. world: any;
  53898. /**
  53899. * Name of the plugin
  53900. */
  53901. name: string;
  53902. private _timeStep;
  53903. private _fixedTimeStep;
  53904. private _maxSteps;
  53905. private _tmpQuaternion;
  53906. private _tmpAmmoTransform;
  53907. private _tmpAmmoQuaternion;
  53908. private _tmpAmmoConcreteContactResultCallback;
  53909. private _collisionConfiguration;
  53910. private _dispatcher;
  53911. private _overlappingPairCache;
  53912. private _solver;
  53913. private _softBodySolver;
  53914. private _tmpAmmoVectorA;
  53915. private _tmpAmmoVectorB;
  53916. private _tmpAmmoVectorC;
  53917. private _tmpAmmoVectorD;
  53918. private _tmpContactCallbackResult;
  53919. private _tmpAmmoVectorRCA;
  53920. private _tmpAmmoVectorRCB;
  53921. private _raycastResult;
  53922. private static readonly DISABLE_COLLISION_FLAG;
  53923. private static readonly KINEMATIC_FLAG;
  53924. private static readonly DISABLE_DEACTIVATION_FLAG;
  53925. /**
  53926. * Initializes the ammoJS plugin
  53927. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  53928. * @param ammoInjection can be used to inject your own ammo reference
  53929. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  53930. */
  53931. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  53932. /**
  53933. * Sets the gravity of the physics world (m/(s^2))
  53934. * @param gravity Gravity to set
  53935. */
  53936. setGravity(gravity: Vector3): void;
  53937. /**
  53938. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  53939. * @param timeStep timestep to use in seconds
  53940. */
  53941. setTimeStep(timeStep: number): void;
  53942. /**
  53943. * 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)
  53944. * @param fixedTimeStep fixedTimeStep to use in seconds
  53945. */
  53946. setFixedTimeStep(fixedTimeStep: number): void;
  53947. /**
  53948. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  53949. * @param maxSteps the maximum number of steps by the physics engine per frame
  53950. */
  53951. setMaxSteps(maxSteps: number): void;
  53952. /**
  53953. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  53954. * @returns the current timestep in seconds
  53955. */
  53956. getTimeStep(): number;
  53957. private _isImpostorInContact;
  53958. private _isImpostorPairInContact;
  53959. private _stepSimulation;
  53960. /**
  53961. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  53962. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  53963. * After the step the babylon meshes are set to the position of the physics imposters
  53964. * @param delta amount of time to step forward
  53965. * @param impostors array of imposters to update before/after the step
  53966. */
  53967. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  53968. /**
  53969. * Update babylon mesh to match physics world object
  53970. * @param impostor imposter to match
  53971. */
  53972. private _afterSoftStep;
  53973. /**
  53974. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  53975. * @param impostor imposter to match
  53976. */
  53977. private _ropeStep;
  53978. /**
  53979. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  53980. * @param impostor imposter to match
  53981. */
  53982. private _softbodyOrClothStep;
  53983. private _tmpVector;
  53984. private _tmpMatrix;
  53985. /**
  53986. * Applies an impulse on the imposter
  53987. * @param impostor imposter to apply impulse to
  53988. * @param force amount of force to be applied to the imposter
  53989. * @param contactPoint the location to apply the impulse on the imposter
  53990. */
  53991. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53992. /**
  53993. * Applies a force on the imposter
  53994. * @param impostor imposter to apply force
  53995. * @param force amount of force to be applied to the imposter
  53996. * @param contactPoint the location to apply the force on the imposter
  53997. */
  53998. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53999. /**
  54000. * Creates a physics body using the plugin
  54001. * @param impostor the imposter to create the physics body on
  54002. */
  54003. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54004. /**
  54005. * Removes the physics body from the imposter and disposes of the body's memory
  54006. * @param impostor imposter to remove the physics body from
  54007. */
  54008. removePhysicsBody(impostor: PhysicsImpostor): void;
  54009. /**
  54010. * Generates a joint
  54011. * @param impostorJoint the imposter joint to create the joint with
  54012. */
  54013. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54014. /**
  54015. * Removes a joint
  54016. * @param impostorJoint the imposter joint to remove the joint from
  54017. */
  54018. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54019. private _addMeshVerts;
  54020. /**
  54021. * Initialise the soft body vertices to match its object's (mesh) vertices
  54022. * Softbody vertices (nodes) are in world space and to match this
  54023. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  54024. * @param impostor to create the softbody for
  54025. */
  54026. private _softVertexData;
  54027. /**
  54028. * Create an impostor's soft body
  54029. * @param impostor to create the softbody for
  54030. */
  54031. private _createSoftbody;
  54032. /**
  54033. * Create cloth for an impostor
  54034. * @param impostor to create the softbody for
  54035. */
  54036. private _createCloth;
  54037. /**
  54038. * Create rope for an impostor
  54039. * @param impostor to create the softbody for
  54040. */
  54041. private _createRope;
  54042. private _addHullVerts;
  54043. private _createShape;
  54044. /**
  54045. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  54046. * @param impostor imposter containing the physics body and babylon object
  54047. */
  54048. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54049. /**
  54050. * Sets the babylon object's position/rotation from the physics body's position/rotation
  54051. * @param impostor imposter containing the physics body and babylon object
  54052. * @param newPosition new position
  54053. * @param newRotation new rotation
  54054. */
  54055. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54056. /**
  54057. * If this plugin is supported
  54058. * @returns true if its supported
  54059. */
  54060. isSupported(): boolean;
  54061. /**
  54062. * Sets the linear velocity of the physics body
  54063. * @param impostor imposter to set the velocity on
  54064. * @param velocity velocity to set
  54065. */
  54066. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54067. /**
  54068. * Sets the angular velocity of the physics body
  54069. * @param impostor imposter to set the velocity on
  54070. * @param velocity velocity to set
  54071. */
  54072. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54073. /**
  54074. * gets the linear velocity
  54075. * @param impostor imposter to get linear velocity from
  54076. * @returns linear velocity
  54077. */
  54078. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54079. /**
  54080. * gets the angular velocity
  54081. * @param impostor imposter to get angular velocity from
  54082. * @returns angular velocity
  54083. */
  54084. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54085. /**
  54086. * Sets the mass of physics body
  54087. * @param impostor imposter to set the mass on
  54088. * @param mass mass to set
  54089. */
  54090. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54091. /**
  54092. * Gets the mass of the physics body
  54093. * @param impostor imposter to get the mass from
  54094. * @returns mass
  54095. */
  54096. getBodyMass(impostor: PhysicsImpostor): number;
  54097. /**
  54098. * Gets friction of the impostor
  54099. * @param impostor impostor to get friction from
  54100. * @returns friction value
  54101. */
  54102. getBodyFriction(impostor: PhysicsImpostor): number;
  54103. /**
  54104. * Sets friction of the impostor
  54105. * @param impostor impostor to set friction on
  54106. * @param friction friction value
  54107. */
  54108. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54109. /**
  54110. * Gets restitution of the impostor
  54111. * @param impostor impostor to get restitution from
  54112. * @returns restitution value
  54113. */
  54114. getBodyRestitution(impostor: PhysicsImpostor): number;
  54115. /**
  54116. * Sets resitution of the impostor
  54117. * @param impostor impostor to set resitution on
  54118. * @param restitution resitution value
  54119. */
  54120. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54121. /**
  54122. * Gets pressure inside the impostor
  54123. * @param impostor impostor to get pressure from
  54124. * @returns pressure value
  54125. */
  54126. getBodyPressure(impostor: PhysicsImpostor): number;
  54127. /**
  54128. * Sets pressure inside a soft body impostor
  54129. * Cloth and rope must remain 0 pressure
  54130. * @param impostor impostor to set pressure on
  54131. * @param pressure pressure value
  54132. */
  54133. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  54134. /**
  54135. * Gets stiffness of the impostor
  54136. * @param impostor impostor to get stiffness from
  54137. * @returns pressure value
  54138. */
  54139. getBodyStiffness(impostor: PhysicsImpostor): number;
  54140. /**
  54141. * Sets stiffness of the impostor
  54142. * @param impostor impostor to set stiffness on
  54143. * @param stiffness stiffness value from 0 to 1
  54144. */
  54145. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  54146. /**
  54147. * Gets velocityIterations of the impostor
  54148. * @param impostor impostor to get velocity iterations from
  54149. * @returns velocityIterations value
  54150. */
  54151. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  54152. /**
  54153. * Sets velocityIterations of the impostor
  54154. * @param impostor impostor to set velocity iterations on
  54155. * @param velocityIterations velocityIterations value
  54156. */
  54157. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  54158. /**
  54159. * Gets positionIterations of the impostor
  54160. * @param impostor impostor to get position iterations from
  54161. * @returns positionIterations value
  54162. */
  54163. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  54164. /**
  54165. * Sets positionIterations of the impostor
  54166. * @param impostor impostor to set position on
  54167. * @param positionIterations positionIterations value
  54168. */
  54169. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  54170. /**
  54171. * Append an anchor to a cloth object
  54172. * @param impostor is the cloth impostor to add anchor to
  54173. * @param otherImpostor is the rigid impostor to anchor to
  54174. * @param width ratio across width from 0 to 1
  54175. * @param height ratio up height from 0 to 1
  54176. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  54177. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54178. */
  54179. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54180. /**
  54181. * Append an hook to a rope object
  54182. * @param impostor is the rope impostor to add hook to
  54183. * @param otherImpostor is the rigid impostor to hook to
  54184. * @param length ratio along the rope from 0 to 1
  54185. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  54186. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54187. */
  54188. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54189. /**
  54190. * Sleeps the physics body and stops it from being active
  54191. * @param impostor impostor to sleep
  54192. */
  54193. sleepBody(impostor: PhysicsImpostor): void;
  54194. /**
  54195. * Activates the physics body
  54196. * @param impostor impostor to activate
  54197. */
  54198. wakeUpBody(impostor: PhysicsImpostor): void;
  54199. /**
  54200. * Updates the distance parameters of the joint
  54201. * @param joint joint to update
  54202. * @param maxDistance maximum distance of the joint
  54203. * @param minDistance minimum distance of the joint
  54204. */
  54205. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  54206. /**
  54207. * Sets a motor on the joint
  54208. * @param joint joint to set motor on
  54209. * @param speed speed of the motor
  54210. * @param maxForce maximum force of the motor
  54211. * @param motorIndex index of the motor
  54212. */
  54213. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  54214. /**
  54215. * Sets the motors limit
  54216. * @param joint joint to set limit on
  54217. * @param upperLimit upper limit
  54218. * @param lowerLimit lower limit
  54219. */
  54220. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  54221. /**
  54222. * Syncs the position and rotation of a mesh with the impostor
  54223. * @param mesh mesh to sync
  54224. * @param impostor impostor to update the mesh with
  54225. */
  54226. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54227. /**
  54228. * Gets the radius of the impostor
  54229. * @param impostor impostor to get radius from
  54230. * @returns the radius
  54231. */
  54232. getRadius(impostor: PhysicsImpostor): number;
  54233. /**
  54234. * Gets the box size of the impostor
  54235. * @param impostor impostor to get box size from
  54236. * @param result the resulting box size
  54237. */
  54238. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54239. /**
  54240. * Disposes of the impostor
  54241. */
  54242. dispose(): void;
  54243. /**
  54244. * Does a raycast in the physics world
  54245. * @param from when should the ray start?
  54246. * @param to when should the ray end?
  54247. * @returns PhysicsRaycastResult
  54248. */
  54249. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54250. }
  54251. }
  54252. declare module "babylonjs/Probes/reflectionProbe" {
  54253. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  54254. import { Vector3 } from "babylonjs/Maths/math.vector";
  54255. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54256. import { Nullable } from "babylonjs/types";
  54257. import { Scene } from "babylonjs/scene";
  54258. module "babylonjs/abstractScene" {
  54259. interface AbstractScene {
  54260. /**
  54261. * The list of reflection probes added to the scene
  54262. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54263. */
  54264. reflectionProbes: Array<ReflectionProbe>;
  54265. /**
  54266. * Removes the given reflection probe from this scene.
  54267. * @param toRemove The reflection probe to remove
  54268. * @returns The index of the removed reflection probe
  54269. */
  54270. removeReflectionProbe(toRemove: ReflectionProbe): number;
  54271. /**
  54272. * Adds the given reflection probe to this scene.
  54273. * @param newReflectionProbe The reflection probe to add
  54274. */
  54275. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  54276. }
  54277. }
  54278. /**
  54279. * Class used to generate realtime reflection / refraction cube textures
  54280. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54281. */
  54282. export class ReflectionProbe {
  54283. /** defines the name of the probe */
  54284. name: string;
  54285. private _scene;
  54286. private _renderTargetTexture;
  54287. private _projectionMatrix;
  54288. private _viewMatrix;
  54289. private _target;
  54290. private _add;
  54291. private _attachedMesh;
  54292. private _invertYAxis;
  54293. /** Gets or sets probe position (center of the cube map) */
  54294. position: Vector3;
  54295. /**
  54296. * Creates a new reflection probe
  54297. * @param name defines the name of the probe
  54298. * @param size defines the texture resolution (for each face)
  54299. * @param scene defines the hosting scene
  54300. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  54301. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  54302. */
  54303. constructor(
  54304. /** defines the name of the probe */
  54305. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  54306. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  54307. samples: number;
  54308. /** Gets or sets the refresh rate to use (on every frame by default) */
  54309. refreshRate: number;
  54310. /**
  54311. * Gets the hosting scene
  54312. * @returns a Scene
  54313. */
  54314. getScene(): Scene;
  54315. /** Gets the internal CubeTexture used to render to */
  54316. readonly cubeTexture: RenderTargetTexture;
  54317. /** Gets the list of meshes to render */
  54318. readonly renderList: Nullable<AbstractMesh[]>;
  54319. /**
  54320. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  54321. * @param mesh defines the mesh to attach to
  54322. */
  54323. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  54324. /**
  54325. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  54326. * @param renderingGroupId The rendering group id corresponding to its index
  54327. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  54328. */
  54329. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  54330. /**
  54331. * Clean all associated resources
  54332. */
  54333. dispose(): void;
  54334. /**
  54335. * Converts the reflection probe information to a readable string for debug purpose.
  54336. * @param fullDetails Supports for multiple levels of logging within scene loading
  54337. * @returns the human readable reflection probe info
  54338. */
  54339. toString(fullDetails?: boolean): string;
  54340. /**
  54341. * Get the class name of the relfection probe.
  54342. * @returns "ReflectionProbe"
  54343. */
  54344. getClassName(): string;
  54345. /**
  54346. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  54347. * @returns The JSON representation of the texture
  54348. */
  54349. serialize(): any;
  54350. /**
  54351. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  54352. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  54353. * @param scene Define the scene the parsed reflection probe should be instantiated in
  54354. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  54355. * @returns The parsed reflection probe if successful
  54356. */
  54357. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  54358. }
  54359. }
  54360. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  54361. /** @hidden */
  54362. export var _BabylonLoaderRegistered: boolean;
  54363. }
  54364. declare module "babylonjs/Loading/Plugins/index" {
  54365. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  54366. }
  54367. declare module "babylonjs/Loading/index" {
  54368. export * from "babylonjs/Loading/loadingScreen";
  54369. export * from "babylonjs/Loading/Plugins/index";
  54370. export * from "babylonjs/Loading/sceneLoader";
  54371. export * from "babylonjs/Loading/sceneLoaderFlags";
  54372. }
  54373. declare module "babylonjs/Materials/Background/index" {
  54374. export * from "babylonjs/Materials/Background/backgroundMaterial";
  54375. }
  54376. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  54377. import { Scene } from "babylonjs/scene";
  54378. import { Color3 } from "babylonjs/Maths/math.color";
  54379. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  54380. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54381. /**
  54382. * The Physically based simple base material of BJS.
  54383. *
  54384. * This enables better naming and convention enforcements on top of the pbrMaterial.
  54385. * It is used as the base class for both the specGloss and metalRough conventions.
  54386. */
  54387. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  54388. /**
  54389. * Number of Simultaneous lights allowed on the material.
  54390. */
  54391. maxSimultaneousLights: number;
  54392. /**
  54393. * If sets to true, disables all the lights affecting the material.
  54394. */
  54395. disableLighting: boolean;
  54396. /**
  54397. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  54398. */
  54399. environmentTexture: BaseTexture;
  54400. /**
  54401. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  54402. */
  54403. invertNormalMapX: boolean;
  54404. /**
  54405. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  54406. */
  54407. invertNormalMapY: boolean;
  54408. /**
  54409. * Normal map used in the model.
  54410. */
  54411. normalTexture: BaseTexture;
  54412. /**
  54413. * Emissivie color used to self-illuminate the model.
  54414. */
  54415. emissiveColor: Color3;
  54416. /**
  54417. * Emissivie texture used to self-illuminate the model.
  54418. */
  54419. emissiveTexture: BaseTexture;
  54420. /**
  54421. * Occlusion Channel Strenght.
  54422. */
  54423. occlusionStrength: number;
  54424. /**
  54425. * Occlusion Texture of the material (adding extra occlusion effects).
  54426. */
  54427. occlusionTexture: BaseTexture;
  54428. /**
  54429. * Defines the alpha limits in alpha test mode.
  54430. */
  54431. alphaCutOff: number;
  54432. /**
  54433. * Gets the current double sided mode.
  54434. */
  54435. /**
  54436. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  54437. */
  54438. doubleSided: boolean;
  54439. /**
  54440. * Stores the pre-calculated light information of a mesh in a texture.
  54441. */
  54442. lightmapTexture: BaseTexture;
  54443. /**
  54444. * If true, the light map contains occlusion information instead of lighting info.
  54445. */
  54446. useLightmapAsShadowmap: boolean;
  54447. /**
  54448. * Instantiates a new PBRMaterial instance.
  54449. *
  54450. * @param name The material name
  54451. * @param scene The scene the material will be use in.
  54452. */
  54453. constructor(name: string, scene: Scene);
  54454. getClassName(): string;
  54455. }
  54456. }
  54457. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  54458. import { Scene } from "babylonjs/scene";
  54459. import { Color3 } from "babylonjs/Maths/math.color";
  54460. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54461. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54462. /**
  54463. * The PBR material of BJS following the metal roughness convention.
  54464. *
  54465. * This fits to the PBR convention in the GLTF definition:
  54466. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  54467. */
  54468. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  54469. /**
  54470. * The base color has two different interpretations depending on the value of metalness.
  54471. * When the material is a metal, the base color is the specific measured reflectance value
  54472. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  54473. * of the material.
  54474. */
  54475. baseColor: Color3;
  54476. /**
  54477. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  54478. * well as opacity information in the alpha channel.
  54479. */
  54480. baseTexture: BaseTexture;
  54481. /**
  54482. * Specifies the metallic scalar value of the material.
  54483. * Can also be used to scale the metalness values of the metallic texture.
  54484. */
  54485. metallic: number;
  54486. /**
  54487. * Specifies the roughness scalar value of the material.
  54488. * Can also be used to scale the roughness values of the metallic texture.
  54489. */
  54490. roughness: number;
  54491. /**
  54492. * Texture containing both the metallic value in the B channel and the
  54493. * roughness value in the G channel to keep better precision.
  54494. */
  54495. metallicRoughnessTexture: BaseTexture;
  54496. /**
  54497. * Instantiates a new PBRMetalRoughnessMaterial instance.
  54498. *
  54499. * @param name The material name
  54500. * @param scene The scene the material will be use in.
  54501. */
  54502. constructor(name: string, scene: Scene);
  54503. /**
  54504. * Return the currrent class name of the material.
  54505. */
  54506. getClassName(): string;
  54507. /**
  54508. * Makes a duplicate of the current material.
  54509. * @param name - name to use for the new material.
  54510. */
  54511. clone(name: string): PBRMetallicRoughnessMaterial;
  54512. /**
  54513. * Serialize the material to a parsable JSON object.
  54514. */
  54515. serialize(): any;
  54516. /**
  54517. * Parses a JSON object correponding to the serialize function.
  54518. */
  54519. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  54520. }
  54521. }
  54522. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  54523. import { Scene } from "babylonjs/scene";
  54524. import { Color3 } from "babylonjs/Maths/math.color";
  54525. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54526. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54527. /**
  54528. * The PBR material of BJS following the specular glossiness convention.
  54529. *
  54530. * This fits to the PBR convention in the GLTF definition:
  54531. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  54532. */
  54533. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  54534. /**
  54535. * Specifies the diffuse color of the material.
  54536. */
  54537. diffuseColor: Color3;
  54538. /**
  54539. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  54540. * channel.
  54541. */
  54542. diffuseTexture: BaseTexture;
  54543. /**
  54544. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  54545. */
  54546. specularColor: Color3;
  54547. /**
  54548. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  54549. */
  54550. glossiness: number;
  54551. /**
  54552. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  54553. */
  54554. specularGlossinessTexture: BaseTexture;
  54555. /**
  54556. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  54557. *
  54558. * @param name The material name
  54559. * @param scene The scene the material will be use in.
  54560. */
  54561. constructor(name: string, scene: Scene);
  54562. /**
  54563. * Return the currrent class name of the material.
  54564. */
  54565. getClassName(): string;
  54566. /**
  54567. * Makes a duplicate of the current material.
  54568. * @param name - name to use for the new material.
  54569. */
  54570. clone(name: string): PBRSpecularGlossinessMaterial;
  54571. /**
  54572. * Serialize the material to a parsable JSON object.
  54573. */
  54574. serialize(): any;
  54575. /**
  54576. * Parses a JSON object correponding to the serialize function.
  54577. */
  54578. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  54579. }
  54580. }
  54581. declare module "babylonjs/Materials/PBR/index" {
  54582. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  54583. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54584. export * from "babylonjs/Materials/PBR/pbrMaterial";
  54585. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  54586. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  54587. }
  54588. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  54589. import { Nullable } from "babylonjs/types";
  54590. import { Scene } from "babylonjs/scene";
  54591. import { Matrix } from "babylonjs/Maths/math.vector";
  54592. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54593. /**
  54594. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  54595. * It can help converting any input color in a desired output one. This can then be used to create effects
  54596. * from sepia, black and white to sixties or futuristic rendering...
  54597. *
  54598. * The only supported format is currently 3dl.
  54599. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  54600. */
  54601. export class ColorGradingTexture extends BaseTexture {
  54602. /**
  54603. * The current texture matrix. (will always be identity in color grading texture)
  54604. */
  54605. private _textureMatrix;
  54606. /**
  54607. * The texture URL.
  54608. */
  54609. url: string;
  54610. /**
  54611. * Empty line regex stored for GC.
  54612. */
  54613. private static _noneEmptyLineRegex;
  54614. private _engine;
  54615. /**
  54616. * Instantiates a ColorGradingTexture from the following parameters.
  54617. *
  54618. * @param url The location of the color gradind data (currently only supporting 3dl)
  54619. * @param scene The scene the texture will be used in
  54620. */
  54621. constructor(url: string, scene: Scene);
  54622. /**
  54623. * Returns the texture matrix used in most of the material.
  54624. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  54625. */
  54626. getTextureMatrix(): Matrix;
  54627. /**
  54628. * Occurs when the file being loaded is a .3dl LUT file.
  54629. */
  54630. private load3dlTexture;
  54631. /**
  54632. * Starts the loading process of the texture.
  54633. */
  54634. private loadTexture;
  54635. /**
  54636. * Clones the color gradind texture.
  54637. */
  54638. clone(): ColorGradingTexture;
  54639. /**
  54640. * Called during delayed load for textures.
  54641. */
  54642. delayLoad(): void;
  54643. /**
  54644. * Parses a color grading texture serialized by Babylon.
  54645. * @param parsedTexture The texture information being parsedTexture
  54646. * @param scene The scene to load the texture in
  54647. * @param rootUrl The root url of the data assets to load
  54648. * @return A color gradind texture
  54649. */
  54650. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  54651. /**
  54652. * Serializes the LUT texture to json format.
  54653. */
  54654. serialize(): any;
  54655. }
  54656. }
  54657. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  54658. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54659. import { Scene } from "babylonjs/scene";
  54660. import { Nullable } from "babylonjs/types";
  54661. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54662. /**
  54663. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  54664. */
  54665. export class EquiRectangularCubeTexture extends BaseTexture {
  54666. /** The six faces of the cube. */
  54667. private static _FacesMapping;
  54668. private _noMipmap;
  54669. private _onLoad;
  54670. private _onError;
  54671. /** The size of the cubemap. */
  54672. private _size;
  54673. /** The buffer of the image. */
  54674. private _buffer;
  54675. /** The width of the input image. */
  54676. private _width;
  54677. /** The height of the input image. */
  54678. private _height;
  54679. /** The URL to the image. */
  54680. url: string;
  54681. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  54682. coordinatesMode: number;
  54683. /**
  54684. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  54685. * @param url The location of the image
  54686. * @param scene The scene the texture will be used in
  54687. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  54688. * @param noMipmap Forces to not generate the mipmap if true
  54689. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  54690. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  54691. * @param onLoad — defines a callback called when texture is loaded
  54692. * @param onError — defines a callback called if there is an error
  54693. */
  54694. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  54695. /**
  54696. * Load the image data, by putting the image on a canvas and extracting its buffer.
  54697. */
  54698. private loadImage;
  54699. /**
  54700. * Convert the image buffer into a cubemap and create a CubeTexture.
  54701. */
  54702. private loadTexture;
  54703. /**
  54704. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  54705. * @param buffer The ArrayBuffer that should be converted.
  54706. * @returns The buffer as Float32Array.
  54707. */
  54708. private getFloat32ArrayFromArrayBuffer;
  54709. /**
  54710. * Get the current class name of the texture useful for serialization or dynamic coding.
  54711. * @returns "EquiRectangularCubeTexture"
  54712. */
  54713. getClassName(): string;
  54714. /**
  54715. * Create a clone of the current EquiRectangularCubeTexture and return it.
  54716. * @returns A clone of the current EquiRectangularCubeTexture.
  54717. */
  54718. clone(): EquiRectangularCubeTexture;
  54719. }
  54720. }
  54721. declare module "babylonjs/Misc/tga" {
  54722. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54723. /**
  54724. * Based on jsTGALoader - Javascript loader for TGA file
  54725. * By Vincent Thibault
  54726. * @see http://blog.robrowser.com/javascript-tga-loader.html
  54727. */
  54728. export class TGATools {
  54729. private static _TYPE_INDEXED;
  54730. private static _TYPE_RGB;
  54731. private static _TYPE_GREY;
  54732. private static _TYPE_RLE_INDEXED;
  54733. private static _TYPE_RLE_RGB;
  54734. private static _TYPE_RLE_GREY;
  54735. private static _ORIGIN_MASK;
  54736. private static _ORIGIN_SHIFT;
  54737. private static _ORIGIN_BL;
  54738. private static _ORIGIN_BR;
  54739. private static _ORIGIN_UL;
  54740. private static _ORIGIN_UR;
  54741. /**
  54742. * Gets the header of a TGA file
  54743. * @param data defines the TGA data
  54744. * @returns the header
  54745. */
  54746. static GetTGAHeader(data: Uint8Array): any;
  54747. /**
  54748. * Uploads TGA content to a Babylon Texture
  54749. * @hidden
  54750. */
  54751. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  54752. /** @hidden */
  54753. 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;
  54754. /** @hidden */
  54755. 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;
  54756. /** @hidden */
  54757. 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;
  54758. /** @hidden */
  54759. 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;
  54760. /** @hidden */
  54761. 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;
  54762. /** @hidden */
  54763. 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;
  54764. }
  54765. }
  54766. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  54767. import { Nullable } from "babylonjs/types";
  54768. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54769. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  54770. /**
  54771. * Implementation of the TGA Texture Loader.
  54772. * @hidden
  54773. */
  54774. export class _TGATextureLoader implements IInternalTextureLoader {
  54775. /**
  54776. * Defines wether the loader supports cascade loading the different faces.
  54777. */
  54778. readonly supportCascades: boolean;
  54779. /**
  54780. * This returns if the loader support the current file information.
  54781. * @param extension defines the file extension of the file being loaded
  54782. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54783. * @param fallback defines the fallback internal texture if any
  54784. * @param isBase64 defines whether the texture is encoded as a base64
  54785. * @param isBuffer defines whether the texture data are stored as a buffer
  54786. * @returns true if the loader can load the specified file
  54787. */
  54788. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  54789. /**
  54790. * Transform the url before loading if required.
  54791. * @param rootUrl the url of the texture
  54792. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54793. * @returns the transformed texture
  54794. */
  54795. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  54796. /**
  54797. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  54798. * @param rootUrl the url of the texture
  54799. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54800. * @returns the fallback texture
  54801. */
  54802. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  54803. /**
  54804. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  54805. * @param data contains the texture data
  54806. * @param texture defines the BabylonJS internal texture
  54807. * @param createPolynomials will be true if polynomials have been requested
  54808. * @param onLoad defines the callback to trigger once the texture is ready
  54809. * @param onError defines the callback to trigger in case of error
  54810. */
  54811. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  54812. /**
  54813. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  54814. * @param data contains the texture data
  54815. * @param texture defines the BabylonJS internal texture
  54816. * @param callback defines the method to call once ready to upload
  54817. */
  54818. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  54819. }
  54820. }
  54821. declare module "babylonjs/Misc/basis" {
  54822. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54823. /**
  54824. * Info about the .basis files
  54825. */
  54826. class BasisFileInfo {
  54827. /**
  54828. * If the file has alpha
  54829. */
  54830. hasAlpha: boolean;
  54831. /**
  54832. * Info about each image of the basis file
  54833. */
  54834. images: Array<{
  54835. levels: Array<{
  54836. width: number;
  54837. height: number;
  54838. transcodedPixels: ArrayBufferView;
  54839. }>;
  54840. }>;
  54841. }
  54842. /**
  54843. * Result of transcoding a basis file
  54844. */
  54845. class TranscodeResult {
  54846. /**
  54847. * Info about the .basis file
  54848. */
  54849. fileInfo: BasisFileInfo;
  54850. /**
  54851. * Format to use when loading the file
  54852. */
  54853. format: number;
  54854. }
  54855. /**
  54856. * Configuration options for the Basis transcoder
  54857. */
  54858. export class BasisTranscodeConfiguration {
  54859. /**
  54860. * Supported compression formats used to determine the supported output format of the transcoder
  54861. */
  54862. supportedCompressionFormats?: {
  54863. /**
  54864. * etc1 compression format
  54865. */
  54866. etc1?: boolean;
  54867. /**
  54868. * s3tc compression format
  54869. */
  54870. s3tc?: boolean;
  54871. /**
  54872. * pvrtc compression format
  54873. */
  54874. pvrtc?: boolean;
  54875. /**
  54876. * etc2 compression format
  54877. */
  54878. etc2?: boolean;
  54879. };
  54880. /**
  54881. * If mipmap levels should be loaded for transcoded images (Default: true)
  54882. */
  54883. loadMipmapLevels?: boolean;
  54884. /**
  54885. * Index of a single image to load (Default: all images)
  54886. */
  54887. loadSingleImage?: number;
  54888. }
  54889. /**
  54890. * Used to load .Basis files
  54891. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  54892. */
  54893. export class BasisTools {
  54894. private static _IgnoreSupportedFormats;
  54895. /**
  54896. * URL to use when loading the basis transcoder
  54897. */
  54898. static JSModuleURL: string;
  54899. /**
  54900. * URL to use when loading the wasm module for the transcoder
  54901. */
  54902. static WasmModuleURL: string;
  54903. /**
  54904. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  54905. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  54906. * @returns internal format corresponding to the Basis format
  54907. */
  54908. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  54909. private static _WorkerPromise;
  54910. private static _Worker;
  54911. private static _actionId;
  54912. private static _CreateWorkerAsync;
  54913. /**
  54914. * Transcodes a loaded image file to compressed pixel data
  54915. * @param imageData image data to transcode
  54916. * @param config configuration options for the transcoding
  54917. * @returns a promise resulting in the transcoded image
  54918. */
  54919. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  54920. /**
  54921. * Loads a texture from the transcode result
  54922. * @param texture texture load to
  54923. * @param transcodeResult the result of transcoding the basis file to load from
  54924. */
  54925. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  54926. }
  54927. }
  54928. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  54929. import { Nullable } from "babylonjs/types";
  54930. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54931. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  54932. /**
  54933. * Loader for .basis file format
  54934. */
  54935. export class _BasisTextureLoader implements IInternalTextureLoader {
  54936. /**
  54937. * Defines whether the loader supports cascade loading the different faces.
  54938. */
  54939. readonly supportCascades: boolean;
  54940. /**
  54941. * This returns if the loader support the current file information.
  54942. * @param extension defines the file extension of the file being loaded
  54943. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54944. * @param fallback defines the fallback internal texture if any
  54945. * @param isBase64 defines whether the texture is encoded as a base64
  54946. * @param isBuffer defines whether the texture data are stored as a buffer
  54947. * @returns true if the loader can load the specified file
  54948. */
  54949. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  54950. /**
  54951. * Transform the url before loading if required.
  54952. * @param rootUrl the url of the texture
  54953. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54954. * @returns the transformed texture
  54955. */
  54956. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  54957. /**
  54958. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  54959. * @param rootUrl the url of the texture
  54960. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54961. * @returns the fallback texture
  54962. */
  54963. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  54964. /**
  54965. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  54966. * @param data contains the texture data
  54967. * @param texture defines the BabylonJS internal texture
  54968. * @param createPolynomials will be true if polynomials have been requested
  54969. * @param onLoad defines the callback to trigger once the texture is ready
  54970. * @param onError defines the callback to trigger in case of error
  54971. */
  54972. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  54973. /**
  54974. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  54975. * @param data contains the texture data
  54976. * @param texture defines the BabylonJS internal texture
  54977. * @param callback defines the method to call once ready to upload
  54978. */
  54979. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  54980. }
  54981. }
  54982. declare module "babylonjs/Materials/Textures/Loaders/index" {
  54983. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  54984. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  54985. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  54986. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  54987. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  54988. }
  54989. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  54990. import { Scene } from "babylonjs/scene";
  54991. import { Texture } from "babylonjs/Materials/Textures/texture";
  54992. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54993. /**
  54994. * 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.
  54995. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  54996. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  54997. */
  54998. export class CustomProceduralTexture extends ProceduralTexture {
  54999. private _animate;
  55000. private _time;
  55001. private _config;
  55002. private _texturePath;
  55003. /**
  55004. * Instantiates a new Custom Procedural Texture.
  55005. * 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.
  55006. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55007. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55008. * @param name Define the name of the texture
  55009. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  55010. * @param size Define the size of the texture to create
  55011. * @param scene Define the scene the texture belongs to
  55012. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  55013. * @param generateMipMaps Define if the texture should creates mip maps or not
  55014. */
  55015. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55016. private _loadJson;
  55017. /**
  55018. * Is the texture ready to be used ? (rendered at least once)
  55019. * @returns true if ready, otherwise, false.
  55020. */
  55021. isReady(): boolean;
  55022. /**
  55023. * Render the texture to its associated render target.
  55024. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  55025. */
  55026. render(useCameraPostProcess?: boolean): void;
  55027. /**
  55028. * Update the list of dependant textures samplers in the shader.
  55029. */
  55030. updateTextures(): void;
  55031. /**
  55032. * Update the uniform values of the procedural texture in the shader.
  55033. */
  55034. updateShaderUniforms(): void;
  55035. /**
  55036. * Define if the texture animates or not.
  55037. */
  55038. animate: boolean;
  55039. }
  55040. }
  55041. declare module "babylonjs/Shaders/noise.fragment" {
  55042. /** @hidden */
  55043. export var noisePixelShader: {
  55044. name: string;
  55045. shader: string;
  55046. };
  55047. }
  55048. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  55049. import { Nullable } from "babylonjs/types";
  55050. import { Scene } from "babylonjs/scene";
  55051. import { Texture } from "babylonjs/Materials/Textures/texture";
  55052. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55053. import "babylonjs/Shaders/noise.fragment";
  55054. /**
  55055. * Class used to generate noise procedural textures
  55056. */
  55057. export class NoiseProceduralTexture extends ProceduralTexture {
  55058. private _time;
  55059. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  55060. brightness: number;
  55061. /** Defines the number of octaves to process */
  55062. octaves: number;
  55063. /** Defines the level of persistence (0.8 by default) */
  55064. persistence: number;
  55065. /** Gets or sets animation speed factor (default is 1) */
  55066. animationSpeedFactor: number;
  55067. /**
  55068. * Creates a new NoiseProceduralTexture
  55069. * @param name defines the name fo the texture
  55070. * @param size defines the size of the texture (default is 256)
  55071. * @param scene defines the hosting scene
  55072. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  55073. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  55074. */
  55075. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55076. private _updateShaderUniforms;
  55077. protected _getDefines(): string;
  55078. /** Generate the current state of the procedural texture */
  55079. render(useCameraPostProcess?: boolean): void;
  55080. /**
  55081. * Serializes this noise procedural texture
  55082. * @returns a serialized noise procedural texture object
  55083. */
  55084. serialize(): any;
  55085. /**
  55086. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  55087. * @param parsedTexture defines parsed texture data
  55088. * @param scene defines the current scene
  55089. * @param rootUrl defines the root URL containing noise procedural texture information
  55090. * @returns a parsed NoiseProceduralTexture
  55091. */
  55092. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  55093. }
  55094. }
  55095. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  55096. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  55097. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  55098. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55099. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  55100. }
  55101. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  55102. import { Nullable } from "babylonjs/types";
  55103. import { Scene } from "babylonjs/scene";
  55104. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  55105. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55106. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  55107. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55108. /**
  55109. * Raw cube texture where the raw buffers are passed in
  55110. */
  55111. export class RawCubeTexture extends CubeTexture {
  55112. /**
  55113. * Creates a cube texture where the raw buffers are passed in.
  55114. * @param scene defines the scene the texture is attached to
  55115. * @param data defines the array of data to use to create each face
  55116. * @param size defines the size of the textures
  55117. * @param format defines the format of the data
  55118. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  55119. * @param generateMipMaps defines if the engine should generate the mip levels
  55120. * @param invertY defines if data must be stored with Y axis inverted
  55121. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  55122. * @param compression defines the compression used (null by default)
  55123. */
  55124. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  55125. /**
  55126. * Updates the raw cube texture.
  55127. * @param data defines the data to store
  55128. * @param format defines the data format
  55129. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  55130. * @param invertY defines if data must be stored with Y axis inverted
  55131. * @param compression defines the compression used (null by default)
  55132. * @param level defines which level of the texture to update
  55133. */
  55134. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  55135. /**
  55136. * Updates a raw cube texture with RGBD encoded data.
  55137. * @param data defines the array of data [mipmap][face] to use to create each face
  55138. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  55139. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  55140. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  55141. * @returns a promsie that resolves when the operation is complete
  55142. */
  55143. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  55144. /**
  55145. * Clones the raw cube texture.
  55146. * @return a new cube texture
  55147. */
  55148. clone(): CubeTexture;
  55149. /** @hidden */
  55150. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  55151. }
  55152. }
  55153. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  55154. import { Scene } from "babylonjs/scene";
  55155. import { Texture } from "babylonjs/Materials/Textures/texture";
  55156. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55157. /**
  55158. * Class used to store 3D textures containing user data
  55159. */
  55160. export class RawTexture3D extends Texture {
  55161. /** Gets or sets the texture format to use */
  55162. format: number;
  55163. private _engine;
  55164. /**
  55165. * Create a new RawTexture3D
  55166. * @param data defines the data of the texture
  55167. * @param width defines the width of the texture
  55168. * @param height defines the height of the texture
  55169. * @param depth defines the depth of the texture
  55170. * @param format defines the texture format to use
  55171. * @param scene defines the hosting scene
  55172. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  55173. * @param invertY defines if texture must be stored with Y axis inverted
  55174. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  55175. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  55176. */
  55177. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  55178. /** Gets or sets the texture format to use */
  55179. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  55180. /**
  55181. * Update the texture with new data
  55182. * @param data defines the data to store in the texture
  55183. */
  55184. update(data: ArrayBufferView): void;
  55185. }
  55186. }
  55187. declare module "babylonjs/Materials/Textures/refractionTexture" {
  55188. import { Scene } from "babylonjs/scene";
  55189. import { Plane } from "babylonjs/Maths/math.plane";
  55190. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  55191. /**
  55192. * Creates a refraction texture used by refraction channel of the standard material.
  55193. * It is like a mirror but to see through a material.
  55194. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55195. */
  55196. export class RefractionTexture extends RenderTargetTexture {
  55197. /**
  55198. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  55199. * 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.
  55200. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55201. */
  55202. refractionPlane: Plane;
  55203. /**
  55204. * Define how deep under the surface we should see.
  55205. */
  55206. depth: number;
  55207. /**
  55208. * Creates a refraction texture used by refraction channel of the standard material.
  55209. * It is like a mirror but to see through a material.
  55210. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55211. * @param name Define the texture name
  55212. * @param size Define the size of the underlying texture
  55213. * @param scene Define the scene the refraction belongs to
  55214. * @param generateMipMaps Define if we need to generate mips level for the refraction
  55215. */
  55216. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  55217. /**
  55218. * Clone the refraction texture.
  55219. * @returns the cloned texture
  55220. */
  55221. clone(): RefractionTexture;
  55222. /**
  55223. * Serialize the texture to a JSON representation you could use in Parse later on
  55224. * @returns the serialized JSON representation
  55225. */
  55226. serialize(): any;
  55227. }
  55228. }
  55229. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  55230. import { Nullable } from "babylonjs/types";
  55231. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55232. import { Matrix } from "babylonjs/Maths/math.vector";
  55233. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  55234. import "babylonjs/Engines/Extensions/engine.videoTexture";
  55235. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  55236. import { Scene } from "babylonjs/scene";
  55237. /**
  55238. * Defines the options related to the creation of an HtmlElementTexture
  55239. */
  55240. export interface IHtmlElementTextureOptions {
  55241. /**
  55242. * Defines wether mip maps should be created or not.
  55243. */
  55244. generateMipMaps?: boolean;
  55245. /**
  55246. * Defines the sampling mode of the texture.
  55247. */
  55248. samplingMode?: number;
  55249. /**
  55250. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  55251. */
  55252. engine: Nullable<ThinEngine>;
  55253. /**
  55254. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  55255. */
  55256. scene: Nullable<Scene>;
  55257. }
  55258. /**
  55259. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  55260. * To be as efficient as possible depending on your constraints nothing aside the first upload
  55261. * is automatically managed.
  55262. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  55263. * in your application.
  55264. *
  55265. * As the update is not automatic, you need to call them manually.
  55266. */
  55267. export class HtmlElementTexture extends BaseTexture {
  55268. /**
  55269. * The texture URL.
  55270. */
  55271. element: HTMLVideoElement | HTMLCanvasElement;
  55272. private static readonly DefaultOptions;
  55273. private _textureMatrix;
  55274. private _engine;
  55275. private _isVideo;
  55276. private _generateMipMaps;
  55277. private _samplingMode;
  55278. /**
  55279. * Instantiates a HtmlElementTexture from the following parameters.
  55280. *
  55281. * @param name Defines the name of the texture
  55282. * @param element Defines the video or canvas the texture is filled with
  55283. * @param options Defines the other none mandatory texture creation options
  55284. */
  55285. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  55286. private _createInternalTexture;
  55287. /**
  55288. * Returns the texture matrix used in most of the material.
  55289. */
  55290. getTextureMatrix(): Matrix;
  55291. /**
  55292. * Updates the content of the texture.
  55293. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  55294. */
  55295. update(invertY?: Nullable<boolean>): void;
  55296. }
  55297. }
  55298. declare module "babylonjs/Materials/Textures/index" {
  55299. export * from "babylonjs/Materials/Textures/baseTexture";
  55300. export * from "babylonjs/Materials/Textures/baseTexture.polynomial";
  55301. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  55302. export * from "babylonjs/Materials/Textures/cubeTexture";
  55303. export * from "babylonjs/Materials/Textures/dynamicTexture";
  55304. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  55305. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  55306. export * from "babylonjs/Materials/Textures/internalTexture";
  55307. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  55308. export * from "babylonjs/Materials/Textures/Loaders/index";
  55309. export * from "babylonjs/Materials/Textures/mirrorTexture";
  55310. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  55311. export * from "babylonjs/Materials/Textures/Procedurals/index";
  55312. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  55313. export * from "babylonjs/Materials/Textures/rawTexture";
  55314. export * from "babylonjs/Materials/Textures/rawTexture3D";
  55315. export * from "babylonjs/Materials/Textures/refractionTexture";
  55316. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  55317. export * from "babylonjs/Materials/Textures/texture";
  55318. export * from "babylonjs/Materials/Textures/videoTexture";
  55319. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  55320. }
  55321. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets" {
  55322. /**
  55323. * Enum used to define the target of a block
  55324. */
  55325. export enum NodeMaterialBlockTargets {
  55326. /** Vertex shader */
  55327. Vertex = 1,
  55328. /** Fragment shader */
  55329. Fragment = 2,
  55330. /** Neutral */
  55331. Neutral = 4,
  55332. /** Vertex and Fragment */
  55333. VertexAndFragment = 3
  55334. }
  55335. }
  55336. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes" {
  55337. /**
  55338. * Defines the kind of connection point for node based material
  55339. */
  55340. export enum NodeMaterialBlockConnectionPointTypes {
  55341. /** Float */
  55342. Float = 1,
  55343. /** Int */
  55344. Int = 2,
  55345. /** Vector2 */
  55346. Vector2 = 4,
  55347. /** Vector3 */
  55348. Vector3 = 8,
  55349. /** Vector4 */
  55350. Vector4 = 16,
  55351. /** Color3 */
  55352. Color3 = 32,
  55353. /** Color4 */
  55354. Color4 = 64,
  55355. /** Matrix */
  55356. Matrix = 128,
  55357. /** Detect type based on connection */
  55358. AutoDetect = 1024,
  55359. /** Output type that will be defined by input type */
  55360. BasedOnInput = 2048
  55361. }
  55362. }
  55363. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode" {
  55364. /**
  55365. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55366. */
  55367. export enum NodeMaterialBlockConnectionPointMode {
  55368. /** Value is an uniform */
  55369. Uniform = 0,
  55370. /** Value is a mesh attribute */
  55371. Attribute = 1,
  55372. /** Value is a varying between vertex and fragment shaders */
  55373. Varying = 2,
  55374. /** Mode is undefined */
  55375. Undefined = 3
  55376. }
  55377. }
  55378. declare module "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues" {
  55379. /**
  55380. * Enum used to define system values e.g. values automatically provided by the system
  55381. */
  55382. export enum NodeMaterialSystemValues {
  55383. /** World */
  55384. World = 1,
  55385. /** View */
  55386. View = 2,
  55387. /** Projection */
  55388. Projection = 3,
  55389. /** ViewProjection */
  55390. ViewProjection = 4,
  55391. /** WorldView */
  55392. WorldView = 5,
  55393. /** WorldViewProjection */
  55394. WorldViewProjection = 6,
  55395. /** CameraPosition */
  55396. CameraPosition = 7,
  55397. /** Fog Color */
  55398. FogColor = 8,
  55399. /** Delta time */
  55400. DeltaTime = 9
  55401. }
  55402. }
  55403. declare module "babylonjs/Materials/Node/Enums/index" {
  55404. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  55405. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  55406. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode";
  55407. export * from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  55408. }
  55409. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  55410. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55411. /**
  55412. * Root class for all node material optimizers
  55413. */
  55414. export class NodeMaterialOptimizer {
  55415. /**
  55416. * Function used to optimize a NodeMaterial graph
  55417. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  55418. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  55419. */
  55420. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  55421. }
  55422. }
  55423. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  55424. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55425. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55426. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55427. import { Scene } from "babylonjs/scene";
  55428. /**
  55429. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  55430. */
  55431. export class TransformBlock extends NodeMaterialBlock {
  55432. /**
  55433. * Defines the value to use to complement W value to transform it to a Vector4
  55434. */
  55435. complementW: number;
  55436. /**
  55437. * Defines the value to use to complement z value to transform it to a Vector4
  55438. */
  55439. complementZ: number;
  55440. /**
  55441. * Creates a new TransformBlock
  55442. * @param name defines the block name
  55443. */
  55444. constructor(name: string);
  55445. /**
  55446. * Gets the current class name
  55447. * @returns the class name
  55448. */
  55449. getClassName(): string;
  55450. /**
  55451. * Gets the vector input
  55452. */
  55453. readonly vector: NodeMaterialConnectionPoint;
  55454. /**
  55455. * Gets the output component
  55456. */
  55457. readonly output: NodeMaterialConnectionPoint;
  55458. /**
  55459. * Gets the matrix transform input
  55460. */
  55461. readonly transform: NodeMaterialConnectionPoint;
  55462. protected _buildBlock(state: NodeMaterialBuildState): this;
  55463. serialize(): any;
  55464. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55465. protected _dumpPropertiesCode(): string;
  55466. }
  55467. }
  55468. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  55469. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55470. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55471. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55472. /**
  55473. * Block used to output the vertex position
  55474. */
  55475. export class VertexOutputBlock extends NodeMaterialBlock {
  55476. /**
  55477. * Creates a new VertexOutputBlock
  55478. * @param name defines the block name
  55479. */
  55480. constructor(name: string);
  55481. /**
  55482. * Gets the current class name
  55483. * @returns the class name
  55484. */
  55485. getClassName(): string;
  55486. /**
  55487. * Gets the vector input component
  55488. */
  55489. readonly vector: NodeMaterialConnectionPoint;
  55490. protected _buildBlock(state: NodeMaterialBuildState): this;
  55491. }
  55492. }
  55493. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  55494. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55495. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55496. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55497. /**
  55498. * Block used to output the final color
  55499. */
  55500. export class FragmentOutputBlock extends NodeMaterialBlock {
  55501. /**
  55502. * Create a new FragmentOutputBlock
  55503. * @param name defines the block name
  55504. */
  55505. constructor(name: string);
  55506. /**
  55507. * Gets the current class name
  55508. * @returns the class name
  55509. */
  55510. getClassName(): string;
  55511. /**
  55512. * Gets the rgba input component
  55513. */
  55514. readonly rgba: NodeMaterialConnectionPoint;
  55515. /**
  55516. * Gets the rgb input component
  55517. */
  55518. readonly rgb: NodeMaterialConnectionPoint;
  55519. /**
  55520. * Gets the a input component
  55521. */
  55522. readonly a: NodeMaterialConnectionPoint;
  55523. protected _buildBlock(state: NodeMaterialBuildState): this;
  55524. }
  55525. }
  55526. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  55527. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55528. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55529. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55530. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55531. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55532. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55533. import { Effect } from "babylonjs/Materials/effect";
  55534. import { Mesh } from "babylonjs/Meshes/mesh";
  55535. import { Nullable } from "babylonjs/types";
  55536. import { Scene } from "babylonjs/scene";
  55537. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  55538. /**
  55539. * Block used to read a reflection texture from a sampler
  55540. */
  55541. export class ReflectionTextureBlock extends NodeMaterialBlock {
  55542. private _define3DName;
  55543. private _defineCubicName;
  55544. private _defineExplicitName;
  55545. private _defineProjectionName;
  55546. private _defineLocalCubicName;
  55547. private _defineSphericalName;
  55548. private _definePlanarName;
  55549. private _defineEquirectangularName;
  55550. private _defineMirroredEquirectangularFixedName;
  55551. private _defineEquirectangularFixedName;
  55552. private _defineSkyboxName;
  55553. private _cubeSamplerName;
  55554. private _2DSamplerName;
  55555. private _positionUVWName;
  55556. private _directionWName;
  55557. private _reflectionCoordsName;
  55558. private _reflection2DCoordsName;
  55559. private _reflectionColorName;
  55560. private _reflectionMatrixName;
  55561. /**
  55562. * Gets or sets the texture associated with the node
  55563. */
  55564. texture: Nullable<BaseTexture>;
  55565. /**
  55566. * Create a new TextureBlock
  55567. * @param name defines the block name
  55568. */
  55569. constructor(name: string);
  55570. /**
  55571. * Gets the current class name
  55572. * @returns the class name
  55573. */
  55574. getClassName(): string;
  55575. /**
  55576. * Gets the world position input component
  55577. */
  55578. readonly position: NodeMaterialConnectionPoint;
  55579. /**
  55580. * Gets the world position input component
  55581. */
  55582. readonly worldPosition: NodeMaterialConnectionPoint;
  55583. /**
  55584. * Gets the world normal input component
  55585. */
  55586. readonly worldNormal: NodeMaterialConnectionPoint;
  55587. /**
  55588. * Gets the world input component
  55589. */
  55590. readonly world: NodeMaterialConnectionPoint;
  55591. /**
  55592. * Gets the camera (or eye) position component
  55593. */
  55594. readonly cameraPosition: NodeMaterialConnectionPoint;
  55595. /**
  55596. * Gets the view input component
  55597. */
  55598. readonly view: NodeMaterialConnectionPoint;
  55599. /**
  55600. * Gets the rgb output component
  55601. */
  55602. readonly rgb: NodeMaterialConnectionPoint;
  55603. /**
  55604. * Gets the r output component
  55605. */
  55606. readonly r: NodeMaterialConnectionPoint;
  55607. /**
  55608. * Gets the g output component
  55609. */
  55610. readonly g: NodeMaterialConnectionPoint;
  55611. /**
  55612. * Gets the b output component
  55613. */
  55614. readonly b: NodeMaterialConnectionPoint;
  55615. autoConfigure(material: NodeMaterial): void;
  55616. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55617. isReady(): boolean;
  55618. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55619. private _injectVertexCode;
  55620. private _writeOutput;
  55621. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55622. protected _dumpPropertiesCode(): string;
  55623. serialize(): any;
  55624. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55625. }
  55626. }
  55627. declare module "babylonjs/Materials/Node/nodeMaterial" {
  55628. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55629. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  55630. import { Scene } from "babylonjs/scene";
  55631. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55632. import { Matrix } from "babylonjs/Maths/math.vector";
  55633. import { Mesh } from "babylonjs/Meshes/mesh";
  55634. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55635. import { Observable } from "babylonjs/Misc/observable";
  55636. import { SubMesh } from "babylonjs/Meshes/subMesh";
  55637. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  55638. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  55639. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  55640. import { Nullable } from "babylonjs/types";
  55641. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55642. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55643. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55644. /**
  55645. * Interface used to configure the node material editor
  55646. */
  55647. export interface INodeMaterialEditorOptions {
  55648. /** Define the URl to load node editor script */
  55649. editorURL?: string;
  55650. }
  55651. /** @hidden */
  55652. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  55653. /** BONES */
  55654. NUM_BONE_INFLUENCERS: number;
  55655. BonesPerMesh: number;
  55656. BONETEXTURE: boolean;
  55657. /** MORPH TARGETS */
  55658. MORPHTARGETS: boolean;
  55659. MORPHTARGETS_NORMAL: boolean;
  55660. MORPHTARGETS_TANGENT: boolean;
  55661. MORPHTARGETS_UV: boolean;
  55662. NUM_MORPH_INFLUENCERS: number;
  55663. /** IMAGE PROCESSING */
  55664. IMAGEPROCESSING: boolean;
  55665. VIGNETTE: boolean;
  55666. VIGNETTEBLENDMODEMULTIPLY: boolean;
  55667. VIGNETTEBLENDMODEOPAQUE: boolean;
  55668. TONEMAPPING: boolean;
  55669. TONEMAPPING_ACES: boolean;
  55670. CONTRAST: boolean;
  55671. EXPOSURE: boolean;
  55672. COLORCURVES: boolean;
  55673. COLORGRADING: boolean;
  55674. COLORGRADING3D: boolean;
  55675. SAMPLER3DGREENDEPTH: boolean;
  55676. SAMPLER3DBGRMAP: boolean;
  55677. IMAGEPROCESSINGPOSTPROCESS: boolean;
  55678. /** MISC. */
  55679. BUMPDIRECTUV: number;
  55680. constructor();
  55681. setValue(name: string, value: boolean): void;
  55682. }
  55683. /**
  55684. * Class used to configure NodeMaterial
  55685. */
  55686. export interface INodeMaterialOptions {
  55687. /**
  55688. * Defines if blocks should emit comments
  55689. */
  55690. emitComments: boolean;
  55691. }
  55692. /**
  55693. * Class used to create a node based material built by assembling shader blocks
  55694. */
  55695. export class NodeMaterial extends PushMaterial {
  55696. private static _BuildIdGenerator;
  55697. private _options;
  55698. private _vertexCompilationState;
  55699. private _fragmentCompilationState;
  55700. private _sharedData;
  55701. private _buildId;
  55702. private _buildWasSuccessful;
  55703. private _cachedWorldViewMatrix;
  55704. private _cachedWorldViewProjectionMatrix;
  55705. private _optimizers;
  55706. private _animationFrame;
  55707. /** Define the URl to load node editor script */
  55708. static EditorURL: string;
  55709. private BJSNODEMATERIALEDITOR;
  55710. /** Get the inspector from bundle or global */
  55711. private _getGlobalNodeMaterialEditor;
  55712. /**
  55713. * 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)
  55714. */
  55715. ignoreAlpha: boolean;
  55716. /**
  55717. * Defines the maximum number of lights that can be used in the material
  55718. */
  55719. maxSimultaneousLights: number;
  55720. /**
  55721. * Observable raised when the material is built
  55722. */
  55723. onBuildObservable: Observable<NodeMaterial>;
  55724. /**
  55725. * Gets or sets the root nodes of the material vertex shader
  55726. */
  55727. _vertexOutputNodes: NodeMaterialBlock[];
  55728. /**
  55729. * Gets or sets the root nodes of the material fragment (pixel) shader
  55730. */
  55731. _fragmentOutputNodes: NodeMaterialBlock[];
  55732. /** Gets or sets options to control the node material overall behavior */
  55733. options: INodeMaterialOptions;
  55734. /**
  55735. * Default configuration related to image processing available in the standard Material.
  55736. */
  55737. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  55738. /**
  55739. * Gets the image processing configuration used either in this material.
  55740. */
  55741. /**
  55742. * Sets the Default image processing configuration used either in the this material.
  55743. *
  55744. * If sets to null, the scene one is in use.
  55745. */
  55746. imageProcessingConfiguration: ImageProcessingConfiguration;
  55747. /**
  55748. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  55749. */
  55750. attachedBlocks: NodeMaterialBlock[];
  55751. /**
  55752. * Create a new node based material
  55753. * @param name defines the material name
  55754. * @param scene defines the hosting scene
  55755. * @param options defines creation option
  55756. */
  55757. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  55758. /**
  55759. * Gets the current class name of the material e.g. "NodeMaterial"
  55760. * @returns the class name
  55761. */
  55762. getClassName(): string;
  55763. /**
  55764. * Keep track of the image processing observer to allow dispose and replace.
  55765. */
  55766. private _imageProcessingObserver;
  55767. /**
  55768. * Attaches a new image processing configuration to the Standard Material.
  55769. * @param configuration
  55770. */
  55771. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  55772. /**
  55773. * Get a block by its name
  55774. * @param name defines the name of the block to retrieve
  55775. * @returns the required block or null if not found
  55776. */
  55777. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  55778. /**
  55779. * Get a block by its name
  55780. * @param predicate defines the predicate used to find the good candidate
  55781. * @returns the required block or null if not found
  55782. */
  55783. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  55784. /**
  55785. * Get an input block by its name
  55786. * @param predicate defines the predicate used to find the good candidate
  55787. * @returns the required input block or null if not found
  55788. */
  55789. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  55790. /**
  55791. * Gets the list of input blocks attached to this material
  55792. * @returns an array of InputBlocks
  55793. */
  55794. getInputBlocks(): InputBlock[];
  55795. /**
  55796. * Adds a new optimizer to the list of optimizers
  55797. * @param optimizer defines the optimizers to add
  55798. * @returns the current material
  55799. */
  55800. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  55801. /**
  55802. * Remove an optimizer from the list of optimizers
  55803. * @param optimizer defines the optimizers to remove
  55804. * @returns the current material
  55805. */
  55806. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  55807. /**
  55808. * Add a new block to the list of output nodes
  55809. * @param node defines the node to add
  55810. * @returns the current material
  55811. */
  55812. addOutputNode(node: NodeMaterialBlock): this;
  55813. /**
  55814. * Remove a block from the list of root nodes
  55815. * @param node defines the node to remove
  55816. * @returns the current material
  55817. */
  55818. removeOutputNode(node: NodeMaterialBlock): this;
  55819. private _addVertexOutputNode;
  55820. private _removeVertexOutputNode;
  55821. private _addFragmentOutputNode;
  55822. private _removeFragmentOutputNode;
  55823. /**
  55824. * Specifies if the material will require alpha blending
  55825. * @returns a boolean specifying if alpha blending is needed
  55826. */
  55827. needAlphaBlending(): boolean;
  55828. /**
  55829. * Specifies if this material should be rendered in alpha test mode
  55830. * @returns a boolean specifying if an alpha test is needed.
  55831. */
  55832. needAlphaTesting(): boolean;
  55833. private _initializeBlock;
  55834. private _resetDualBlocks;
  55835. /**
  55836. * Build the material and generates the inner effect
  55837. * @param verbose defines if the build should log activity
  55838. */
  55839. build(verbose?: boolean): void;
  55840. /**
  55841. * Runs an otpimization phase to try to improve the shader code
  55842. */
  55843. optimize(): void;
  55844. private _prepareDefinesForAttributes;
  55845. /**
  55846. * Get if the submesh is ready to be used and all its information available.
  55847. * Child classes can use it to update shaders
  55848. * @param mesh defines the mesh to check
  55849. * @param subMesh defines which submesh to check
  55850. * @param useInstances specifies that instances should be used
  55851. * @returns a boolean indicating that the submesh is ready or not
  55852. */
  55853. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  55854. /**
  55855. * Get a string representing the shaders built by the current node graph
  55856. */
  55857. readonly compiledShaders: string;
  55858. /**
  55859. * Binds the world matrix to the material
  55860. * @param world defines the world transformation matrix
  55861. */
  55862. bindOnlyWorldMatrix(world: Matrix): void;
  55863. /**
  55864. * Binds the submesh to this material by preparing the effect and shader to draw
  55865. * @param world defines the world transformation matrix
  55866. * @param mesh defines the mesh containing the submesh
  55867. * @param subMesh defines the submesh to bind the material to
  55868. */
  55869. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  55870. /**
  55871. * Gets the active textures from the material
  55872. * @returns an array of textures
  55873. */
  55874. getActiveTextures(): BaseTexture[];
  55875. /**
  55876. * Gets the list of texture blocks
  55877. * @returns an array of texture blocks
  55878. */
  55879. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  55880. /**
  55881. * Specifies if the material uses a texture
  55882. * @param texture defines the texture to check against the material
  55883. * @returns a boolean specifying if the material uses the texture
  55884. */
  55885. hasTexture(texture: BaseTexture): boolean;
  55886. /**
  55887. * Disposes the material
  55888. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  55889. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  55890. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  55891. */
  55892. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  55893. /** Creates the node editor window. */
  55894. private _createNodeEditor;
  55895. /**
  55896. * Launch the node material editor
  55897. * @param config Define the configuration of the editor
  55898. * @return a promise fulfilled when the node editor is visible
  55899. */
  55900. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  55901. /**
  55902. * Clear the current material
  55903. */
  55904. clear(): void;
  55905. /**
  55906. * Clear the current material and set it to a default state
  55907. */
  55908. setToDefault(): void;
  55909. /**
  55910. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  55911. * @param url defines the url to load from
  55912. * @returns a promise that will fullfil when the material is fully loaded
  55913. */
  55914. loadAsync(url: string): Promise<void>;
  55915. private _gatherBlocks;
  55916. /**
  55917. * Generate a string containing the code declaration required to create an equivalent of this material
  55918. * @returns a string
  55919. */
  55920. generateCode(): string;
  55921. /**
  55922. * Serializes this material in a JSON representation
  55923. * @returns the serialized material object
  55924. */
  55925. serialize(): any;
  55926. private _restoreConnections;
  55927. /**
  55928. * Clear the current graph and load a new one from a serialization object
  55929. * @param source defines the JSON representation of the material
  55930. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  55931. */
  55932. loadFromSerialization(source: any, rootUrl?: string): void;
  55933. /**
  55934. * Creates a node material from parsed material data
  55935. * @param source defines the JSON representation of the material
  55936. * @param scene defines the hosting scene
  55937. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  55938. * @returns a new node material
  55939. */
  55940. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  55941. /**
  55942. * Creates a new node material set to default basic configuration
  55943. * @param name defines the name of the material
  55944. * @param scene defines the hosting scene
  55945. * @returns a new NodeMaterial
  55946. */
  55947. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  55948. }
  55949. }
  55950. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  55951. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55952. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55953. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  55954. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55955. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55956. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55957. import { Effect } from "babylonjs/Materials/effect";
  55958. import { Mesh } from "babylonjs/Meshes/mesh";
  55959. import { Nullable } from "babylonjs/types";
  55960. import { Texture } from "babylonjs/Materials/Textures/texture";
  55961. import { Scene } from "babylonjs/scene";
  55962. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  55963. /**
  55964. * Block used to read a texture from a sampler
  55965. */
  55966. export class TextureBlock extends NodeMaterialBlock {
  55967. private _defineName;
  55968. private _linearDefineName;
  55969. private _samplerName;
  55970. private _transformedUVName;
  55971. private _textureTransformName;
  55972. private _textureInfoName;
  55973. private _mainUVName;
  55974. private _mainUVDefineName;
  55975. /**
  55976. * Gets or sets the texture associated with the node
  55977. */
  55978. texture: Nullable<Texture>;
  55979. /**
  55980. * Create a new TextureBlock
  55981. * @param name defines the block name
  55982. */
  55983. constructor(name: string);
  55984. /**
  55985. * Gets the current class name
  55986. * @returns the class name
  55987. */
  55988. getClassName(): string;
  55989. /**
  55990. * Gets the uv input component
  55991. */
  55992. readonly uv: NodeMaterialConnectionPoint;
  55993. /**
  55994. * Gets the rgba output component
  55995. */
  55996. readonly rgba: NodeMaterialConnectionPoint;
  55997. /**
  55998. * Gets the rgb output component
  55999. */
  56000. readonly rgb: NodeMaterialConnectionPoint;
  56001. /**
  56002. * Gets the r output component
  56003. */
  56004. readonly r: NodeMaterialConnectionPoint;
  56005. /**
  56006. * Gets the g output component
  56007. */
  56008. readonly g: NodeMaterialConnectionPoint;
  56009. /**
  56010. * Gets the b output component
  56011. */
  56012. readonly b: NodeMaterialConnectionPoint;
  56013. /**
  56014. * Gets the a output component
  56015. */
  56016. readonly a: NodeMaterialConnectionPoint;
  56017. readonly target: NodeMaterialBlockTargets;
  56018. autoConfigure(material: NodeMaterial): void;
  56019. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56020. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56021. isReady(): boolean;
  56022. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56023. private readonly _isMixed;
  56024. private _injectVertexCode;
  56025. private _writeOutput;
  56026. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56027. protected _dumpPropertiesCode(): string;
  56028. serialize(): any;
  56029. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56030. }
  56031. }
  56032. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  56033. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56034. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56035. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56036. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56037. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56038. import { Scene } from "babylonjs/scene";
  56039. /**
  56040. * Class used to store shared data between 2 NodeMaterialBuildState
  56041. */
  56042. export class NodeMaterialBuildStateSharedData {
  56043. /**
  56044. * Gets the list of emitted varyings
  56045. */
  56046. temps: string[];
  56047. /**
  56048. * Gets the list of emitted varyings
  56049. */
  56050. varyings: string[];
  56051. /**
  56052. * Gets the varying declaration string
  56053. */
  56054. varyingDeclaration: string;
  56055. /**
  56056. * Input blocks
  56057. */
  56058. inputBlocks: InputBlock[];
  56059. /**
  56060. * Input blocks
  56061. */
  56062. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  56063. /**
  56064. * Bindable blocks (Blocks that need to set data to the effect)
  56065. */
  56066. bindableBlocks: NodeMaterialBlock[];
  56067. /**
  56068. * List of blocks that can provide a compilation fallback
  56069. */
  56070. blocksWithFallbacks: NodeMaterialBlock[];
  56071. /**
  56072. * List of blocks that can provide a define update
  56073. */
  56074. blocksWithDefines: NodeMaterialBlock[];
  56075. /**
  56076. * List of blocks that can provide a repeatable content
  56077. */
  56078. repeatableContentBlocks: NodeMaterialBlock[];
  56079. /**
  56080. * List of blocks that can provide a dynamic list of uniforms
  56081. */
  56082. dynamicUniformBlocks: NodeMaterialBlock[];
  56083. /**
  56084. * List of blocks that can block the isReady function for the material
  56085. */
  56086. blockingBlocks: NodeMaterialBlock[];
  56087. /**
  56088. * Gets the list of animated inputs
  56089. */
  56090. animatedInputs: InputBlock[];
  56091. /**
  56092. * Build Id used to avoid multiple recompilations
  56093. */
  56094. buildId: number;
  56095. /** List of emitted variables */
  56096. variableNames: {
  56097. [key: string]: number;
  56098. };
  56099. /** List of emitted defines */
  56100. defineNames: {
  56101. [key: string]: number;
  56102. };
  56103. /** Should emit comments? */
  56104. emitComments: boolean;
  56105. /** Emit build activity */
  56106. verbose: boolean;
  56107. /** Gets or sets the hosting scene */
  56108. scene: Scene;
  56109. /**
  56110. * Gets the compilation hints emitted at compilation time
  56111. */
  56112. hints: {
  56113. needWorldViewMatrix: boolean;
  56114. needWorldViewProjectionMatrix: boolean;
  56115. needAlphaBlending: boolean;
  56116. needAlphaTesting: boolean;
  56117. };
  56118. /**
  56119. * List of compilation checks
  56120. */
  56121. checks: {
  56122. emitVertex: boolean;
  56123. emitFragment: boolean;
  56124. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  56125. };
  56126. /** Creates a new shared data */
  56127. constructor();
  56128. /**
  56129. * Emits console errors and exceptions if there is a failing check
  56130. */
  56131. emitErrors(): void;
  56132. }
  56133. }
  56134. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  56135. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56136. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56137. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  56138. /**
  56139. * Class used to store node based material build state
  56140. */
  56141. export class NodeMaterialBuildState {
  56142. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  56143. supportUniformBuffers: boolean;
  56144. /**
  56145. * Gets the list of emitted attributes
  56146. */
  56147. attributes: string[];
  56148. /**
  56149. * Gets the list of emitted uniforms
  56150. */
  56151. uniforms: string[];
  56152. /**
  56153. * Gets the list of emitted constants
  56154. */
  56155. constants: string[];
  56156. /**
  56157. * Gets the list of emitted samplers
  56158. */
  56159. samplers: string[];
  56160. /**
  56161. * Gets the list of emitted functions
  56162. */
  56163. functions: {
  56164. [key: string]: string;
  56165. };
  56166. /**
  56167. * Gets the list of emitted extensions
  56168. */
  56169. extensions: {
  56170. [key: string]: string;
  56171. };
  56172. /**
  56173. * Gets the target of the compilation state
  56174. */
  56175. target: NodeMaterialBlockTargets;
  56176. /**
  56177. * Gets the list of emitted counters
  56178. */
  56179. counters: {
  56180. [key: string]: number;
  56181. };
  56182. /**
  56183. * Shared data between multiple NodeMaterialBuildState instances
  56184. */
  56185. sharedData: NodeMaterialBuildStateSharedData;
  56186. /** @hidden */
  56187. _vertexState: NodeMaterialBuildState;
  56188. /** @hidden */
  56189. _attributeDeclaration: string;
  56190. /** @hidden */
  56191. _uniformDeclaration: string;
  56192. /** @hidden */
  56193. _constantDeclaration: string;
  56194. /** @hidden */
  56195. _samplerDeclaration: string;
  56196. /** @hidden */
  56197. _varyingTransfer: string;
  56198. private _repeatableContentAnchorIndex;
  56199. /** @hidden */
  56200. _builtCompilationString: string;
  56201. /**
  56202. * Gets the emitted compilation strings
  56203. */
  56204. compilationString: string;
  56205. /**
  56206. * Finalize the compilation strings
  56207. * @param state defines the current compilation state
  56208. */
  56209. finalize(state: NodeMaterialBuildState): void;
  56210. /** @hidden */
  56211. readonly _repeatableContentAnchor: string;
  56212. /** @hidden */
  56213. _getFreeVariableName(prefix: string): string;
  56214. /** @hidden */
  56215. _getFreeDefineName(prefix: string): string;
  56216. /** @hidden */
  56217. _excludeVariableName(name: string): void;
  56218. /** @hidden */
  56219. _emit2DSampler(name: string): void;
  56220. /** @hidden */
  56221. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  56222. /** @hidden */
  56223. _emitExtension(name: string, extension: string): void;
  56224. /** @hidden */
  56225. _emitFunction(name: string, code: string, comments: string): void;
  56226. /** @hidden */
  56227. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  56228. replaceStrings?: {
  56229. search: RegExp;
  56230. replace: string;
  56231. }[];
  56232. repeatKey?: string;
  56233. }): string;
  56234. /** @hidden */
  56235. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  56236. repeatKey?: string;
  56237. removeAttributes?: boolean;
  56238. removeUniforms?: boolean;
  56239. removeVaryings?: boolean;
  56240. removeIfDef?: boolean;
  56241. replaceStrings?: {
  56242. search: RegExp;
  56243. replace: string;
  56244. }[];
  56245. }, storeKey?: string): void;
  56246. /** @hidden */
  56247. _registerTempVariable(name: string): boolean;
  56248. /** @hidden */
  56249. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  56250. /** @hidden */
  56251. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  56252. /** @hidden */
  56253. _emitFloat(value: number): string;
  56254. }
  56255. }
  56256. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  56257. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56258. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56259. import { Nullable } from "babylonjs/types";
  56260. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56261. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56262. import { Effect } from "babylonjs/Materials/effect";
  56263. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56264. import { Mesh } from "babylonjs/Meshes/mesh";
  56265. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56266. import { Scene } from "babylonjs/scene";
  56267. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  56268. /**
  56269. * Defines a block that can be used inside a node based material
  56270. */
  56271. export class NodeMaterialBlock {
  56272. private _buildId;
  56273. private _buildTarget;
  56274. private _target;
  56275. private _isFinalMerger;
  56276. private _isInput;
  56277. /** @hidden */
  56278. _codeVariableName: string;
  56279. /** @hidden */
  56280. _inputs: NodeMaterialConnectionPoint[];
  56281. /** @hidden */
  56282. _outputs: NodeMaterialConnectionPoint[];
  56283. /** @hidden */
  56284. _preparationId: number;
  56285. /**
  56286. * Gets or sets the name of the block
  56287. */
  56288. name: string;
  56289. /**
  56290. * Gets or sets the unique id of the node
  56291. */
  56292. uniqueId: number;
  56293. /**
  56294. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  56295. */
  56296. readonly isFinalMerger: boolean;
  56297. /**
  56298. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  56299. */
  56300. readonly isInput: boolean;
  56301. /**
  56302. * Gets or sets the build Id
  56303. */
  56304. buildId: number;
  56305. /**
  56306. * Gets or sets the target of the block
  56307. */
  56308. target: NodeMaterialBlockTargets;
  56309. /**
  56310. * Gets the list of input points
  56311. */
  56312. readonly inputs: NodeMaterialConnectionPoint[];
  56313. /** Gets the list of output points */
  56314. readonly outputs: NodeMaterialConnectionPoint[];
  56315. /**
  56316. * Find an input by its name
  56317. * @param name defines the name of the input to look for
  56318. * @returns the input or null if not found
  56319. */
  56320. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56321. /**
  56322. * Find an output by its name
  56323. * @param name defines the name of the outputto look for
  56324. * @returns the output or null if not found
  56325. */
  56326. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56327. /**
  56328. * Creates a new NodeMaterialBlock
  56329. * @param name defines the block name
  56330. * @param target defines the target of that block (Vertex by default)
  56331. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  56332. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  56333. */
  56334. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  56335. /**
  56336. * Initialize the block and prepare the context for build
  56337. * @param state defines the state that will be used for the build
  56338. */
  56339. initialize(state: NodeMaterialBuildState): void;
  56340. /**
  56341. * Bind data to effect. Will only be called for blocks with isBindable === true
  56342. * @param effect defines the effect to bind data to
  56343. * @param nodeMaterial defines the hosting NodeMaterial
  56344. * @param mesh defines the mesh that will be rendered
  56345. */
  56346. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56347. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  56348. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  56349. protected _writeFloat(value: number): string;
  56350. /**
  56351. * Gets the current class name e.g. "NodeMaterialBlock"
  56352. * @returns the class name
  56353. */
  56354. getClassName(): string;
  56355. /**
  56356. * Register a new input. Must be called inside a block constructor
  56357. * @param name defines the connection point name
  56358. * @param type defines the connection point type
  56359. * @param isOptional defines a boolean indicating that this input can be omitted
  56360. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56361. * @returns the current block
  56362. */
  56363. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  56364. /**
  56365. * Register a new output. Must be called inside a block constructor
  56366. * @param name defines the connection point name
  56367. * @param type defines the connection point type
  56368. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56369. * @returns the current block
  56370. */
  56371. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  56372. /**
  56373. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  56374. * @param forOutput defines an optional connection point to check compatibility with
  56375. * @returns the first available input or null
  56376. */
  56377. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  56378. /**
  56379. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  56380. * @param forBlock defines an optional block to check compatibility with
  56381. * @returns the first available input or null
  56382. */
  56383. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  56384. /**
  56385. * Gets the sibling of the given output
  56386. * @param current defines the current output
  56387. * @returns the next output in the list or null
  56388. */
  56389. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  56390. /**
  56391. * Connect current block with another block
  56392. * @param other defines the block to connect with
  56393. * @param options define the various options to help pick the right connections
  56394. * @returns the current block
  56395. */
  56396. connectTo(other: NodeMaterialBlock, options?: {
  56397. input?: string;
  56398. output?: string;
  56399. outputSwizzle?: string;
  56400. }): this | undefined;
  56401. protected _buildBlock(state: NodeMaterialBuildState): void;
  56402. /**
  56403. * Add uniforms, samplers and uniform buffers at compilation time
  56404. * @param state defines the state to update
  56405. * @param nodeMaterial defines the node material requesting the update
  56406. * @param defines defines the material defines to update
  56407. * @param uniformBuffers defines the list of uniform buffer names
  56408. */
  56409. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  56410. /**
  56411. * Add potential fallbacks if shader compilation fails
  56412. * @param mesh defines the mesh to be rendered
  56413. * @param fallbacks defines the current prioritized list of fallbacks
  56414. */
  56415. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  56416. /**
  56417. * Initialize defines for shader compilation
  56418. * @param mesh defines the mesh to be rendered
  56419. * @param nodeMaterial defines the node material requesting the update
  56420. * @param defines defines the material defines to update
  56421. * @param useInstances specifies that instances should be used
  56422. */
  56423. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56424. /**
  56425. * Update defines for shader compilation
  56426. * @param mesh defines the mesh to be rendered
  56427. * @param nodeMaterial defines the node material requesting the update
  56428. * @param defines defines the material defines to update
  56429. * @param useInstances specifies that instances should be used
  56430. */
  56431. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56432. /**
  56433. * Lets the block try to connect some inputs automatically
  56434. * @param material defines the hosting NodeMaterial
  56435. */
  56436. autoConfigure(material: NodeMaterial): void;
  56437. /**
  56438. * Function called when a block is declared as repeatable content generator
  56439. * @param vertexShaderState defines the current compilation state for the vertex shader
  56440. * @param fragmentShaderState defines the current compilation state for the fragment shader
  56441. * @param mesh defines the mesh to be rendered
  56442. * @param defines defines the material defines to update
  56443. */
  56444. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  56445. /**
  56446. * Checks if the block is ready
  56447. * @param mesh defines the mesh to be rendered
  56448. * @param nodeMaterial defines the node material requesting the update
  56449. * @param defines defines the material defines to update
  56450. * @param useInstances specifies that instances should be used
  56451. * @returns true if the block is ready
  56452. */
  56453. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  56454. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  56455. private _processBuild;
  56456. /**
  56457. * Compile the current node and generate the shader code
  56458. * @param state defines the current compilation state (uniforms, samplers, current string)
  56459. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  56460. * @returns true if already built
  56461. */
  56462. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  56463. protected _inputRename(name: string): string;
  56464. protected _outputRename(name: string): string;
  56465. protected _dumpPropertiesCode(): string;
  56466. /** @hidden */
  56467. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  56468. /**
  56469. * Clone the current block to a new identical block
  56470. * @param scene defines the hosting scene
  56471. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56472. * @returns a copy of the current block
  56473. */
  56474. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  56475. /**
  56476. * Serializes this block in a JSON representation
  56477. * @returns the serialized block object
  56478. */
  56479. serialize(): any;
  56480. /** @hidden */
  56481. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56482. /**
  56483. * Release resources
  56484. */
  56485. dispose(): void;
  56486. }
  56487. }
  56488. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  56489. /**
  56490. * Enum defining the type of animations supported by InputBlock
  56491. */
  56492. export enum AnimatedInputBlockTypes {
  56493. /** No animation */
  56494. None = 0,
  56495. /** Time based animation. Will only work for floats */
  56496. Time = 1
  56497. }
  56498. }
  56499. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  56500. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56501. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56502. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  56503. import { Nullable } from "babylonjs/types";
  56504. import { Effect } from "babylonjs/Materials/effect";
  56505. import { Matrix } from "babylonjs/Maths/math.vector";
  56506. import { Scene } from "babylonjs/scene";
  56507. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56508. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56509. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56510. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  56511. /**
  56512. * Block used to expose an input value
  56513. */
  56514. export class InputBlock extends NodeMaterialBlock {
  56515. private _mode;
  56516. private _associatedVariableName;
  56517. private _storedValue;
  56518. private _valueCallback;
  56519. private _type;
  56520. private _animationType;
  56521. /** Gets or set a value used to limit the range of float values */
  56522. min: number;
  56523. /** Gets or set a value used to limit the range of float values */
  56524. max: number;
  56525. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  56526. matrixMode: number;
  56527. /** @hidden */
  56528. _systemValue: Nullable<NodeMaterialSystemValues>;
  56529. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  56530. visibleInInspector: boolean;
  56531. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  56532. isConstant: boolean;
  56533. /**
  56534. * Gets or sets the connection point type (default is float)
  56535. */
  56536. readonly type: NodeMaterialBlockConnectionPointTypes;
  56537. /**
  56538. * Creates a new InputBlock
  56539. * @param name defines the block name
  56540. * @param target defines the target of that block (Vertex by default)
  56541. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  56542. */
  56543. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  56544. /**
  56545. * Gets the output component
  56546. */
  56547. readonly output: NodeMaterialConnectionPoint;
  56548. /**
  56549. * Set the source of this connection point to a vertex attribute
  56550. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  56551. * @returns the current connection point
  56552. */
  56553. setAsAttribute(attributeName?: string): InputBlock;
  56554. /**
  56555. * Set the source of this connection point to a system value
  56556. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  56557. * @returns the current connection point
  56558. */
  56559. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  56560. /**
  56561. * Gets or sets the value of that point.
  56562. * Please note that this value will be ignored if valueCallback is defined
  56563. */
  56564. value: any;
  56565. /**
  56566. * Gets or sets a callback used to get the value of that point.
  56567. * Please note that setting this value will force the connection point to ignore the value property
  56568. */
  56569. valueCallback: () => any;
  56570. /**
  56571. * Gets or sets the associated variable name in the shader
  56572. */
  56573. associatedVariableName: string;
  56574. /** Gets or sets the type of animation applied to the input */
  56575. animationType: AnimatedInputBlockTypes;
  56576. /**
  56577. * Gets a boolean indicating that this connection point not defined yet
  56578. */
  56579. readonly isUndefined: boolean;
  56580. /**
  56581. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  56582. * In this case the connection point name must be the name of the uniform to use.
  56583. * Can only be set on inputs
  56584. */
  56585. isUniform: boolean;
  56586. /**
  56587. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  56588. * In this case the connection point name must be the name of the attribute to use
  56589. * Can only be set on inputs
  56590. */
  56591. isAttribute: boolean;
  56592. /**
  56593. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  56594. * Can only be set on exit points
  56595. */
  56596. isVarying: boolean;
  56597. /**
  56598. * Gets a boolean indicating that the current connection point is a system value
  56599. */
  56600. readonly isSystemValue: boolean;
  56601. /**
  56602. * Gets or sets the current well known value or null if not defined as a system value
  56603. */
  56604. systemValue: Nullable<NodeMaterialSystemValues>;
  56605. /**
  56606. * Gets the current class name
  56607. * @returns the class name
  56608. */
  56609. getClassName(): string;
  56610. /**
  56611. * Animate the input if animationType !== None
  56612. * @param scene defines the rendering scene
  56613. */
  56614. animate(scene: Scene): void;
  56615. private _emitDefine;
  56616. initialize(state: NodeMaterialBuildState): void;
  56617. /**
  56618. * Set the input block to its default value (based on its type)
  56619. */
  56620. setDefaultValue(): void;
  56621. private _emitConstant;
  56622. private _emit;
  56623. /** @hidden */
  56624. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  56625. /** @hidden */
  56626. _transmit(effect: Effect, scene: Scene): void;
  56627. protected _buildBlock(state: NodeMaterialBuildState): void;
  56628. protected _dumpPropertiesCode(): string;
  56629. serialize(): any;
  56630. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56631. }
  56632. }
  56633. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  56634. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56635. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56636. import { Nullable } from "babylonjs/types";
  56637. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56638. import { Observable } from "babylonjs/Misc/observable";
  56639. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56640. /**
  56641. * Defines a connection point for a block
  56642. */
  56643. export class NodeMaterialConnectionPoint {
  56644. /** @hidden */
  56645. _ownerBlock: NodeMaterialBlock;
  56646. /** @hidden */
  56647. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  56648. private _endpoints;
  56649. private _associatedVariableName;
  56650. /** @hidden */
  56651. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  56652. /** @hidden */
  56653. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  56654. private _type;
  56655. /** @hidden */
  56656. _enforceAssociatedVariableName: boolean;
  56657. /**
  56658. * Gets or sets the additional types supported by this connection point
  56659. */
  56660. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  56661. /**
  56662. * Gets or sets the additional types excluded by this connection point
  56663. */
  56664. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  56665. /**
  56666. * Observable triggered when this point is connected
  56667. */
  56668. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  56669. /**
  56670. * Gets or sets the associated variable name in the shader
  56671. */
  56672. associatedVariableName: string;
  56673. /**
  56674. * Gets or sets the connection point type (default is float)
  56675. */
  56676. type: NodeMaterialBlockConnectionPointTypes;
  56677. /**
  56678. * Gets or sets the connection point name
  56679. */
  56680. name: string;
  56681. /**
  56682. * Gets or sets a boolean indicating that this connection point can be omitted
  56683. */
  56684. isOptional: boolean;
  56685. /**
  56686. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  56687. */
  56688. define: string;
  56689. /** @hidden */
  56690. _prioritizeVertex: boolean;
  56691. private _target;
  56692. /** Gets or sets the target of that connection point */
  56693. target: NodeMaterialBlockTargets;
  56694. /**
  56695. * Gets a boolean indicating that the current point is connected
  56696. */
  56697. readonly isConnected: boolean;
  56698. /**
  56699. * Gets a boolean indicating that the current point is connected to an input block
  56700. */
  56701. readonly isConnectedToInputBlock: boolean;
  56702. /**
  56703. * Gets a the connected input block (if any)
  56704. */
  56705. readonly connectInputBlock: Nullable<InputBlock>;
  56706. /** Get the other side of the connection (if any) */
  56707. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  56708. /** Get the block that owns this connection point */
  56709. readonly ownerBlock: NodeMaterialBlock;
  56710. /** Get the block connected on the other side of this connection (if any) */
  56711. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  56712. /** Get the block connected on the endpoints of this connection (if any) */
  56713. readonly connectedBlocks: Array<NodeMaterialBlock>;
  56714. /** Gets the list of connected endpoints */
  56715. readonly endpoints: NodeMaterialConnectionPoint[];
  56716. /** Gets a boolean indicating if that output point is connected to at least one input */
  56717. readonly hasEndpoints: boolean;
  56718. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  56719. readonly isConnectedInVertexShader: boolean;
  56720. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  56721. readonly isConnectedInFragmentShader: boolean;
  56722. /**
  56723. * Creates a new connection point
  56724. * @param name defines the connection point name
  56725. * @param ownerBlock defines the block hosting this connection point
  56726. */
  56727. constructor(name: string, ownerBlock: NodeMaterialBlock);
  56728. /**
  56729. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  56730. * @returns the class name
  56731. */
  56732. getClassName(): string;
  56733. /**
  56734. * Gets an boolean indicating if the current point can be connected to another point
  56735. * @param connectionPoint defines the other connection point
  56736. * @returns true if the connection is possible
  56737. */
  56738. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  56739. /**
  56740. * Connect this point to another connection point
  56741. * @param connectionPoint defines the other connection point
  56742. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  56743. * @returns the current connection point
  56744. */
  56745. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  56746. /**
  56747. * Disconnect this point from one of his endpoint
  56748. * @param endpoint defines the other connection point
  56749. * @returns the current connection point
  56750. */
  56751. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  56752. /**
  56753. * Serializes this point in a JSON representation
  56754. * @returns the serialized point object
  56755. */
  56756. serialize(): any;
  56757. /**
  56758. * Release resources
  56759. */
  56760. dispose(): void;
  56761. }
  56762. }
  56763. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  56764. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56765. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56766. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56767. import { Mesh } from "babylonjs/Meshes/mesh";
  56768. import { Effect } from "babylonjs/Materials/effect";
  56769. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56770. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56771. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  56772. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  56773. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  56774. /**
  56775. * Block used to add support for vertex skinning (bones)
  56776. */
  56777. export class BonesBlock extends NodeMaterialBlock {
  56778. /**
  56779. * Creates a new BonesBlock
  56780. * @param name defines the block name
  56781. */
  56782. constructor(name: string);
  56783. /**
  56784. * Initialize the block and prepare the context for build
  56785. * @param state defines the state that will be used for the build
  56786. */
  56787. initialize(state: NodeMaterialBuildState): void;
  56788. /**
  56789. * Gets the current class name
  56790. * @returns the class name
  56791. */
  56792. getClassName(): string;
  56793. /**
  56794. * Gets the matrix indices input component
  56795. */
  56796. readonly matricesIndices: NodeMaterialConnectionPoint;
  56797. /**
  56798. * Gets the matrix weights input component
  56799. */
  56800. readonly matricesWeights: NodeMaterialConnectionPoint;
  56801. /**
  56802. * Gets the extra matrix indices input component
  56803. */
  56804. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  56805. /**
  56806. * Gets the extra matrix weights input component
  56807. */
  56808. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  56809. /**
  56810. * Gets the world input component
  56811. */
  56812. readonly world: NodeMaterialConnectionPoint;
  56813. /**
  56814. * Gets the output component
  56815. */
  56816. readonly output: NodeMaterialConnectionPoint;
  56817. autoConfigure(material: NodeMaterial): void;
  56818. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  56819. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56820. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56821. protected _buildBlock(state: NodeMaterialBuildState): this;
  56822. }
  56823. }
  56824. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  56825. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56826. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56827. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56828. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56829. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56830. /**
  56831. * Block used to add support for instances
  56832. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  56833. */
  56834. export class InstancesBlock extends NodeMaterialBlock {
  56835. /**
  56836. * Creates a new InstancesBlock
  56837. * @param name defines the block name
  56838. */
  56839. constructor(name: string);
  56840. /**
  56841. * Gets the current class name
  56842. * @returns the class name
  56843. */
  56844. getClassName(): string;
  56845. /**
  56846. * Gets the first world row input component
  56847. */
  56848. readonly world0: NodeMaterialConnectionPoint;
  56849. /**
  56850. * Gets the second world row input component
  56851. */
  56852. readonly world1: NodeMaterialConnectionPoint;
  56853. /**
  56854. * Gets the third world row input component
  56855. */
  56856. readonly world2: NodeMaterialConnectionPoint;
  56857. /**
  56858. * Gets the forth world row input component
  56859. */
  56860. readonly world3: NodeMaterialConnectionPoint;
  56861. /**
  56862. * Gets the world input component
  56863. */
  56864. readonly world: NodeMaterialConnectionPoint;
  56865. /**
  56866. * Gets the output component
  56867. */
  56868. readonly output: NodeMaterialConnectionPoint;
  56869. autoConfigure(material: NodeMaterial): void;
  56870. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56871. protected _buildBlock(state: NodeMaterialBuildState): this;
  56872. }
  56873. }
  56874. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  56875. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56876. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56877. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56878. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56879. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56880. import { Effect } from "babylonjs/Materials/effect";
  56881. import { Mesh } from "babylonjs/Meshes/mesh";
  56882. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  56883. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  56884. /**
  56885. * Block used to add morph targets support to vertex shader
  56886. */
  56887. export class MorphTargetsBlock extends NodeMaterialBlock {
  56888. private _repeatableContentAnchor;
  56889. private _repeatebleContentGenerated;
  56890. /**
  56891. * Create a new MorphTargetsBlock
  56892. * @param name defines the block name
  56893. */
  56894. constructor(name: string);
  56895. /**
  56896. * Gets the current class name
  56897. * @returns the class name
  56898. */
  56899. getClassName(): string;
  56900. /**
  56901. * Gets the position input component
  56902. */
  56903. readonly position: NodeMaterialConnectionPoint;
  56904. /**
  56905. * Gets the normal input component
  56906. */
  56907. readonly normal: NodeMaterialConnectionPoint;
  56908. /**
  56909. * Gets the tangent input component
  56910. */
  56911. readonly tangent: NodeMaterialConnectionPoint;
  56912. /**
  56913. * Gets the tangent input component
  56914. */
  56915. readonly uv: NodeMaterialConnectionPoint;
  56916. /**
  56917. * Gets the position output component
  56918. */
  56919. readonly positionOutput: NodeMaterialConnectionPoint;
  56920. /**
  56921. * Gets the normal output component
  56922. */
  56923. readonly normalOutput: NodeMaterialConnectionPoint;
  56924. /**
  56925. * Gets the tangent output component
  56926. */
  56927. readonly tangentOutput: NodeMaterialConnectionPoint;
  56928. /**
  56929. * Gets the tangent output component
  56930. */
  56931. readonly uvOutput: NodeMaterialConnectionPoint;
  56932. initialize(state: NodeMaterialBuildState): void;
  56933. autoConfigure(material: NodeMaterial): void;
  56934. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56935. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56936. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  56937. protected _buildBlock(state: NodeMaterialBuildState): this;
  56938. }
  56939. }
  56940. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  56941. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56942. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56943. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56944. import { Nullable } from "babylonjs/types";
  56945. import { Scene } from "babylonjs/scene";
  56946. import { Effect } from "babylonjs/Materials/effect";
  56947. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56948. import { Mesh } from "babylonjs/Meshes/mesh";
  56949. import { Light } from "babylonjs/Lights/light";
  56950. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56951. /**
  56952. * Block used to get data information from a light
  56953. */
  56954. export class LightInformationBlock extends NodeMaterialBlock {
  56955. private _lightDataUniformName;
  56956. private _lightColorUniformName;
  56957. private _lightTypeDefineName;
  56958. /**
  56959. * Gets or sets the light associated with this block
  56960. */
  56961. light: Nullable<Light>;
  56962. /**
  56963. * Creates a new LightInformationBlock
  56964. * @param name defines the block name
  56965. */
  56966. constructor(name: string);
  56967. /**
  56968. * Gets the current class name
  56969. * @returns the class name
  56970. */
  56971. getClassName(): string;
  56972. /**
  56973. * Gets the world position input component
  56974. */
  56975. readonly worldPosition: NodeMaterialConnectionPoint;
  56976. /**
  56977. * Gets the direction output component
  56978. */
  56979. readonly direction: NodeMaterialConnectionPoint;
  56980. /**
  56981. * Gets the direction output component
  56982. */
  56983. readonly color: NodeMaterialConnectionPoint;
  56984. /**
  56985. * Gets the direction output component
  56986. */
  56987. readonly intensity: NodeMaterialConnectionPoint;
  56988. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56989. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56990. protected _buildBlock(state: NodeMaterialBuildState): this;
  56991. serialize(): any;
  56992. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56993. }
  56994. }
  56995. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  56996. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  56997. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  56998. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  56999. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  57000. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  57001. }
  57002. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  57003. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57004. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57005. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57006. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57007. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57008. import { Effect } from "babylonjs/Materials/effect";
  57009. import { Mesh } from "babylonjs/Meshes/mesh";
  57010. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57011. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  57012. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  57013. /**
  57014. * Block used to add image processing support to fragment shader
  57015. */
  57016. export class ImageProcessingBlock extends NodeMaterialBlock {
  57017. /**
  57018. * Create a new ImageProcessingBlock
  57019. * @param name defines the block name
  57020. */
  57021. constructor(name: string);
  57022. /**
  57023. * Gets the current class name
  57024. * @returns the class name
  57025. */
  57026. getClassName(): string;
  57027. /**
  57028. * Gets the color input component
  57029. */
  57030. readonly color: NodeMaterialConnectionPoint;
  57031. /**
  57032. * Gets the output component
  57033. */
  57034. readonly output: NodeMaterialConnectionPoint;
  57035. /**
  57036. * Initialize the block and prepare the context for build
  57037. * @param state defines the state that will be used for the build
  57038. */
  57039. initialize(state: NodeMaterialBuildState): void;
  57040. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  57041. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57042. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57043. protected _buildBlock(state: NodeMaterialBuildState): this;
  57044. }
  57045. }
  57046. declare module "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock" {
  57047. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57048. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57049. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57050. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57051. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57052. import { Effect } from "babylonjs/Materials/effect";
  57053. import { Mesh } from "babylonjs/Meshes/mesh";
  57054. import { Scene } from "babylonjs/scene";
  57055. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  57056. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  57057. /**
  57058. * Block used to pertub normals based on a normal map
  57059. */
  57060. export class PerturbNormalBlock extends NodeMaterialBlock {
  57061. private _tangentSpaceParameterName;
  57062. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  57063. invertX: boolean;
  57064. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  57065. invertY: boolean;
  57066. /**
  57067. * Create a new PerturbNormalBlock
  57068. * @param name defines the block name
  57069. */
  57070. constructor(name: string);
  57071. /**
  57072. * Gets the current class name
  57073. * @returns the class name
  57074. */
  57075. getClassName(): string;
  57076. /**
  57077. * Gets the world position input component
  57078. */
  57079. readonly worldPosition: NodeMaterialConnectionPoint;
  57080. /**
  57081. * Gets the world normal input component
  57082. */
  57083. readonly worldNormal: NodeMaterialConnectionPoint;
  57084. /**
  57085. * Gets the uv input component
  57086. */
  57087. readonly uv: NodeMaterialConnectionPoint;
  57088. /**
  57089. * Gets the normal map color input component
  57090. */
  57091. readonly normalMapColor: NodeMaterialConnectionPoint;
  57092. /**
  57093. * Gets the strength input component
  57094. */
  57095. readonly strength: NodeMaterialConnectionPoint;
  57096. /**
  57097. * Gets the output component
  57098. */
  57099. readonly output: NodeMaterialConnectionPoint;
  57100. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57101. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57102. autoConfigure(material: NodeMaterial): void;
  57103. protected _buildBlock(state: NodeMaterialBuildState): this;
  57104. protected _dumpPropertiesCode(): string;
  57105. serialize(): any;
  57106. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57107. }
  57108. }
  57109. declare module "babylonjs/Materials/Node/Blocks/Fragment/discardBlock" {
  57110. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57111. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57112. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57113. /**
  57114. * Block used to discard a pixel if a value is smaller than a cutoff
  57115. */
  57116. export class DiscardBlock extends NodeMaterialBlock {
  57117. /**
  57118. * Create a new DiscardBlock
  57119. * @param name defines the block name
  57120. */
  57121. constructor(name: string);
  57122. /**
  57123. * Gets the current class name
  57124. * @returns the class name
  57125. */
  57126. getClassName(): string;
  57127. /**
  57128. * Gets the color input component
  57129. */
  57130. readonly value: NodeMaterialConnectionPoint;
  57131. /**
  57132. * Gets the cutoff input component
  57133. */
  57134. readonly cutoff: NodeMaterialConnectionPoint;
  57135. protected _buildBlock(state: NodeMaterialBuildState): this;
  57136. }
  57137. }
  57138. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  57139. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  57140. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  57141. export * from "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock";
  57142. export * from "babylonjs/Materials/Node/Blocks/Fragment/discardBlock";
  57143. }
  57144. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  57145. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57146. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57147. import { Mesh } from "babylonjs/Meshes/mesh";
  57148. import { Effect } from "babylonjs/Materials/effect";
  57149. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57150. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57151. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57152. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  57153. /**
  57154. * Block used to add support for scene fog
  57155. */
  57156. export class FogBlock extends NodeMaterialBlock {
  57157. private _fogDistanceName;
  57158. private _fogParameters;
  57159. /**
  57160. * Create a new FogBlock
  57161. * @param name defines the block name
  57162. */
  57163. constructor(name: string);
  57164. /**
  57165. * Gets the current class name
  57166. * @returns the class name
  57167. */
  57168. getClassName(): string;
  57169. /**
  57170. * Gets the world position input component
  57171. */
  57172. readonly worldPosition: NodeMaterialConnectionPoint;
  57173. /**
  57174. * Gets the view input component
  57175. */
  57176. readonly view: NodeMaterialConnectionPoint;
  57177. /**
  57178. * Gets the color input component
  57179. */
  57180. readonly input: NodeMaterialConnectionPoint;
  57181. /**
  57182. * Gets the fog color input component
  57183. */
  57184. readonly fogColor: NodeMaterialConnectionPoint;
  57185. /**
  57186. * Gets the output component
  57187. */
  57188. readonly output: NodeMaterialConnectionPoint;
  57189. autoConfigure(material: NodeMaterial): void;
  57190. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57191. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57192. protected _buildBlock(state: NodeMaterialBuildState): this;
  57193. }
  57194. }
  57195. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  57196. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57197. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57198. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57199. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57200. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57201. import { Effect } from "babylonjs/Materials/effect";
  57202. import { Mesh } from "babylonjs/Meshes/mesh";
  57203. import { Light } from "babylonjs/Lights/light";
  57204. import { Nullable } from "babylonjs/types";
  57205. import { Scene } from "babylonjs/scene";
  57206. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  57207. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  57208. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  57209. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57210. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  57211. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  57212. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  57213. /**
  57214. * Block used to add light in the fragment shader
  57215. */
  57216. export class LightBlock extends NodeMaterialBlock {
  57217. private _lightId;
  57218. /**
  57219. * Gets or sets the light associated with this block
  57220. */
  57221. light: Nullable<Light>;
  57222. /**
  57223. * Create a new LightBlock
  57224. * @param name defines the block name
  57225. */
  57226. constructor(name: string);
  57227. /**
  57228. * Gets the current class name
  57229. * @returns the class name
  57230. */
  57231. getClassName(): string;
  57232. /**
  57233. * Gets the world position input component
  57234. */
  57235. readonly worldPosition: NodeMaterialConnectionPoint;
  57236. /**
  57237. * Gets the world normal input component
  57238. */
  57239. readonly worldNormal: NodeMaterialConnectionPoint;
  57240. /**
  57241. * Gets the camera (or eye) position component
  57242. */
  57243. readonly cameraPosition: NodeMaterialConnectionPoint;
  57244. /**
  57245. * Gets the glossiness component
  57246. */
  57247. readonly glossiness: NodeMaterialConnectionPoint;
  57248. /**
  57249. * Gets the glossinness power component
  57250. */
  57251. readonly glossPower: NodeMaterialConnectionPoint;
  57252. /**
  57253. * Gets the diffuse color component
  57254. */
  57255. readonly diffuseColor: NodeMaterialConnectionPoint;
  57256. /**
  57257. * Gets the specular color component
  57258. */
  57259. readonly specularColor: NodeMaterialConnectionPoint;
  57260. /**
  57261. * Gets the diffuse output component
  57262. */
  57263. readonly diffuseOutput: NodeMaterialConnectionPoint;
  57264. /**
  57265. * Gets the specular output component
  57266. */
  57267. readonly specularOutput: NodeMaterialConnectionPoint;
  57268. autoConfigure(material: NodeMaterial): void;
  57269. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57270. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  57271. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57272. private _injectVertexCode;
  57273. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  57274. serialize(): any;
  57275. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57276. }
  57277. }
  57278. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  57279. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  57280. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  57281. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  57282. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  57283. }
  57284. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  57285. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  57286. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  57287. }
  57288. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  57289. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57290. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57291. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57292. /**
  57293. * Block used to multiply 2 values
  57294. */
  57295. export class MultiplyBlock extends NodeMaterialBlock {
  57296. /**
  57297. * Creates a new MultiplyBlock
  57298. * @param name defines the block name
  57299. */
  57300. constructor(name: string);
  57301. /**
  57302. * Gets the current class name
  57303. * @returns the class name
  57304. */
  57305. getClassName(): string;
  57306. /**
  57307. * Gets the left operand input component
  57308. */
  57309. readonly left: NodeMaterialConnectionPoint;
  57310. /**
  57311. * Gets the right operand input component
  57312. */
  57313. readonly right: NodeMaterialConnectionPoint;
  57314. /**
  57315. * Gets the output component
  57316. */
  57317. readonly output: NodeMaterialConnectionPoint;
  57318. protected _buildBlock(state: NodeMaterialBuildState): this;
  57319. }
  57320. }
  57321. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  57322. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57323. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57324. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57325. /**
  57326. * Block used to add 2 vectors
  57327. */
  57328. export class AddBlock extends NodeMaterialBlock {
  57329. /**
  57330. * Creates a new AddBlock
  57331. * @param name defines the block name
  57332. */
  57333. constructor(name: string);
  57334. /**
  57335. * Gets the current class name
  57336. * @returns the class name
  57337. */
  57338. getClassName(): string;
  57339. /**
  57340. * Gets the left operand input component
  57341. */
  57342. readonly left: NodeMaterialConnectionPoint;
  57343. /**
  57344. * Gets the right operand input component
  57345. */
  57346. readonly right: NodeMaterialConnectionPoint;
  57347. /**
  57348. * Gets the output component
  57349. */
  57350. readonly output: NodeMaterialConnectionPoint;
  57351. protected _buildBlock(state: NodeMaterialBuildState): this;
  57352. }
  57353. }
  57354. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  57355. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57356. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57357. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57358. /**
  57359. * Block used to scale a vector by a float
  57360. */
  57361. export class ScaleBlock extends NodeMaterialBlock {
  57362. /**
  57363. * Creates a new ScaleBlock
  57364. * @param name defines the block name
  57365. */
  57366. constructor(name: string);
  57367. /**
  57368. * Gets the current class name
  57369. * @returns the class name
  57370. */
  57371. getClassName(): string;
  57372. /**
  57373. * Gets the input component
  57374. */
  57375. readonly input: NodeMaterialConnectionPoint;
  57376. /**
  57377. * Gets the factor input component
  57378. */
  57379. readonly factor: NodeMaterialConnectionPoint;
  57380. /**
  57381. * Gets the output component
  57382. */
  57383. readonly output: NodeMaterialConnectionPoint;
  57384. protected _buildBlock(state: NodeMaterialBuildState): this;
  57385. }
  57386. }
  57387. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  57388. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57389. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57390. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57391. import { Scene } from "babylonjs/scene";
  57392. /**
  57393. * Block used to clamp a float
  57394. */
  57395. export class ClampBlock extends NodeMaterialBlock {
  57396. /** Gets or sets the minimum range */
  57397. minimum: number;
  57398. /** Gets or sets the maximum range */
  57399. maximum: number;
  57400. /**
  57401. * Creates a new ClampBlock
  57402. * @param name defines the block name
  57403. */
  57404. constructor(name: string);
  57405. /**
  57406. * Gets the current class name
  57407. * @returns the class name
  57408. */
  57409. getClassName(): string;
  57410. /**
  57411. * Gets the value input component
  57412. */
  57413. readonly value: NodeMaterialConnectionPoint;
  57414. /**
  57415. * Gets the output component
  57416. */
  57417. readonly output: NodeMaterialConnectionPoint;
  57418. protected _buildBlock(state: NodeMaterialBuildState): this;
  57419. protected _dumpPropertiesCode(): string;
  57420. serialize(): any;
  57421. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57422. }
  57423. }
  57424. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  57425. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57426. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57427. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57428. /**
  57429. * Block used to apply a cross product between 2 vectors
  57430. */
  57431. export class CrossBlock extends NodeMaterialBlock {
  57432. /**
  57433. * Creates a new CrossBlock
  57434. * @param name defines the block name
  57435. */
  57436. constructor(name: string);
  57437. /**
  57438. * Gets the current class name
  57439. * @returns the class name
  57440. */
  57441. getClassName(): string;
  57442. /**
  57443. * Gets the left operand input component
  57444. */
  57445. readonly left: NodeMaterialConnectionPoint;
  57446. /**
  57447. * Gets the right operand input component
  57448. */
  57449. readonly right: NodeMaterialConnectionPoint;
  57450. /**
  57451. * Gets the output component
  57452. */
  57453. readonly output: NodeMaterialConnectionPoint;
  57454. protected _buildBlock(state: NodeMaterialBuildState): this;
  57455. }
  57456. }
  57457. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  57458. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57459. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57460. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57461. /**
  57462. * Block used to apply a dot product between 2 vectors
  57463. */
  57464. export class DotBlock extends NodeMaterialBlock {
  57465. /**
  57466. * Creates a new DotBlock
  57467. * @param name defines the block name
  57468. */
  57469. constructor(name: string);
  57470. /**
  57471. * Gets the current class name
  57472. * @returns the class name
  57473. */
  57474. getClassName(): string;
  57475. /**
  57476. * Gets the left operand input component
  57477. */
  57478. readonly left: NodeMaterialConnectionPoint;
  57479. /**
  57480. * Gets the right operand input component
  57481. */
  57482. readonly right: NodeMaterialConnectionPoint;
  57483. /**
  57484. * Gets the output component
  57485. */
  57486. readonly output: NodeMaterialConnectionPoint;
  57487. protected _buildBlock(state: NodeMaterialBuildState): this;
  57488. }
  57489. }
  57490. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  57491. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57492. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57493. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57494. import { Vector2 } from "babylonjs/Maths/math.vector";
  57495. import { Scene } from "babylonjs/scene";
  57496. /**
  57497. * Block used to remap a float from a range to a new one
  57498. */
  57499. export class RemapBlock extends NodeMaterialBlock {
  57500. /**
  57501. * Gets or sets the source range
  57502. */
  57503. sourceRange: Vector2;
  57504. /**
  57505. * Gets or sets the target range
  57506. */
  57507. targetRange: Vector2;
  57508. /**
  57509. * Creates a new RemapBlock
  57510. * @param name defines the block name
  57511. */
  57512. constructor(name: string);
  57513. /**
  57514. * Gets the current class name
  57515. * @returns the class name
  57516. */
  57517. getClassName(): string;
  57518. /**
  57519. * Gets the input component
  57520. */
  57521. readonly input: NodeMaterialConnectionPoint;
  57522. /**
  57523. * Gets the source min input component
  57524. */
  57525. readonly sourceMin: NodeMaterialConnectionPoint;
  57526. /**
  57527. * Gets the source max input component
  57528. */
  57529. readonly sourceMax: NodeMaterialConnectionPoint;
  57530. /**
  57531. * Gets the target min input component
  57532. */
  57533. readonly targetMin: NodeMaterialConnectionPoint;
  57534. /**
  57535. * Gets the target max input component
  57536. */
  57537. readonly targetMax: NodeMaterialConnectionPoint;
  57538. /**
  57539. * Gets the output component
  57540. */
  57541. readonly output: NodeMaterialConnectionPoint;
  57542. protected _buildBlock(state: NodeMaterialBuildState): this;
  57543. protected _dumpPropertiesCode(): string;
  57544. serialize(): any;
  57545. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57546. }
  57547. }
  57548. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  57549. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57550. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57551. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57552. /**
  57553. * Block used to normalize a vector
  57554. */
  57555. export class NormalizeBlock extends NodeMaterialBlock {
  57556. /**
  57557. * Creates a new NormalizeBlock
  57558. * @param name defines the block name
  57559. */
  57560. constructor(name: string);
  57561. /**
  57562. * Gets the current class name
  57563. * @returns the class name
  57564. */
  57565. getClassName(): string;
  57566. /**
  57567. * Gets the input component
  57568. */
  57569. readonly input: NodeMaterialConnectionPoint;
  57570. /**
  57571. * Gets the output component
  57572. */
  57573. readonly output: NodeMaterialConnectionPoint;
  57574. protected _buildBlock(state: NodeMaterialBuildState): this;
  57575. }
  57576. }
  57577. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  57578. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57579. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57580. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57581. import { Scene } from "babylonjs/scene";
  57582. /**
  57583. * Operations supported by the Trigonometry block
  57584. */
  57585. export enum TrigonometryBlockOperations {
  57586. /** Cos */
  57587. Cos = 0,
  57588. /** Sin */
  57589. Sin = 1,
  57590. /** Abs */
  57591. Abs = 2,
  57592. /** Exp */
  57593. Exp = 3,
  57594. /** Exp2 */
  57595. Exp2 = 4,
  57596. /** Round */
  57597. Round = 5,
  57598. /** Floor */
  57599. Floor = 6,
  57600. /** Ceiling */
  57601. Ceiling = 7,
  57602. /** Square root */
  57603. Sqrt = 8,
  57604. /** Log */
  57605. Log = 9,
  57606. /** Tangent */
  57607. Tan = 10,
  57608. /** Arc tangent */
  57609. ArcTan = 11,
  57610. /** Arc cosinus */
  57611. ArcCos = 12,
  57612. /** Arc sinus */
  57613. ArcSin = 13,
  57614. /** Fraction */
  57615. Fract = 14,
  57616. /** Sign */
  57617. Sign = 15,
  57618. /** To radians (from degrees) */
  57619. Radians = 16,
  57620. /** To degrees (from radians) */
  57621. Degrees = 17
  57622. }
  57623. /**
  57624. * Block used to apply trigonometry operation to floats
  57625. */
  57626. export class TrigonometryBlock extends NodeMaterialBlock {
  57627. /**
  57628. * Gets or sets the operation applied by the block
  57629. */
  57630. operation: TrigonometryBlockOperations;
  57631. /**
  57632. * Creates a new TrigonometryBlock
  57633. * @param name defines the block name
  57634. */
  57635. constructor(name: string);
  57636. /**
  57637. * Gets the current class name
  57638. * @returns the class name
  57639. */
  57640. getClassName(): string;
  57641. /**
  57642. * Gets the input component
  57643. */
  57644. readonly input: NodeMaterialConnectionPoint;
  57645. /**
  57646. * Gets the output component
  57647. */
  57648. readonly output: NodeMaterialConnectionPoint;
  57649. protected _buildBlock(state: NodeMaterialBuildState): this;
  57650. serialize(): any;
  57651. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57652. }
  57653. }
  57654. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  57655. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57656. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57657. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57658. /**
  57659. * Block used to create a Color3/4 out of individual inputs (one for each component)
  57660. */
  57661. export class ColorMergerBlock extends NodeMaterialBlock {
  57662. /**
  57663. * Create a new ColorMergerBlock
  57664. * @param name defines the block name
  57665. */
  57666. constructor(name: string);
  57667. /**
  57668. * Gets the current class name
  57669. * @returns the class name
  57670. */
  57671. getClassName(): string;
  57672. /**
  57673. * Gets the r component (input)
  57674. */
  57675. readonly r: NodeMaterialConnectionPoint;
  57676. /**
  57677. * Gets the g component (input)
  57678. */
  57679. readonly g: NodeMaterialConnectionPoint;
  57680. /**
  57681. * Gets the b component (input)
  57682. */
  57683. readonly b: NodeMaterialConnectionPoint;
  57684. /**
  57685. * Gets the a component (input)
  57686. */
  57687. readonly a: NodeMaterialConnectionPoint;
  57688. /**
  57689. * Gets the rgba component (output)
  57690. */
  57691. readonly rgba: NodeMaterialConnectionPoint;
  57692. /**
  57693. * Gets the rgb component (output)
  57694. */
  57695. readonly rgb: NodeMaterialConnectionPoint;
  57696. protected _buildBlock(state: NodeMaterialBuildState): this;
  57697. }
  57698. }
  57699. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  57700. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57701. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57702. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57703. /**
  57704. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  57705. */
  57706. export class VectorMergerBlock extends NodeMaterialBlock {
  57707. /**
  57708. * Create a new VectorMergerBlock
  57709. * @param name defines the block name
  57710. */
  57711. constructor(name: string);
  57712. /**
  57713. * Gets the current class name
  57714. * @returns the class name
  57715. */
  57716. getClassName(): string;
  57717. /**
  57718. * Gets the x component (input)
  57719. */
  57720. readonly x: NodeMaterialConnectionPoint;
  57721. /**
  57722. * Gets the y component (input)
  57723. */
  57724. readonly y: NodeMaterialConnectionPoint;
  57725. /**
  57726. * Gets the z component (input)
  57727. */
  57728. readonly z: NodeMaterialConnectionPoint;
  57729. /**
  57730. * Gets the w component (input)
  57731. */
  57732. readonly w: NodeMaterialConnectionPoint;
  57733. /**
  57734. * Gets the xyzw component (output)
  57735. */
  57736. readonly xyzw: NodeMaterialConnectionPoint;
  57737. /**
  57738. * Gets the xyz component (output)
  57739. */
  57740. readonly xyz: NodeMaterialConnectionPoint;
  57741. /**
  57742. * Gets the xy component (output)
  57743. */
  57744. readonly xy: NodeMaterialConnectionPoint;
  57745. protected _buildBlock(state: NodeMaterialBuildState): this;
  57746. }
  57747. }
  57748. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  57749. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57750. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57751. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57752. /**
  57753. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  57754. */
  57755. export class ColorSplitterBlock extends NodeMaterialBlock {
  57756. /**
  57757. * Create a new ColorSplitterBlock
  57758. * @param name defines the block name
  57759. */
  57760. constructor(name: string);
  57761. /**
  57762. * Gets the current class name
  57763. * @returns the class name
  57764. */
  57765. getClassName(): string;
  57766. /**
  57767. * Gets the rgba component (input)
  57768. */
  57769. readonly rgba: NodeMaterialConnectionPoint;
  57770. /**
  57771. * Gets the rgb component (input)
  57772. */
  57773. readonly rgbIn: NodeMaterialConnectionPoint;
  57774. /**
  57775. * Gets the rgb component (output)
  57776. */
  57777. readonly rgbOut: NodeMaterialConnectionPoint;
  57778. /**
  57779. * Gets the r component (output)
  57780. */
  57781. readonly r: NodeMaterialConnectionPoint;
  57782. /**
  57783. * Gets the g component (output)
  57784. */
  57785. readonly g: NodeMaterialConnectionPoint;
  57786. /**
  57787. * Gets the b component (output)
  57788. */
  57789. readonly b: NodeMaterialConnectionPoint;
  57790. /**
  57791. * Gets the a component (output)
  57792. */
  57793. readonly a: NodeMaterialConnectionPoint;
  57794. protected _inputRename(name: string): string;
  57795. protected _outputRename(name: string): string;
  57796. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  57797. }
  57798. }
  57799. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  57800. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57801. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57802. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57803. /**
  57804. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  57805. */
  57806. export class VectorSplitterBlock extends NodeMaterialBlock {
  57807. /**
  57808. * Create a new VectorSplitterBlock
  57809. * @param name defines the block name
  57810. */
  57811. constructor(name: string);
  57812. /**
  57813. * Gets the current class name
  57814. * @returns the class name
  57815. */
  57816. getClassName(): string;
  57817. /**
  57818. * Gets the xyzw component (input)
  57819. */
  57820. readonly xyzw: NodeMaterialConnectionPoint;
  57821. /**
  57822. * Gets the xyz component (input)
  57823. */
  57824. readonly xyzIn: NodeMaterialConnectionPoint;
  57825. /**
  57826. * Gets the xy component (input)
  57827. */
  57828. readonly xyIn: NodeMaterialConnectionPoint;
  57829. /**
  57830. * Gets the xyz component (output)
  57831. */
  57832. readonly xyzOut: NodeMaterialConnectionPoint;
  57833. /**
  57834. * Gets the xy component (output)
  57835. */
  57836. readonly xyOut: NodeMaterialConnectionPoint;
  57837. /**
  57838. * Gets the x component (output)
  57839. */
  57840. readonly x: NodeMaterialConnectionPoint;
  57841. /**
  57842. * Gets the y component (output)
  57843. */
  57844. readonly y: NodeMaterialConnectionPoint;
  57845. /**
  57846. * Gets the z component (output)
  57847. */
  57848. readonly z: NodeMaterialConnectionPoint;
  57849. /**
  57850. * Gets the w component (output)
  57851. */
  57852. readonly w: NodeMaterialConnectionPoint;
  57853. protected _inputRename(name: string): string;
  57854. protected _outputRename(name: string): string;
  57855. protected _buildBlock(state: NodeMaterialBuildState): this;
  57856. }
  57857. }
  57858. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  57859. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57860. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57861. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57862. /**
  57863. * Block used to lerp between 2 values
  57864. */
  57865. export class LerpBlock extends NodeMaterialBlock {
  57866. /**
  57867. * Creates a new LerpBlock
  57868. * @param name defines the block name
  57869. */
  57870. constructor(name: string);
  57871. /**
  57872. * Gets the current class name
  57873. * @returns the class name
  57874. */
  57875. getClassName(): string;
  57876. /**
  57877. * Gets the left operand input component
  57878. */
  57879. readonly left: NodeMaterialConnectionPoint;
  57880. /**
  57881. * Gets the right operand input component
  57882. */
  57883. readonly right: NodeMaterialConnectionPoint;
  57884. /**
  57885. * Gets the gradient operand input component
  57886. */
  57887. readonly gradient: NodeMaterialConnectionPoint;
  57888. /**
  57889. * Gets the output component
  57890. */
  57891. readonly output: NodeMaterialConnectionPoint;
  57892. protected _buildBlock(state: NodeMaterialBuildState): this;
  57893. }
  57894. }
  57895. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  57896. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57897. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57898. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57899. /**
  57900. * Block used to divide 2 vectors
  57901. */
  57902. export class DivideBlock extends NodeMaterialBlock {
  57903. /**
  57904. * Creates a new DivideBlock
  57905. * @param name defines the block name
  57906. */
  57907. constructor(name: string);
  57908. /**
  57909. * Gets the current class name
  57910. * @returns the class name
  57911. */
  57912. getClassName(): string;
  57913. /**
  57914. * Gets the left operand input component
  57915. */
  57916. readonly left: NodeMaterialConnectionPoint;
  57917. /**
  57918. * Gets the right operand input component
  57919. */
  57920. readonly right: NodeMaterialConnectionPoint;
  57921. /**
  57922. * Gets the output component
  57923. */
  57924. readonly output: NodeMaterialConnectionPoint;
  57925. protected _buildBlock(state: NodeMaterialBuildState): this;
  57926. }
  57927. }
  57928. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  57929. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57930. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57931. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57932. /**
  57933. * Block used to subtract 2 vectors
  57934. */
  57935. export class SubtractBlock extends NodeMaterialBlock {
  57936. /**
  57937. * Creates a new SubtractBlock
  57938. * @param name defines the block name
  57939. */
  57940. constructor(name: string);
  57941. /**
  57942. * Gets the current class name
  57943. * @returns the class name
  57944. */
  57945. getClassName(): string;
  57946. /**
  57947. * Gets the left operand input component
  57948. */
  57949. readonly left: NodeMaterialConnectionPoint;
  57950. /**
  57951. * Gets the right operand input component
  57952. */
  57953. readonly right: NodeMaterialConnectionPoint;
  57954. /**
  57955. * Gets the output component
  57956. */
  57957. readonly output: NodeMaterialConnectionPoint;
  57958. protected _buildBlock(state: NodeMaterialBuildState): this;
  57959. }
  57960. }
  57961. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  57962. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57963. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57964. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57965. /**
  57966. * Block used to step a value
  57967. */
  57968. export class StepBlock extends NodeMaterialBlock {
  57969. /**
  57970. * Creates a new StepBlock
  57971. * @param name defines the block name
  57972. */
  57973. constructor(name: string);
  57974. /**
  57975. * Gets the current class name
  57976. * @returns the class name
  57977. */
  57978. getClassName(): string;
  57979. /**
  57980. * Gets the value operand input component
  57981. */
  57982. readonly value: NodeMaterialConnectionPoint;
  57983. /**
  57984. * Gets the edge operand input component
  57985. */
  57986. readonly edge: NodeMaterialConnectionPoint;
  57987. /**
  57988. * Gets the output component
  57989. */
  57990. readonly output: NodeMaterialConnectionPoint;
  57991. protected _buildBlock(state: NodeMaterialBuildState): this;
  57992. }
  57993. }
  57994. declare module "babylonjs/Materials/Node/Blocks/oneMinusBlock" {
  57995. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57996. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57997. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57998. /**
  57999. * Block used to get the opposite (1 - x) of a value
  58000. */
  58001. export class OneMinusBlock extends NodeMaterialBlock {
  58002. /**
  58003. * Creates a new OneMinusBlock
  58004. * @param name defines the block name
  58005. */
  58006. constructor(name: string);
  58007. /**
  58008. * Gets the current class name
  58009. * @returns the class name
  58010. */
  58011. getClassName(): string;
  58012. /**
  58013. * Gets the input component
  58014. */
  58015. readonly input: NodeMaterialConnectionPoint;
  58016. /**
  58017. * Gets the output component
  58018. */
  58019. readonly output: NodeMaterialConnectionPoint;
  58020. protected _buildBlock(state: NodeMaterialBuildState): this;
  58021. }
  58022. }
  58023. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  58024. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58025. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58026. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58027. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58028. /**
  58029. * Block used to get the view direction
  58030. */
  58031. export class ViewDirectionBlock extends NodeMaterialBlock {
  58032. /**
  58033. * Creates a new ViewDirectionBlock
  58034. * @param name defines the block name
  58035. */
  58036. constructor(name: string);
  58037. /**
  58038. * Gets the current class name
  58039. * @returns the class name
  58040. */
  58041. getClassName(): string;
  58042. /**
  58043. * Gets the world position component
  58044. */
  58045. readonly worldPosition: NodeMaterialConnectionPoint;
  58046. /**
  58047. * Gets the camera position component
  58048. */
  58049. readonly cameraPosition: NodeMaterialConnectionPoint;
  58050. /**
  58051. * Gets the output component
  58052. */
  58053. readonly output: NodeMaterialConnectionPoint;
  58054. autoConfigure(material: NodeMaterial): void;
  58055. protected _buildBlock(state: NodeMaterialBuildState): this;
  58056. }
  58057. }
  58058. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  58059. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58060. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58061. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58062. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58063. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  58064. /**
  58065. * Block used to compute fresnel value
  58066. */
  58067. export class FresnelBlock extends NodeMaterialBlock {
  58068. /**
  58069. * Create a new FresnelBlock
  58070. * @param name defines the block name
  58071. */
  58072. constructor(name: string);
  58073. /**
  58074. * Gets the current class name
  58075. * @returns the class name
  58076. */
  58077. getClassName(): string;
  58078. /**
  58079. * Gets the world normal input component
  58080. */
  58081. readonly worldNormal: NodeMaterialConnectionPoint;
  58082. /**
  58083. * Gets the view direction input component
  58084. */
  58085. readonly viewDirection: NodeMaterialConnectionPoint;
  58086. /**
  58087. * Gets the bias input component
  58088. */
  58089. readonly bias: NodeMaterialConnectionPoint;
  58090. /**
  58091. * Gets the camera (or eye) position component
  58092. */
  58093. readonly power: NodeMaterialConnectionPoint;
  58094. /**
  58095. * Gets the fresnel output component
  58096. */
  58097. readonly fresnel: NodeMaterialConnectionPoint;
  58098. autoConfigure(material: NodeMaterial): void;
  58099. protected _buildBlock(state: NodeMaterialBuildState): this;
  58100. }
  58101. }
  58102. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  58103. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58104. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58105. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58106. /**
  58107. * Block used to get the max of 2 values
  58108. */
  58109. export class MaxBlock extends NodeMaterialBlock {
  58110. /**
  58111. * Creates a new MaxBlock
  58112. * @param name defines the block name
  58113. */
  58114. constructor(name: string);
  58115. /**
  58116. * Gets the current class name
  58117. * @returns the class name
  58118. */
  58119. getClassName(): string;
  58120. /**
  58121. * Gets the left operand input component
  58122. */
  58123. readonly left: NodeMaterialConnectionPoint;
  58124. /**
  58125. * Gets the right operand input component
  58126. */
  58127. readonly right: NodeMaterialConnectionPoint;
  58128. /**
  58129. * Gets the output component
  58130. */
  58131. readonly output: NodeMaterialConnectionPoint;
  58132. protected _buildBlock(state: NodeMaterialBuildState): this;
  58133. }
  58134. }
  58135. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  58136. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58137. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58138. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58139. /**
  58140. * Block used to get the min of 2 values
  58141. */
  58142. export class MinBlock extends NodeMaterialBlock {
  58143. /**
  58144. * Creates a new MinBlock
  58145. * @param name defines the block name
  58146. */
  58147. constructor(name: string);
  58148. /**
  58149. * Gets the current class name
  58150. * @returns the class name
  58151. */
  58152. getClassName(): string;
  58153. /**
  58154. * Gets the left operand input component
  58155. */
  58156. readonly left: NodeMaterialConnectionPoint;
  58157. /**
  58158. * Gets the right operand input component
  58159. */
  58160. readonly right: NodeMaterialConnectionPoint;
  58161. /**
  58162. * Gets the output component
  58163. */
  58164. readonly output: NodeMaterialConnectionPoint;
  58165. protected _buildBlock(state: NodeMaterialBuildState): this;
  58166. }
  58167. }
  58168. declare module "babylonjs/Materials/Node/Blocks/distanceBlock" {
  58169. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58170. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58171. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58172. /**
  58173. * Block used to get the distance between 2 values
  58174. */
  58175. export class DistanceBlock extends NodeMaterialBlock {
  58176. /**
  58177. * Creates a new DistanceBlock
  58178. * @param name defines the block name
  58179. */
  58180. constructor(name: string);
  58181. /**
  58182. * Gets the current class name
  58183. * @returns the class name
  58184. */
  58185. getClassName(): string;
  58186. /**
  58187. * Gets the left operand input component
  58188. */
  58189. readonly left: NodeMaterialConnectionPoint;
  58190. /**
  58191. * Gets the right operand input component
  58192. */
  58193. readonly right: NodeMaterialConnectionPoint;
  58194. /**
  58195. * Gets the output component
  58196. */
  58197. readonly output: NodeMaterialConnectionPoint;
  58198. protected _buildBlock(state: NodeMaterialBuildState): this;
  58199. }
  58200. }
  58201. declare module "babylonjs/Materials/Node/Blocks/lengthBlock" {
  58202. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58203. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58204. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58205. /**
  58206. * Block used to get the length of a vector
  58207. */
  58208. export class LengthBlock extends NodeMaterialBlock {
  58209. /**
  58210. * Creates a new LengthBlock
  58211. * @param name defines the block name
  58212. */
  58213. constructor(name: string);
  58214. /**
  58215. * Gets the current class name
  58216. * @returns the class name
  58217. */
  58218. getClassName(): string;
  58219. /**
  58220. * Gets the value input component
  58221. */
  58222. readonly value: NodeMaterialConnectionPoint;
  58223. /**
  58224. * Gets the output component
  58225. */
  58226. readonly output: NodeMaterialConnectionPoint;
  58227. protected _buildBlock(state: NodeMaterialBuildState): this;
  58228. }
  58229. }
  58230. declare module "babylonjs/Materials/Node/Blocks/negateBlock" {
  58231. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58232. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58233. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58234. /**
  58235. * Block used to get negative version of a value (i.e. x * -1)
  58236. */
  58237. export class NegateBlock extends NodeMaterialBlock {
  58238. /**
  58239. * Creates a new NegateBlock
  58240. * @param name defines the block name
  58241. */
  58242. constructor(name: string);
  58243. /**
  58244. * Gets the current class name
  58245. * @returns the class name
  58246. */
  58247. getClassName(): string;
  58248. /**
  58249. * Gets the value input component
  58250. */
  58251. readonly value: NodeMaterialConnectionPoint;
  58252. /**
  58253. * Gets the output component
  58254. */
  58255. readonly output: NodeMaterialConnectionPoint;
  58256. protected _buildBlock(state: NodeMaterialBuildState): this;
  58257. }
  58258. }
  58259. declare module "babylonjs/Materials/Node/Blocks/powBlock" {
  58260. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58261. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58262. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58263. /**
  58264. * Block used to get the value of the first parameter raised to the power of the second
  58265. */
  58266. export class PowBlock extends NodeMaterialBlock {
  58267. /**
  58268. * Creates a new PowBlock
  58269. * @param name defines the block name
  58270. */
  58271. constructor(name: string);
  58272. /**
  58273. * Gets the current class name
  58274. * @returns the class name
  58275. */
  58276. getClassName(): string;
  58277. /**
  58278. * Gets the value operand input component
  58279. */
  58280. readonly value: NodeMaterialConnectionPoint;
  58281. /**
  58282. * Gets the power operand input component
  58283. */
  58284. readonly power: NodeMaterialConnectionPoint;
  58285. /**
  58286. * Gets the output component
  58287. */
  58288. readonly output: NodeMaterialConnectionPoint;
  58289. protected _buildBlock(state: NodeMaterialBuildState): this;
  58290. }
  58291. }
  58292. declare module "babylonjs/Materials/Node/Blocks/randomNumberBlock" {
  58293. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58294. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58295. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58296. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58297. /**
  58298. * Block used to get a random number
  58299. */
  58300. export class RandomNumberBlock extends NodeMaterialBlock {
  58301. /**
  58302. * Creates a new RandomNumberBlock
  58303. * @param name defines the block name
  58304. */
  58305. constructor(name: string);
  58306. /**
  58307. * Gets the current class name
  58308. * @returns the class name
  58309. */
  58310. getClassName(): string;
  58311. /**
  58312. * Gets the seed input component
  58313. */
  58314. readonly seed: NodeMaterialConnectionPoint;
  58315. /**
  58316. * Gets the output component
  58317. */
  58318. readonly output: NodeMaterialConnectionPoint;
  58319. protected _buildBlock(state: NodeMaterialBuildState): this;
  58320. }
  58321. }
  58322. declare module "babylonjs/Materials/Node/Blocks/arcTan2Block" {
  58323. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58324. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58325. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58326. /**
  58327. * Block used to compute arc tangent of 2 values
  58328. */
  58329. export class ArcTan2Block extends NodeMaterialBlock {
  58330. /**
  58331. * Creates a new ArcTan2Block
  58332. * @param name defines the block name
  58333. */
  58334. constructor(name: string);
  58335. /**
  58336. * Gets the current class name
  58337. * @returns the class name
  58338. */
  58339. getClassName(): string;
  58340. /**
  58341. * Gets the x operand input component
  58342. */
  58343. readonly x: NodeMaterialConnectionPoint;
  58344. /**
  58345. * Gets the y operand input component
  58346. */
  58347. readonly y: NodeMaterialConnectionPoint;
  58348. /**
  58349. * Gets the output component
  58350. */
  58351. readonly output: NodeMaterialConnectionPoint;
  58352. protected _buildBlock(state: NodeMaterialBuildState): this;
  58353. }
  58354. }
  58355. declare module "babylonjs/Materials/Node/Blocks/smoothStepBlock" {
  58356. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58357. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58358. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58359. /**
  58360. * Block used to smooth step a value
  58361. */
  58362. export class SmoothStepBlock extends NodeMaterialBlock {
  58363. /**
  58364. * Creates a new SmoothStepBlock
  58365. * @param name defines the block name
  58366. */
  58367. constructor(name: string);
  58368. /**
  58369. * Gets the current class name
  58370. * @returns the class name
  58371. */
  58372. getClassName(): string;
  58373. /**
  58374. * Gets the value operand input component
  58375. */
  58376. readonly value: NodeMaterialConnectionPoint;
  58377. /**
  58378. * Gets the first edge operand input component
  58379. */
  58380. readonly edge0: NodeMaterialConnectionPoint;
  58381. /**
  58382. * Gets the second edge operand input component
  58383. */
  58384. readonly edge1: NodeMaterialConnectionPoint;
  58385. /**
  58386. * Gets the output component
  58387. */
  58388. readonly output: NodeMaterialConnectionPoint;
  58389. protected _buildBlock(state: NodeMaterialBuildState): this;
  58390. }
  58391. }
  58392. declare module "babylonjs/Materials/Node/Blocks/reciprocalBlock" {
  58393. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58394. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58395. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58396. /**
  58397. * Block used to get the reciprocal (1 / x) of a value
  58398. */
  58399. export class ReciprocalBlock extends NodeMaterialBlock {
  58400. /**
  58401. * Creates a new ReciprocalBlock
  58402. * @param name defines the block name
  58403. */
  58404. constructor(name: string);
  58405. /**
  58406. * Gets the current class name
  58407. * @returns the class name
  58408. */
  58409. getClassName(): string;
  58410. /**
  58411. * Gets the input component
  58412. */
  58413. readonly input: NodeMaterialConnectionPoint;
  58414. /**
  58415. * Gets the output component
  58416. */
  58417. readonly output: NodeMaterialConnectionPoint;
  58418. protected _buildBlock(state: NodeMaterialBuildState): this;
  58419. }
  58420. }
  58421. declare module "babylonjs/Materials/Node/Blocks/replaceColorBlock" {
  58422. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58423. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58424. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58425. /**
  58426. * Block used to replace a color by another one
  58427. */
  58428. export class ReplaceColorBlock extends NodeMaterialBlock {
  58429. /**
  58430. * Creates a new ReplaceColorBlock
  58431. * @param name defines the block name
  58432. */
  58433. constructor(name: string);
  58434. /**
  58435. * Gets the current class name
  58436. * @returns the class name
  58437. */
  58438. getClassName(): string;
  58439. /**
  58440. * Gets the value input component
  58441. */
  58442. readonly value: NodeMaterialConnectionPoint;
  58443. /**
  58444. * Gets the reference input component
  58445. */
  58446. readonly reference: NodeMaterialConnectionPoint;
  58447. /**
  58448. * Gets the distance input component
  58449. */
  58450. readonly distance: NodeMaterialConnectionPoint;
  58451. /**
  58452. * Gets the replacement input component
  58453. */
  58454. readonly replacement: NodeMaterialConnectionPoint;
  58455. /**
  58456. * Gets the output component
  58457. */
  58458. readonly output: NodeMaterialConnectionPoint;
  58459. protected _buildBlock(state: NodeMaterialBuildState): this;
  58460. }
  58461. }
  58462. declare module "babylonjs/Materials/Node/Blocks/posterizeBlock" {
  58463. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58464. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58465. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58466. /**
  58467. * Block used to posterize a value
  58468. * @see https://en.wikipedia.org/wiki/Posterization
  58469. */
  58470. export class PosterizeBlock extends NodeMaterialBlock {
  58471. /**
  58472. * Creates a new PosterizeBlock
  58473. * @param name defines the block name
  58474. */
  58475. constructor(name: string);
  58476. /**
  58477. * Gets the current class name
  58478. * @returns the class name
  58479. */
  58480. getClassName(): string;
  58481. /**
  58482. * Gets the value input component
  58483. */
  58484. readonly value: NodeMaterialConnectionPoint;
  58485. /**
  58486. * Gets the steps input component
  58487. */
  58488. readonly steps: NodeMaterialConnectionPoint;
  58489. /**
  58490. * Gets the output component
  58491. */
  58492. readonly output: NodeMaterialConnectionPoint;
  58493. protected _buildBlock(state: NodeMaterialBuildState): this;
  58494. }
  58495. }
  58496. declare module "babylonjs/Materials/Node/Blocks/waveBlock" {
  58497. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58498. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58499. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58500. import { Scene } from "babylonjs/scene";
  58501. /**
  58502. * Operations supported by the Wave block
  58503. */
  58504. export enum WaveBlockKind {
  58505. /** SawTooth */
  58506. SawTooth = 0,
  58507. /** Square */
  58508. Square = 1,
  58509. /** Triangle */
  58510. Triangle = 2
  58511. }
  58512. /**
  58513. * Block used to apply wave operation to floats
  58514. */
  58515. export class WaveBlock extends NodeMaterialBlock {
  58516. /**
  58517. * Gets or sets the kibnd of wave to be applied by the block
  58518. */
  58519. kind: WaveBlockKind;
  58520. /**
  58521. * Creates a new WaveBlock
  58522. * @param name defines the block name
  58523. */
  58524. constructor(name: string);
  58525. /**
  58526. * Gets the current class name
  58527. * @returns the class name
  58528. */
  58529. getClassName(): string;
  58530. /**
  58531. * Gets the input component
  58532. */
  58533. readonly input: NodeMaterialConnectionPoint;
  58534. /**
  58535. * Gets the output component
  58536. */
  58537. readonly output: NodeMaterialConnectionPoint;
  58538. protected _buildBlock(state: NodeMaterialBuildState): this;
  58539. serialize(): any;
  58540. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58541. }
  58542. }
  58543. declare module "babylonjs/Materials/Node/Blocks/gradientBlock" {
  58544. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58545. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58546. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58547. import { Color3 } from "babylonjs/Maths/math.color";
  58548. import { Scene } from "babylonjs/scene";
  58549. /**
  58550. * Class used to store a color step for the GradientBlock
  58551. */
  58552. export class GradientBlockColorStep {
  58553. /**
  58554. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  58555. */
  58556. step: number;
  58557. /**
  58558. * Gets or sets the color associated with this step
  58559. */
  58560. color: Color3;
  58561. /**
  58562. * Creates a new GradientBlockColorStep
  58563. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  58564. * @param color defines the color associated with this step
  58565. */
  58566. constructor(
  58567. /**
  58568. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  58569. */
  58570. step: number,
  58571. /**
  58572. * Gets or sets the color associated with this step
  58573. */
  58574. color: Color3);
  58575. }
  58576. /**
  58577. * Block used to return a color from a gradient based on an input value between 0 and 1
  58578. */
  58579. export class GradientBlock extends NodeMaterialBlock {
  58580. /**
  58581. * Gets or sets the list of color steps
  58582. */
  58583. colorSteps: GradientBlockColorStep[];
  58584. /**
  58585. * Creates a new GradientBlock
  58586. * @param name defines the block name
  58587. */
  58588. constructor(name: string);
  58589. /**
  58590. * Gets the current class name
  58591. * @returns the class name
  58592. */
  58593. getClassName(): string;
  58594. /**
  58595. * Gets the gradient input component
  58596. */
  58597. readonly gradient: NodeMaterialConnectionPoint;
  58598. /**
  58599. * Gets the output component
  58600. */
  58601. readonly output: NodeMaterialConnectionPoint;
  58602. private _writeColorConstant;
  58603. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  58604. serialize(): any;
  58605. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58606. protected _dumpPropertiesCode(): string;
  58607. }
  58608. }
  58609. declare module "babylonjs/Materials/Node/Blocks/nLerpBlock" {
  58610. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58611. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58612. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58613. /**
  58614. * Block used to normalize lerp between 2 values
  58615. */
  58616. export class NLerpBlock extends NodeMaterialBlock {
  58617. /**
  58618. * Creates a new NLerpBlock
  58619. * @param name defines the block name
  58620. */
  58621. constructor(name: string);
  58622. /**
  58623. * Gets the current class name
  58624. * @returns the class name
  58625. */
  58626. getClassName(): string;
  58627. /**
  58628. * Gets the left operand input component
  58629. */
  58630. readonly left: NodeMaterialConnectionPoint;
  58631. /**
  58632. * Gets the right operand input component
  58633. */
  58634. readonly right: NodeMaterialConnectionPoint;
  58635. /**
  58636. * Gets the gradient operand input component
  58637. */
  58638. readonly gradient: NodeMaterialConnectionPoint;
  58639. /**
  58640. * Gets the output component
  58641. */
  58642. readonly output: NodeMaterialConnectionPoint;
  58643. protected _buildBlock(state: NodeMaterialBuildState): this;
  58644. }
  58645. }
  58646. declare module "babylonjs/Materials/Node/Blocks/frontFacingBlock" {
  58647. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58648. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58649. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58650. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58651. /**
  58652. * Block used to test if the fragment shader is front facing
  58653. */
  58654. export class FrontFacingBlock extends NodeMaterialBlock {
  58655. /**
  58656. * Creates a new FrontFacingBlock
  58657. * @param name defines the block name
  58658. */
  58659. constructor(name: string);
  58660. /**
  58661. * Gets the current class name
  58662. * @returns the class name
  58663. */
  58664. getClassName(): string;
  58665. /**
  58666. * Gets the world normal component
  58667. */
  58668. readonly worldNormal: NodeMaterialConnectionPoint;
  58669. /**
  58670. * Gets the view direction input component
  58671. */
  58672. readonly viewDirection: NodeMaterialConnectionPoint;
  58673. /**
  58674. * Gets the output component
  58675. */
  58676. readonly output: NodeMaterialConnectionPoint;
  58677. autoConfigure(material: NodeMaterial): void;
  58678. protected _buildBlock(state: NodeMaterialBuildState): this;
  58679. }
  58680. }
  58681. declare module "babylonjs/Materials/Node/Blocks/index" {
  58682. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  58683. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  58684. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  58685. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  58686. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  58687. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  58688. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  58689. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  58690. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  58691. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  58692. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  58693. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  58694. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  58695. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  58696. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  58697. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  58698. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  58699. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  58700. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  58701. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  58702. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  58703. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  58704. export * from "babylonjs/Materials/Node/Blocks/oneMinusBlock";
  58705. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  58706. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  58707. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  58708. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  58709. export * from "babylonjs/Materials/Node/Blocks/distanceBlock";
  58710. export * from "babylonjs/Materials/Node/Blocks/lengthBlock";
  58711. export * from "babylonjs/Materials/Node/Blocks/negateBlock";
  58712. export * from "babylonjs/Materials/Node/Blocks/powBlock";
  58713. export * from "babylonjs/Materials/Node/Blocks/randomNumberBlock";
  58714. export * from "babylonjs/Materials/Node/Blocks/arcTan2Block";
  58715. export * from "babylonjs/Materials/Node/Blocks/smoothStepBlock";
  58716. export * from "babylonjs/Materials/Node/Blocks/reciprocalBlock";
  58717. export * from "babylonjs/Materials/Node/Blocks/replaceColorBlock";
  58718. export * from "babylonjs/Materials/Node/Blocks/posterizeBlock";
  58719. export * from "babylonjs/Materials/Node/Blocks/waveBlock";
  58720. export * from "babylonjs/Materials/Node/Blocks/gradientBlock";
  58721. export * from "babylonjs/Materials/Node/Blocks/nLerpBlock";
  58722. export * from "babylonjs/Materials/Node/Blocks/frontFacingBlock";
  58723. }
  58724. declare module "babylonjs/Materials/Node/Optimizers/index" {
  58725. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  58726. }
  58727. declare module "babylonjs/Materials/Node/index" {
  58728. export * from "babylonjs/Materials/Node/Enums/index";
  58729. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58730. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  58731. export * from "babylonjs/Materials/Node/nodeMaterial";
  58732. export * from "babylonjs/Materials/Node/Blocks/index";
  58733. export * from "babylonjs/Materials/Node/Optimizers/index";
  58734. }
  58735. declare module "babylonjs/Materials/effectRenderer" {
  58736. import { Nullable } from "babylonjs/types";
  58737. import { Texture } from "babylonjs/Materials/Textures/texture";
  58738. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  58739. import { Viewport } from "babylonjs/Maths/math.viewport";
  58740. import { Observable } from "babylonjs/Misc/observable";
  58741. import { Effect } from "babylonjs/Materials/effect";
  58742. import "babylonjs/Engines/Extensions/engine.renderTarget";
  58743. import "babylonjs/Shaders/postprocess.vertex";
  58744. /**
  58745. * Effect Render Options
  58746. */
  58747. export interface IEffectRendererOptions {
  58748. /**
  58749. * Defines the vertices positions.
  58750. */
  58751. positions?: number[];
  58752. /**
  58753. * Defines the indices.
  58754. */
  58755. indices?: number[];
  58756. }
  58757. /**
  58758. * Helper class to render one or more effects
  58759. */
  58760. export class EffectRenderer {
  58761. private engine;
  58762. private static _DefaultOptions;
  58763. private _vertexBuffers;
  58764. private _indexBuffer;
  58765. private _ringBufferIndex;
  58766. private _ringScreenBuffer;
  58767. private _fullscreenViewport;
  58768. private _getNextFrameBuffer;
  58769. /**
  58770. * Creates an effect renderer
  58771. * @param engine the engine to use for rendering
  58772. * @param options defines the options of the effect renderer
  58773. */
  58774. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  58775. /**
  58776. * Sets the current viewport in normalized coordinates 0-1
  58777. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  58778. */
  58779. setViewport(viewport?: Viewport): void;
  58780. /**
  58781. * Binds the embedded attributes buffer to the effect.
  58782. * @param effect Defines the effect to bind the attributes for
  58783. */
  58784. bindBuffers(effect: Effect): void;
  58785. /**
  58786. * Sets the current effect wrapper to use during draw.
  58787. * The effect needs to be ready before calling this api.
  58788. * This also sets the default full screen position attribute.
  58789. * @param effectWrapper Defines the effect to draw with
  58790. */
  58791. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  58792. /**
  58793. * Draws a full screen quad.
  58794. */
  58795. draw(): void;
  58796. /**
  58797. * renders one or more effects to a specified texture
  58798. * @param effectWrappers list of effects to renderer
  58799. * @param outputTexture texture to draw to, if null it will render to the screen
  58800. */
  58801. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  58802. /**
  58803. * Disposes of the effect renderer
  58804. */
  58805. dispose(): void;
  58806. }
  58807. /**
  58808. * Options to create an EffectWrapper
  58809. */
  58810. interface EffectWrapperCreationOptions {
  58811. /**
  58812. * Engine to use to create the effect
  58813. */
  58814. engine: ThinEngine;
  58815. /**
  58816. * Fragment shader for the effect
  58817. */
  58818. fragmentShader: string;
  58819. /**
  58820. * Vertex shader for the effect
  58821. */
  58822. vertexShader?: string;
  58823. /**
  58824. * Attributes to use in the shader
  58825. */
  58826. attributeNames?: Array<string>;
  58827. /**
  58828. * Uniforms to use in the shader
  58829. */
  58830. uniformNames?: Array<string>;
  58831. /**
  58832. * Texture sampler names to use in the shader
  58833. */
  58834. samplerNames?: Array<string>;
  58835. /**
  58836. * The friendly name of the effect displayed in Spector.
  58837. */
  58838. name?: string;
  58839. }
  58840. /**
  58841. * Wraps an effect to be used for rendering
  58842. */
  58843. export class EffectWrapper {
  58844. /**
  58845. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  58846. */
  58847. onApplyObservable: Observable<{}>;
  58848. /**
  58849. * The underlying effect
  58850. */
  58851. effect: Effect;
  58852. /**
  58853. * Creates an effect to be renderer
  58854. * @param creationOptions options to create the effect
  58855. */
  58856. constructor(creationOptions: EffectWrapperCreationOptions);
  58857. /**
  58858. * Disposes of the effect wrapper
  58859. */
  58860. dispose(): void;
  58861. }
  58862. }
  58863. declare module "babylonjs/Materials/index" {
  58864. export * from "babylonjs/Materials/Background/index";
  58865. export * from "babylonjs/Materials/colorCurves";
  58866. export * from "babylonjs/Materials/iEffectFallbacks";
  58867. export * from "babylonjs/Materials/effectFallbacks";
  58868. export * from "babylonjs/Materials/effect";
  58869. export * from "babylonjs/Materials/fresnelParameters";
  58870. export * from "babylonjs/Materials/imageProcessingConfiguration";
  58871. export * from "babylonjs/Materials/material";
  58872. export * from "babylonjs/Materials/materialDefines";
  58873. export * from "babylonjs/Materials/materialHelper";
  58874. export * from "babylonjs/Materials/multiMaterial";
  58875. export * from "babylonjs/Materials/PBR/index";
  58876. export * from "babylonjs/Materials/pushMaterial";
  58877. export * from "babylonjs/Materials/shaderMaterial";
  58878. export * from "babylonjs/Materials/standardMaterial";
  58879. export * from "babylonjs/Materials/Textures/index";
  58880. export * from "babylonjs/Materials/uniformBuffer";
  58881. export * from "babylonjs/Materials/materialFlags";
  58882. export * from "babylonjs/Materials/Node/index";
  58883. export * from "babylonjs/Materials/effectRenderer";
  58884. }
  58885. declare module "babylonjs/Maths/index" {
  58886. export * from "babylonjs/Maths/math.scalar";
  58887. export * from "babylonjs/Maths/math";
  58888. export * from "babylonjs/Maths/sphericalPolynomial";
  58889. }
  58890. declare module "babylonjs/Misc/workerPool" {
  58891. import { IDisposable } from "babylonjs/scene";
  58892. /**
  58893. * Helper class to push actions to a pool of workers.
  58894. */
  58895. export class WorkerPool implements IDisposable {
  58896. private _workerInfos;
  58897. private _pendingActions;
  58898. /**
  58899. * Constructor
  58900. * @param workers Array of workers to use for actions
  58901. */
  58902. constructor(workers: Array<Worker>);
  58903. /**
  58904. * Terminates all workers and clears any pending actions.
  58905. */
  58906. dispose(): void;
  58907. /**
  58908. * Pushes an action to the worker pool. If all the workers are active, the action will be
  58909. * pended until a worker has completed its action.
  58910. * @param action The action to perform. Call onComplete when the action is complete.
  58911. */
  58912. push(action: (worker: Worker, onComplete: () => void) => void): void;
  58913. private _execute;
  58914. }
  58915. }
  58916. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  58917. import { IDisposable } from "babylonjs/scene";
  58918. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  58919. /**
  58920. * Configuration for Draco compression
  58921. */
  58922. export interface IDracoCompressionConfiguration {
  58923. /**
  58924. * Configuration for the decoder.
  58925. */
  58926. decoder: {
  58927. /**
  58928. * The url to the WebAssembly module.
  58929. */
  58930. wasmUrl?: string;
  58931. /**
  58932. * The url to the WebAssembly binary.
  58933. */
  58934. wasmBinaryUrl?: string;
  58935. /**
  58936. * The url to the fallback JavaScript module.
  58937. */
  58938. fallbackUrl?: string;
  58939. };
  58940. }
  58941. /**
  58942. * Draco compression (https://google.github.io/draco/)
  58943. *
  58944. * This class wraps the Draco module.
  58945. *
  58946. * **Encoder**
  58947. *
  58948. * The encoder is not currently implemented.
  58949. *
  58950. * **Decoder**
  58951. *
  58952. * 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.
  58953. *
  58954. * To update the configuration, use the following code:
  58955. * ```javascript
  58956. * DracoCompression.Configuration = {
  58957. * decoder: {
  58958. * wasmUrl: "<url to the WebAssembly library>",
  58959. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  58960. * fallbackUrl: "<url to the fallback JavaScript library>",
  58961. * }
  58962. * };
  58963. * ```
  58964. *
  58965. * 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.
  58966. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  58967. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  58968. *
  58969. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  58970. * ```javascript
  58971. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  58972. * ```
  58973. *
  58974. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  58975. */
  58976. export class DracoCompression implements IDisposable {
  58977. private _workerPoolPromise?;
  58978. private _decoderModulePromise?;
  58979. /**
  58980. * The configuration. Defaults to the following urls:
  58981. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  58982. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  58983. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  58984. */
  58985. static Configuration: IDracoCompressionConfiguration;
  58986. /**
  58987. * Returns true if the decoder configuration is available.
  58988. */
  58989. static readonly DecoderAvailable: boolean;
  58990. /**
  58991. * Default number of workers to create when creating the draco compression object.
  58992. */
  58993. static DefaultNumWorkers: number;
  58994. private static GetDefaultNumWorkers;
  58995. private static _Default;
  58996. /**
  58997. * Default instance for the draco compression object.
  58998. */
  58999. static readonly Default: DracoCompression;
  59000. /**
  59001. * Constructor
  59002. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  59003. */
  59004. constructor(numWorkers?: number);
  59005. /**
  59006. * Stop all async operations and release resources.
  59007. */
  59008. dispose(): void;
  59009. /**
  59010. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  59011. * @returns a promise that resolves when ready
  59012. */
  59013. whenReadyAsync(): Promise<void>;
  59014. /**
  59015. * Decode Draco compressed mesh data to vertex data.
  59016. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  59017. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  59018. * @returns A promise that resolves with the decoded vertex data
  59019. */
  59020. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  59021. [kind: string]: number;
  59022. }): Promise<VertexData>;
  59023. }
  59024. }
  59025. declare module "babylonjs/Meshes/Compression/index" {
  59026. export * from "babylonjs/Meshes/Compression/dracoCompression";
  59027. }
  59028. declare module "babylonjs/Meshes/csg" {
  59029. import { Nullable } from "babylonjs/types";
  59030. import { Scene } from "babylonjs/scene";
  59031. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  59032. import { Mesh } from "babylonjs/Meshes/mesh";
  59033. import { Material } from "babylonjs/Materials/material";
  59034. /**
  59035. * Class for building Constructive Solid Geometry
  59036. */
  59037. export class CSG {
  59038. private polygons;
  59039. /**
  59040. * The world matrix
  59041. */
  59042. matrix: Matrix;
  59043. /**
  59044. * Stores the position
  59045. */
  59046. position: Vector3;
  59047. /**
  59048. * Stores the rotation
  59049. */
  59050. rotation: Vector3;
  59051. /**
  59052. * Stores the rotation quaternion
  59053. */
  59054. rotationQuaternion: Nullable<Quaternion>;
  59055. /**
  59056. * Stores the scaling vector
  59057. */
  59058. scaling: Vector3;
  59059. /**
  59060. * Convert the Mesh to CSG
  59061. * @param mesh The Mesh to convert to CSG
  59062. * @returns A new CSG from the Mesh
  59063. */
  59064. static FromMesh(mesh: Mesh): CSG;
  59065. /**
  59066. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  59067. * @param polygons Polygons used to construct a CSG solid
  59068. */
  59069. private static FromPolygons;
  59070. /**
  59071. * Clones, or makes a deep copy, of the CSG
  59072. * @returns A new CSG
  59073. */
  59074. clone(): CSG;
  59075. /**
  59076. * Unions this CSG with another CSG
  59077. * @param csg The CSG to union against this CSG
  59078. * @returns The unioned CSG
  59079. */
  59080. union(csg: CSG): CSG;
  59081. /**
  59082. * Unions this CSG with another CSG in place
  59083. * @param csg The CSG to union against this CSG
  59084. */
  59085. unionInPlace(csg: CSG): void;
  59086. /**
  59087. * Subtracts this CSG with another CSG
  59088. * @param csg The CSG to subtract against this CSG
  59089. * @returns A new CSG
  59090. */
  59091. subtract(csg: CSG): CSG;
  59092. /**
  59093. * Subtracts this CSG with another CSG in place
  59094. * @param csg The CSG to subtact against this CSG
  59095. */
  59096. subtractInPlace(csg: CSG): void;
  59097. /**
  59098. * Intersect this CSG with another CSG
  59099. * @param csg The CSG to intersect against this CSG
  59100. * @returns A new CSG
  59101. */
  59102. intersect(csg: CSG): CSG;
  59103. /**
  59104. * Intersects this CSG with another CSG in place
  59105. * @param csg The CSG to intersect against this CSG
  59106. */
  59107. intersectInPlace(csg: CSG): void;
  59108. /**
  59109. * Return a new CSG solid with solid and empty space switched. This solid is
  59110. * not modified.
  59111. * @returns A new CSG solid with solid and empty space switched
  59112. */
  59113. inverse(): CSG;
  59114. /**
  59115. * Inverses the CSG in place
  59116. */
  59117. inverseInPlace(): void;
  59118. /**
  59119. * This is used to keep meshes transformations so they can be restored
  59120. * when we build back a Babylon Mesh
  59121. * NB : All CSG operations are performed in world coordinates
  59122. * @param csg The CSG to copy the transform attributes from
  59123. * @returns This CSG
  59124. */
  59125. copyTransformAttributes(csg: CSG): CSG;
  59126. /**
  59127. * Build Raw mesh from CSG
  59128. * Coordinates here are in world space
  59129. * @param name The name of the mesh geometry
  59130. * @param scene The Scene
  59131. * @param keepSubMeshes Specifies if the submeshes should be kept
  59132. * @returns A new Mesh
  59133. */
  59134. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  59135. /**
  59136. * Build Mesh from CSG taking material and transforms into account
  59137. * @param name The name of the Mesh
  59138. * @param material The material of the Mesh
  59139. * @param scene The Scene
  59140. * @param keepSubMeshes Specifies if submeshes should be kept
  59141. * @returns The new Mesh
  59142. */
  59143. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  59144. }
  59145. }
  59146. declare module "babylonjs/Meshes/trailMesh" {
  59147. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59148. import { Mesh } from "babylonjs/Meshes/mesh";
  59149. import { Scene } from "babylonjs/scene";
  59150. /**
  59151. * Class used to create a trail following a mesh
  59152. */
  59153. export class TrailMesh extends Mesh {
  59154. private _generator;
  59155. private _autoStart;
  59156. private _running;
  59157. private _diameter;
  59158. private _length;
  59159. private _sectionPolygonPointsCount;
  59160. private _sectionVectors;
  59161. private _sectionNormalVectors;
  59162. private _beforeRenderObserver;
  59163. /**
  59164. * @constructor
  59165. * @param name The value used by scene.getMeshByName() to do a lookup.
  59166. * @param generator The mesh to generate a trail.
  59167. * @param scene The scene to add this mesh to.
  59168. * @param diameter Diameter of trailing mesh. Default is 1.
  59169. * @param length Length of trailing mesh. Default is 60.
  59170. * @param autoStart Automatically start trailing mesh. Default true.
  59171. */
  59172. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  59173. /**
  59174. * "TrailMesh"
  59175. * @returns "TrailMesh"
  59176. */
  59177. getClassName(): string;
  59178. private _createMesh;
  59179. /**
  59180. * Start trailing mesh.
  59181. */
  59182. start(): void;
  59183. /**
  59184. * Stop trailing mesh.
  59185. */
  59186. stop(): void;
  59187. /**
  59188. * Update trailing mesh geometry.
  59189. */
  59190. update(): void;
  59191. /**
  59192. * Returns a new TrailMesh object.
  59193. * @param name is a string, the name given to the new mesh
  59194. * @param newGenerator use new generator object for cloned trail mesh
  59195. * @returns a new mesh
  59196. */
  59197. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  59198. /**
  59199. * Serializes this trail mesh
  59200. * @param serializationObject object to write serialization to
  59201. */
  59202. serialize(serializationObject: any): void;
  59203. /**
  59204. * Parses a serialized trail mesh
  59205. * @param parsedMesh the serialized mesh
  59206. * @param scene the scene to create the trail mesh in
  59207. * @returns the created trail mesh
  59208. */
  59209. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  59210. }
  59211. }
  59212. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  59213. import { Nullable } from "babylonjs/types";
  59214. import { Scene } from "babylonjs/scene";
  59215. import { Vector4 } from "babylonjs/Maths/math.vector";
  59216. import { Color4 } from "babylonjs/Maths/math.color";
  59217. import { Mesh } from "babylonjs/Meshes/mesh";
  59218. /**
  59219. * Class containing static functions to help procedurally build meshes
  59220. */
  59221. export class TiledBoxBuilder {
  59222. /**
  59223. * Creates a box mesh
  59224. * 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)
  59225. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59226. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59227. * * If you create a double-sided mesh, you can choose what parts of 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
  59228. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59229. * @param name defines the name of the mesh
  59230. * @param options defines the options used to create the mesh
  59231. * @param scene defines the hosting scene
  59232. * @returns the box mesh
  59233. */
  59234. static CreateTiledBox(name: string, options: {
  59235. pattern?: number;
  59236. width?: number;
  59237. height?: number;
  59238. depth?: number;
  59239. tileSize?: number;
  59240. tileWidth?: number;
  59241. tileHeight?: number;
  59242. alignHorizontal?: number;
  59243. alignVertical?: number;
  59244. faceUV?: Vector4[];
  59245. faceColors?: Color4[];
  59246. sideOrientation?: number;
  59247. updatable?: boolean;
  59248. }, scene?: Nullable<Scene>): Mesh;
  59249. }
  59250. }
  59251. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  59252. import { Vector4 } from "babylonjs/Maths/math.vector";
  59253. import { Mesh } from "babylonjs/Meshes/mesh";
  59254. /**
  59255. * Class containing static functions to help procedurally build meshes
  59256. */
  59257. export class TorusKnotBuilder {
  59258. /**
  59259. * Creates a torus knot mesh
  59260. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  59261. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  59262. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  59263. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  59264. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59265. * * If you create a double-sided mesh, you can choose what parts of 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
  59266. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59267. * @param name defines the name of the mesh
  59268. * @param options defines the options used to create the mesh
  59269. * @param scene defines the hosting scene
  59270. * @returns the torus knot mesh
  59271. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  59272. */
  59273. static CreateTorusKnot(name: string, options: {
  59274. radius?: number;
  59275. tube?: number;
  59276. radialSegments?: number;
  59277. tubularSegments?: number;
  59278. p?: number;
  59279. q?: number;
  59280. updatable?: boolean;
  59281. sideOrientation?: number;
  59282. frontUVs?: Vector4;
  59283. backUVs?: Vector4;
  59284. }, scene: any): Mesh;
  59285. }
  59286. }
  59287. declare module "babylonjs/Meshes/polygonMesh" {
  59288. import { Scene } from "babylonjs/scene";
  59289. import { Vector2 } from "babylonjs/Maths/math.vector";
  59290. import { Mesh } from "babylonjs/Meshes/mesh";
  59291. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  59292. import { Path2 } from "babylonjs/Maths/math.path";
  59293. /**
  59294. * Polygon
  59295. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  59296. */
  59297. export class Polygon {
  59298. /**
  59299. * Creates a rectangle
  59300. * @param xmin bottom X coord
  59301. * @param ymin bottom Y coord
  59302. * @param xmax top X coord
  59303. * @param ymax top Y coord
  59304. * @returns points that make the resulting rectation
  59305. */
  59306. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  59307. /**
  59308. * Creates a circle
  59309. * @param radius radius of circle
  59310. * @param cx scale in x
  59311. * @param cy scale in y
  59312. * @param numberOfSides number of sides that make up the circle
  59313. * @returns points that make the resulting circle
  59314. */
  59315. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  59316. /**
  59317. * Creates a polygon from input string
  59318. * @param input Input polygon data
  59319. * @returns the parsed points
  59320. */
  59321. static Parse(input: string): Vector2[];
  59322. /**
  59323. * Starts building a polygon from x and y coordinates
  59324. * @param x x coordinate
  59325. * @param y y coordinate
  59326. * @returns the started path2
  59327. */
  59328. static StartingAt(x: number, y: number): Path2;
  59329. }
  59330. /**
  59331. * Builds a polygon
  59332. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  59333. */
  59334. export class PolygonMeshBuilder {
  59335. private _points;
  59336. private _outlinepoints;
  59337. private _holes;
  59338. private _name;
  59339. private _scene;
  59340. private _epoints;
  59341. private _eholes;
  59342. private _addToepoint;
  59343. /**
  59344. * Babylon reference to the earcut plugin.
  59345. */
  59346. bjsEarcut: any;
  59347. /**
  59348. * Creates a PolygonMeshBuilder
  59349. * @param name name of the builder
  59350. * @param contours Path of the polygon
  59351. * @param scene scene to add to when creating the mesh
  59352. * @param earcutInjection can be used to inject your own earcut reference
  59353. */
  59354. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  59355. /**
  59356. * Adds a whole within the polygon
  59357. * @param hole Array of points defining the hole
  59358. * @returns this
  59359. */
  59360. addHole(hole: Vector2[]): PolygonMeshBuilder;
  59361. /**
  59362. * Creates the polygon
  59363. * @param updatable If the mesh should be updatable
  59364. * @param depth The depth of the mesh created
  59365. * @returns the created mesh
  59366. */
  59367. build(updatable?: boolean, depth?: number): Mesh;
  59368. /**
  59369. * Creates the polygon
  59370. * @param depth The depth of the mesh created
  59371. * @returns the created VertexData
  59372. */
  59373. buildVertexData(depth?: number): VertexData;
  59374. /**
  59375. * Adds a side to the polygon
  59376. * @param positions points that make the polygon
  59377. * @param normals normals of the polygon
  59378. * @param uvs uvs of the polygon
  59379. * @param indices indices of the polygon
  59380. * @param bounds bounds of the polygon
  59381. * @param points points of the polygon
  59382. * @param depth depth of the polygon
  59383. * @param flip flip of the polygon
  59384. */
  59385. private addSide;
  59386. }
  59387. }
  59388. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  59389. import { Scene } from "babylonjs/scene";
  59390. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59391. import { Color4 } from "babylonjs/Maths/math.color";
  59392. import { Mesh } from "babylonjs/Meshes/mesh";
  59393. import { Nullable } from "babylonjs/types";
  59394. /**
  59395. * Class containing static functions to help procedurally build meshes
  59396. */
  59397. export class PolygonBuilder {
  59398. /**
  59399. * Creates a polygon mesh
  59400. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  59401. * * 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
  59402. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  59403. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59404. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  59405. * * Remember you can only change the shape positions, not their number when updating a polygon
  59406. * @param name defines the name of the mesh
  59407. * @param options defines the options used to create the mesh
  59408. * @param scene defines the hosting scene
  59409. * @param earcutInjection can be used to inject your own earcut reference
  59410. * @returns the polygon mesh
  59411. */
  59412. static CreatePolygon(name: string, options: {
  59413. shape: Vector3[];
  59414. holes?: Vector3[][];
  59415. depth?: number;
  59416. faceUV?: Vector4[];
  59417. faceColors?: Color4[];
  59418. updatable?: boolean;
  59419. sideOrientation?: number;
  59420. frontUVs?: Vector4;
  59421. backUVs?: Vector4;
  59422. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  59423. /**
  59424. * Creates an extruded polygon mesh, with depth in the Y direction.
  59425. * * 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)
  59426. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59427. * @param name defines the name of the mesh
  59428. * @param options defines the options used to create the mesh
  59429. * @param scene defines the hosting scene
  59430. * @param earcutInjection can be used to inject your own earcut reference
  59431. * @returns the polygon mesh
  59432. */
  59433. static ExtrudePolygon(name: string, options: {
  59434. shape: Vector3[];
  59435. holes?: Vector3[][];
  59436. depth?: number;
  59437. faceUV?: Vector4[];
  59438. faceColors?: Color4[];
  59439. updatable?: boolean;
  59440. sideOrientation?: number;
  59441. frontUVs?: Vector4;
  59442. backUVs?: Vector4;
  59443. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  59444. }
  59445. }
  59446. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  59447. import { Scene } from "babylonjs/scene";
  59448. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59449. import { Mesh } from "babylonjs/Meshes/mesh";
  59450. import { Nullable } from "babylonjs/types";
  59451. /**
  59452. * Class containing static functions to help procedurally build meshes
  59453. */
  59454. export class LatheBuilder {
  59455. /**
  59456. * Creates lathe mesh.
  59457. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  59458. * * 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
  59459. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  59460. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  59461. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  59462. * * 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
  59463. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  59464. * * 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
  59465. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59466. * * If you create a double-sided mesh, you can choose what parts of 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
  59467. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59468. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59469. * @param name defines the name of the mesh
  59470. * @param options defines the options used to create the mesh
  59471. * @param scene defines the hosting scene
  59472. * @returns the lathe mesh
  59473. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  59474. */
  59475. static CreateLathe(name: string, options: {
  59476. shape: Vector3[];
  59477. radius?: number;
  59478. tessellation?: number;
  59479. clip?: number;
  59480. arc?: number;
  59481. closed?: boolean;
  59482. updatable?: boolean;
  59483. sideOrientation?: number;
  59484. frontUVs?: Vector4;
  59485. backUVs?: Vector4;
  59486. cap?: number;
  59487. invertUV?: boolean;
  59488. }, scene?: Nullable<Scene>): Mesh;
  59489. }
  59490. }
  59491. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  59492. import { Nullable } from "babylonjs/types";
  59493. import { Scene } from "babylonjs/scene";
  59494. import { Vector4 } from "babylonjs/Maths/math.vector";
  59495. import { Mesh } from "babylonjs/Meshes/mesh";
  59496. /**
  59497. * Class containing static functions to help procedurally build meshes
  59498. */
  59499. export class TiledPlaneBuilder {
  59500. /**
  59501. * Creates a tiled plane mesh
  59502. * * The parameter `pattern` will, depending on value, do nothing or
  59503. * * * flip (reflect about central vertical) alternate tiles across and up
  59504. * * * flip every tile on alternate rows
  59505. * * * rotate (180 degs) alternate tiles across and up
  59506. * * * rotate every tile on alternate rows
  59507. * * * flip and rotate alternate tiles across and up
  59508. * * * flip and rotate every tile on alternate rows
  59509. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  59510. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  59511. * * If you create a double-sided mesh, you can choose what parts of 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
  59512. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  59513. * * 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)
  59514. * * 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)
  59515. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  59516. * @param name defines the name of the mesh
  59517. * @param options defines the options used to create the mesh
  59518. * @param scene defines the hosting scene
  59519. * @returns the box mesh
  59520. */
  59521. static CreateTiledPlane(name: string, options: {
  59522. pattern?: number;
  59523. tileSize?: number;
  59524. tileWidth?: number;
  59525. tileHeight?: number;
  59526. size?: number;
  59527. width?: number;
  59528. height?: number;
  59529. alignHorizontal?: number;
  59530. alignVertical?: number;
  59531. sideOrientation?: number;
  59532. frontUVs?: Vector4;
  59533. backUVs?: Vector4;
  59534. updatable?: boolean;
  59535. }, scene?: Nullable<Scene>): Mesh;
  59536. }
  59537. }
  59538. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  59539. import { Nullable } from "babylonjs/types";
  59540. import { Scene } from "babylonjs/scene";
  59541. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59542. import { Mesh } from "babylonjs/Meshes/mesh";
  59543. /**
  59544. * Class containing static functions to help procedurally build meshes
  59545. */
  59546. export class TubeBuilder {
  59547. /**
  59548. * Creates a tube mesh.
  59549. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  59550. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  59551. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  59552. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  59553. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  59554. * * 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)
  59555. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  59556. * * 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
  59557. * * 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
  59558. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59559. * * If you create a double-sided mesh, you can choose what parts of 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
  59560. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59561. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59562. * @param name defines the name of the mesh
  59563. * @param options defines the options used to create the mesh
  59564. * @param scene defines the hosting scene
  59565. * @returns the tube mesh
  59566. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  59567. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  59568. */
  59569. static CreateTube(name: string, options: {
  59570. path: Vector3[];
  59571. radius?: number;
  59572. tessellation?: number;
  59573. radiusFunction?: {
  59574. (i: number, distance: number): number;
  59575. };
  59576. cap?: number;
  59577. arc?: number;
  59578. updatable?: boolean;
  59579. sideOrientation?: number;
  59580. frontUVs?: Vector4;
  59581. backUVs?: Vector4;
  59582. instance?: Mesh;
  59583. invertUV?: boolean;
  59584. }, scene?: Nullable<Scene>): Mesh;
  59585. }
  59586. }
  59587. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  59588. import { Scene } from "babylonjs/scene";
  59589. import { Vector4 } from "babylonjs/Maths/math.vector";
  59590. import { Mesh } from "babylonjs/Meshes/mesh";
  59591. import { Nullable } from "babylonjs/types";
  59592. /**
  59593. * Class containing static functions to help procedurally build meshes
  59594. */
  59595. export class IcoSphereBuilder {
  59596. /**
  59597. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  59598. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  59599. * * 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`)
  59600. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  59601. * * 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
  59602. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59603. * * If you create a double-sided mesh, you can choose what parts of 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
  59604. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59605. * @param name defines the name of the mesh
  59606. * @param options defines the options used to create the mesh
  59607. * @param scene defines the hosting scene
  59608. * @returns the icosahedron mesh
  59609. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  59610. */
  59611. static CreateIcoSphere(name: string, options: {
  59612. radius?: number;
  59613. radiusX?: number;
  59614. radiusY?: number;
  59615. radiusZ?: number;
  59616. flat?: boolean;
  59617. subdivisions?: number;
  59618. sideOrientation?: number;
  59619. frontUVs?: Vector4;
  59620. backUVs?: Vector4;
  59621. updatable?: boolean;
  59622. }, scene?: Nullable<Scene>): Mesh;
  59623. }
  59624. }
  59625. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  59626. import { Vector3 } from "babylonjs/Maths/math.vector";
  59627. import { Mesh } from "babylonjs/Meshes/mesh";
  59628. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59629. /**
  59630. * Class containing static functions to help procedurally build meshes
  59631. */
  59632. export class DecalBuilder {
  59633. /**
  59634. * Creates a decal mesh.
  59635. * 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
  59636. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  59637. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  59638. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  59639. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  59640. * @param name defines the name of the mesh
  59641. * @param sourceMesh defines the mesh where the decal must be applied
  59642. * @param options defines the options used to create the mesh
  59643. * @param scene defines the hosting scene
  59644. * @returns the decal mesh
  59645. * @see https://doc.babylonjs.com/how_to/decals
  59646. */
  59647. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  59648. position?: Vector3;
  59649. normal?: Vector3;
  59650. size?: Vector3;
  59651. angle?: number;
  59652. }): Mesh;
  59653. }
  59654. }
  59655. declare module "babylonjs/Meshes/meshBuilder" {
  59656. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  59657. import { Nullable } from "babylonjs/types";
  59658. import { Scene } from "babylonjs/scene";
  59659. import { Mesh } from "babylonjs/Meshes/mesh";
  59660. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  59661. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  59662. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59663. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  59664. import { Plane } from "babylonjs/Maths/math.plane";
  59665. /**
  59666. * Class containing static functions to help procedurally build meshes
  59667. */
  59668. export class MeshBuilder {
  59669. /**
  59670. * Creates a box mesh
  59671. * * The parameter `size` sets the size (float) of each box side (default 1)
  59672. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  59673. * * 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)
  59674. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59675. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59676. * * If you create a double-sided mesh, you can choose what parts of 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
  59677. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59678. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  59679. * @param name defines the name of the mesh
  59680. * @param options defines the options used to create the mesh
  59681. * @param scene defines the hosting scene
  59682. * @returns the box mesh
  59683. */
  59684. static CreateBox(name: string, options: {
  59685. size?: number;
  59686. width?: number;
  59687. height?: number;
  59688. depth?: number;
  59689. faceUV?: Vector4[];
  59690. faceColors?: Color4[];
  59691. sideOrientation?: number;
  59692. frontUVs?: Vector4;
  59693. backUVs?: Vector4;
  59694. updatable?: boolean;
  59695. }, scene?: Nullable<Scene>): Mesh;
  59696. /**
  59697. * Creates a tiled box mesh
  59698. * * faceTiles sets the pattern, tile size and number of tiles for a face
  59699. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59700. * @param name defines the name of the mesh
  59701. * @param options defines the options used to create the mesh
  59702. * @param scene defines the hosting scene
  59703. * @returns the tiled box mesh
  59704. */
  59705. static CreateTiledBox(name: string, options: {
  59706. pattern?: number;
  59707. size?: number;
  59708. width?: number;
  59709. height?: number;
  59710. depth: number;
  59711. tileSize?: number;
  59712. tileWidth?: number;
  59713. tileHeight?: number;
  59714. faceUV?: Vector4[];
  59715. faceColors?: Color4[];
  59716. alignHorizontal?: number;
  59717. alignVertical?: number;
  59718. sideOrientation?: number;
  59719. updatable?: boolean;
  59720. }, scene?: Nullable<Scene>): Mesh;
  59721. /**
  59722. * Creates a sphere mesh
  59723. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  59724. * * 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`)
  59725. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  59726. * * 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
  59727. * * 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)
  59728. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59729. * * If you create a double-sided mesh, you can choose what parts of 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
  59730. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59731. * @param name defines the name of the mesh
  59732. * @param options defines the options used to create the mesh
  59733. * @param scene defines the hosting scene
  59734. * @returns the sphere mesh
  59735. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  59736. */
  59737. static CreateSphere(name: string, options: {
  59738. segments?: number;
  59739. diameter?: number;
  59740. diameterX?: number;
  59741. diameterY?: number;
  59742. diameterZ?: number;
  59743. arc?: number;
  59744. slice?: number;
  59745. sideOrientation?: number;
  59746. frontUVs?: Vector4;
  59747. backUVs?: Vector4;
  59748. updatable?: boolean;
  59749. }, scene?: Nullable<Scene>): Mesh;
  59750. /**
  59751. * Creates a plane polygonal mesh. By default, this is a disc
  59752. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  59753. * * 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
  59754. * * 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
  59755. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59756. * * If you create a double-sided mesh, you can choose what parts of 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
  59757. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59758. * @param name defines the name of the mesh
  59759. * @param options defines the options used to create the mesh
  59760. * @param scene defines the hosting scene
  59761. * @returns the plane polygonal mesh
  59762. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  59763. */
  59764. static CreateDisc(name: string, options: {
  59765. radius?: number;
  59766. tessellation?: number;
  59767. arc?: number;
  59768. updatable?: boolean;
  59769. sideOrientation?: number;
  59770. frontUVs?: Vector4;
  59771. backUVs?: Vector4;
  59772. }, scene?: Nullable<Scene>): Mesh;
  59773. /**
  59774. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  59775. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  59776. * * 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`)
  59777. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  59778. * * 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
  59779. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59780. * * If you create a double-sided mesh, you can choose what parts of 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
  59781. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59782. * @param name defines the name of the mesh
  59783. * @param options defines the options used to create the mesh
  59784. * @param scene defines the hosting scene
  59785. * @returns the icosahedron mesh
  59786. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  59787. */
  59788. static CreateIcoSphere(name: string, options: {
  59789. radius?: number;
  59790. radiusX?: number;
  59791. radiusY?: number;
  59792. radiusZ?: number;
  59793. flat?: boolean;
  59794. subdivisions?: number;
  59795. sideOrientation?: number;
  59796. frontUVs?: Vector4;
  59797. backUVs?: Vector4;
  59798. updatable?: boolean;
  59799. }, scene?: Nullable<Scene>): Mesh;
  59800. /**
  59801. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  59802. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  59803. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  59804. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  59805. * * 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
  59806. * * 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
  59807. * * 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
  59808. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59809. * * If you create a double-sided mesh, you can choose what parts of 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
  59810. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59811. * * 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
  59812. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  59813. * * 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
  59814. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  59815. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59816. * @param name defines the name of the mesh
  59817. * @param options defines the options used to create the mesh
  59818. * @param scene defines the hosting scene
  59819. * @returns the ribbon mesh
  59820. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  59821. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  59822. */
  59823. static CreateRibbon(name: string, options: {
  59824. pathArray: Vector3[][];
  59825. closeArray?: boolean;
  59826. closePath?: boolean;
  59827. offset?: number;
  59828. updatable?: boolean;
  59829. sideOrientation?: number;
  59830. frontUVs?: Vector4;
  59831. backUVs?: Vector4;
  59832. instance?: Mesh;
  59833. invertUV?: boolean;
  59834. uvs?: Vector2[];
  59835. colors?: Color4[];
  59836. }, scene?: Nullable<Scene>): Mesh;
  59837. /**
  59838. * Creates a cylinder or a cone mesh
  59839. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  59840. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  59841. * * 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.
  59842. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  59843. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  59844. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  59845. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  59846. * * 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).
  59847. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  59848. * * 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).
  59849. * * 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
  59850. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  59851. * * 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
  59852. * * 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.
  59853. * * If `enclose` is false, a ring surface is one element.
  59854. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  59855. * * 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
  59856. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59857. * * If you create a double-sided mesh, you can choose what parts of 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
  59858. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59859. * @param name defines the name of the mesh
  59860. * @param options defines the options used to create the mesh
  59861. * @param scene defines the hosting scene
  59862. * @returns the cylinder mesh
  59863. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  59864. */
  59865. static CreateCylinder(name: string, options: {
  59866. height?: number;
  59867. diameterTop?: number;
  59868. diameterBottom?: number;
  59869. diameter?: number;
  59870. tessellation?: number;
  59871. subdivisions?: number;
  59872. arc?: number;
  59873. faceColors?: Color4[];
  59874. faceUV?: Vector4[];
  59875. updatable?: boolean;
  59876. hasRings?: boolean;
  59877. enclose?: boolean;
  59878. cap?: number;
  59879. sideOrientation?: number;
  59880. frontUVs?: Vector4;
  59881. backUVs?: Vector4;
  59882. }, scene?: Nullable<Scene>): Mesh;
  59883. /**
  59884. * Creates a torus mesh
  59885. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  59886. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  59887. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  59888. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59889. * * If you create a double-sided mesh, you can choose what parts of 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
  59890. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59891. * @param name defines the name of the mesh
  59892. * @param options defines the options used to create the mesh
  59893. * @param scene defines the hosting scene
  59894. * @returns the torus mesh
  59895. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  59896. */
  59897. static CreateTorus(name: string, options: {
  59898. diameter?: number;
  59899. thickness?: number;
  59900. tessellation?: number;
  59901. updatable?: boolean;
  59902. sideOrientation?: number;
  59903. frontUVs?: Vector4;
  59904. backUVs?: Vector4;
  59905. }, scene?: Nullable<Scene>): Mesh;
  59906. /**
  59907. * Creates a torus knot mesh
  59908. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  59909. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  59910. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  59911. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  59912. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59913. * * If you create a double-sided mesh, you can choose what parts of 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
  59914. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59915. * @param name defines the name of the mesh
  59916. * @param options defines the options used to create the mesh
  59917. * @param scene defines the hosting scene
  59918. * @returns the torus knot mesh
  59919. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  59920. */
  59921. static CreateTorusKnot(name: string, options: {
  59922. radius?: number;
  59923. tube?: number;
  59924. radialSegments?: number;
  59925. tubularSegments?: number;
  59926. p?: number;
  59927. q?: number;
  59928. updatable?: boolean;
  59929. sideOrientation?: number;
  59930. frontUVs?: Vector4;
  59931. backUVs?: Vector4;
  59932. }, scene?: Nullable<Scene>): Mesh;
  59933. /**
  59934. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  59935. * * 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
  59936. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  59937. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  59938. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  59939. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  59940. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  59941. * * 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
  59942. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  59943. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59944. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  59945. * @param name defines the name of the new line system
  59946. * @param options defines the options used to create the line system
  59947. * @param scene defines the hosting scene
  59948. * @returns a new line system mesh
  59949. */
  59950. static CreateLineSystem(name: string, options: {
  59951. lines: Vector3[][];
  59952. updatable?: boolean;
  59953. instance?: Nullable<LinesMesh>;
  59954. colors?: Nullable<Color4[][]>;
  59955. useVertexAlpha?: boolean;
  59956. }, scene: Nullable<Scene>): LinesMesh;
  59957. /**
  59958. * Creates a line mesh
  59959. * 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
  59960. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  59961. * * The parameter `points` is an array successive Vector3
  59962. * * 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
  59963. * * The optional parameter `colors` is an array of successive Color4, one per line point
  59964. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  59965. * * When updating an instance, remember that only point positions can change, not the number of points
  59966. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59967. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  59968. * @param name defines the name of the new line system
  59969. * @param options defines the options used to create the line system
  59970. * @param scene defines the hosting scene
  59971. * @returns a new line mesh
  59972. */
  59973. static CreateLines(name: string, options: {
  59974. points: Vector3[];
  59975. updatable?: boolean;
  59976. instance?: Nullable<LinesMesh>;
  59977. colors?: Color4[];
  59978. useVertexAlpha?: boolean;
  59979. }, scene?: Nullable<Scene>): LinesMesh;
  59980. /**
  59981. * Creates a dashed line mesh
  59982. * * 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
  59983. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  59984. * * The parameter `points` is an array successive Vector3
  59985. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  59986. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  59987. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  59988. * * 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
  59989. * * When updating an instance, remember that only point positions can change, not the number of points
  59990. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59991. * @param name defines the name of the mesh
  59992. * @param options defines the options used to create the mesh
  59993. * @param scene defines the hosting scene
  59994. * @returns the dashed line mesh
  59995. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  59996. */
  59997. static CreateDashedLines(name: string, options: {
  59998. points: Vector3[];
  59999. dashSize?: number;
  60000. gapSize?: number;
  60001. dashNb?: number;
  60002. updatable?: boolean;
  60003. instance?: LinesMesh;
  60004. }, scene?: Nullable<Scene>): LinesMesh;
  60005. /**
  60006. * 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.
  60007. * * 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.
  60008. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60009. * * 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.
  60010. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  60011. * * 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
  60012. * * 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
  60013. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  60014. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60015. * * If you create a double-sided mesh, you can choose what parts of 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
  60016. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  60017. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60018. * @param name defines the name of the mesh
  60019. * @param options defines the options used to create the mesh
  60020. * @param scene defines the hosting scene
  60021. * @returns the extruded shape mesh
  60022. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60023. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60024. */
  60025. static ExtrudeShape(name: string, options: {
  60026. shape: Vector3[];
  60027. path: Vector3[];
  60028. scale?: number;
  60029. rotation?: number;
  60030. cap?: number;
  60031. updatable?: boolean;
  60032. sideOrientation?: number;
  60033. frontUVs?: Vector4;
  60034. backUVs?: Vector4;
  60035. instance?: Mesh;
  60036. invertUV?: boolean;
  60037. }, scene?: Nullable<Scene>): Mesh;
  60038. /**
  60039. * Creates an custom extruded shape mesh.
  60040. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  60041. * * 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.
  60042. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60043. * * 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
  60044. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  60045. * * 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
  60046. * * It must returns a float value that will be the scale value applied to the shape on each path point
  60047. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  60048. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  60049. * * 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
  60050. * * 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
  60051. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  60052. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60053. * * If you create a double-sided mesh, you can choose what parts of 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
  60054. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60055. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60056. * @param name defines the name of the mesh
  60057. * @param options defines the options used to create the mesh
  60058. * @param scene defines the hosting scene
  60059. * @returns the custom extruded shape mesh
  60060. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  60061. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60062. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60063. */
  60064. static ExtrudeShapeCustom(name: string, options: {
  60065. shape: Vector3[];
  60066. path: Vector3[];
  60067. scaleFunction?: any;
  60068. rotationFunction?: any;
  60069. ribbonCloseArray?: boolean;
  60070. ribbonClosePath?: boolean;
  60071. cap?: number;
  60072. updatable?: boolean;
  60073. sideOrientation?: number;
  60074. frontUVs?: Vector4;
  60075. backUVs?: Vector4;
  60076. instance?: Mesh;
  60077. invertUV?: boolean;
  60078. }, scene?: Nullable<Scene>): Mesh;
  60079. /**
  60080. * Creates lathe mesh.
  60081. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  60082. * * 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
  60083. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  60084. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  60085. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  60086. * * 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
  60087. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  60088. * * 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
  60089. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60090. * * If you create a double-sided mesh, you can choose what parts of 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
  60091. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60092. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60093. * @param name defines the name of the mesh
  60094. * @param options defines the options used to create the mesh
  60095. * @param scene defines the hosting scene
  60096. * @returns the lathe mesh
  60097. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  60098. */
  60099. static CreateLathe(name: string, options: {
  60100. shape: Vector3[];
  60101. radius?: number;
  60102. tessellation?: number;
  60103. clip?: number;
  60104. arc?: number;
  60105. closed?: boolean;
  60106. updatable?: boolean;
  60107. sideOrientation?: number;
  60108. frontUVs?: Vector4;
  60109. backUVs?: Vector4;
  60110. cap?: number;
  60111. invertUV?: boolean;
  60112. }, scene?: Nullable<Scene>): Mesh;
  60113. /**
  60114. * Creates a tiled plane mesh
  60115. * * You can set a limited pattern arrangement with the tiles
  60116. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60117. * * If you create a double-sided mesh, you can choose what parts of 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
  60118. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60119. * @param name defines the name of the mesh
  60120. * @param options defines the options used to create the mesh
  60121. * @param scene defines the hosting scene
  60122. * @returns the plane mesh
  60123. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  60124. */
  60125. static CreateTiledPlane(name: string, options: {
  60126. pattern?: number;
  60127. tileSize?: number;
  60128. tileWidth?: number;
  60129. tileHeight?: number;
  60130. size?: number;
  60131. width?: number;
  60132. height?: number;
  60133. alignHorizontal?: number;
  60134. alignVertical?: number;
  60135. sideOrientation?: number;
  60136. frontUVs?: Vector4;
  60137. backUVs?: Vector4;
  60138. updatable?: boolean;
  60139. }, scene?: Nullable<Scene>): Mesh;
  60140. /**
  60141. * Creates a plane mesh
  60142. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  60143. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  60144. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  60145. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60146. * * If you create a double-sided mesh, you can choose what parts of 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
  60147. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60148. * @param name defines the name of the mesh
  60149. * @param options defines the options used to create the mesh
  60150. * @param scene defines the hosting scene
  60151. * @returns the plane mesh
  60152. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  60153. */
  60154. static CreatePlane(name: string, options: {
  60155. size?: number;
  60156. width?: number;
  60157. height?: number;
  60158. sideOrientation?: number;
  60159. frontUVs?: Vector4;
  60160. backUVs?: Vector4;
  60161. updatable?: boolean;
  60162. sourcePlane?: Plane;
  60163. }, scene?: Nullable<Scene>): Mesh;
  60164. /**
  60165. * Creates a ground mesh
  60166. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  60167. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  60168. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60169. * @param name defines the name of the mesh
  60170. * @param options defines the options used to create the mesh
  60171. * @param scene defines the hosting scene
  60172. * @returns the ground mesh
  60173. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  60174. */
  60175. static CreateGround(name: string, options: {
  60176. width?: number;
  60177. height?: number;
  60178. subdivisions?: number;
  60179. subdivisionsX?: number;
  60180. subdivisionsY?: number;
  60181. updatable?: boolean;
  60182. }, scene?: Nullable<Scene>): Mesh;
  60183. /**
  60184. * Creates a tiled ground mesh
  60185. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  60186. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  60187. * * 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
  60188. * * 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
  60189. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60190. * @param name defines the name of the mesh
  60191. * @param options defines the options used to create the mesh
  60192. * @param scene defines the hosting scene
  60193. * @returns the tiled ground mesh
  60194. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  60195. */
  60196. static CreateTiledGround(name: string, options: {
  60197. xmin: number;
  60198. zmin: number;
  60199. xmax: number;
  60200. zmax: number;
  60201. subdivisions?: {
  60202. w: number;
  60203. h: number;
  60204. };
  60205. precision?: {
  60206. w: number;
  60207. h: number;
  60208. };
  60209. updatable?: boolean;
  60210. }, scene?: Nullable<Scene>): Mesh;
  60211. /**
  60212. * Creates a ground mesh from a height map
  60213. * * The parameter `url` sets the URL of the height map image resource.
  60214. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  60215. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  60216. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  60217. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  60218. * * 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.
  60219. * * 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).
  60220. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  60221. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60222. * @param name defines the name of the mesh
  60223. * @param url defines the url to the height map
  60224. * @param options defines the options used to create the mesh
  60225. * @param scene defines the hosting scene
  60226. * @returns the ground mesh
  60227. * @see https://doc.babylonjs.com/babylon101/height_map
  60228. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  60229. */
  60230. static CreateGroundFromHeightMap(name: string, url: string, options: {
  60231. width?: number;
  60232. height?: number;
  60233. subdivisions?: number;
  60234. minHeight?: number;
  60235. maxHeight?: number;
  60236. colorFilter?: Color3;
  60237. alphaFilter?: number;
  60238. updatable?: boolean;
  60239. onReady?: (mesh: GroundMesh) => void;
  60240. }, scene?: Nullable<Scene>): GroundMesh;
  60241. /**
  60242. * Creates a polygon mesh
  60243. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  60244. * * 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
  60245. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  60246. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60247. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  60248. * * Remember you can only change the shape positions, not their number when updating a polygon
  60249. * @param name defines the name of the mesh
  60250. * @param options defines the options used to create the mesh
  60251. * @param scene defines the hosting scene
  60252. * @param earcutInjection can be used to inject your own earcut reference
  60253. * @returns the polygon mesh
  60254. */
  60255. static CreatePolygon(name: string, options: {
  60256. shape: Vector3[];
  60257. holes?: Vector3[][];
  60258. depth?: number;
  60259. faceUV?: Vector4[];
  60260. faceColors?: Color4[];
  60261. updatable?: boolean;
  60262. sideOrientation?: number;
  60263. frontUVs?: Vector4;
  60264. backUVs?: Vector4;
  60265. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60266. /**
  60267. * Creates an extruded polygon mesh, with depth in the Y direction.
  60268. * * 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)
  60269. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60270. * @param name defines the name of the mesh
  60271. * @param options defines the options used to create the mesh
  60272. * @param scene defines the hosting scene
  60273. * @param earcutInjection can be used to inject your own earcut reference
  60274. * @returns the polygon mesh
  60275. */
  60276. static ExtrudePolygon(name: string, options: {
  60277. shape: Vector3[];
  60278. holes?: Vector3[][];
  60279. depth?: number;
  60280. faceUV?: Vector4[];
  60281. faceColors?: Color4[];
  60282. updatable?: boolean;
  60283. sideOrientation?: number;
  60284. frontUVs?: Vector4;
  60285. backUVs?: Vector4;
  60286. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60287. /**
  60288. * Creates a tube mesh.
  60289. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60290. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  60291. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  60292. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  60293. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  60294. * * 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)
  60295. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  60296. * * 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
  60297. * * 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
  60298. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60299. * * If you create a double-sided mesh, you can choose what parts of 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
  60300. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60301. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60302. * @param name defines the name of the mesh
  60303. * @param options defines the options used to create the mesh
  60304. * @param scene defines the hosting scene
  60305. * @returns the tube mesh
  60306. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60307. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  60308. */
  60309. static CreateTube(name: string, options: {
  60310. path: Vector3[];
  60311. radius?: number;
  60312. tessellation?: number;
  60313. radiusFunction?: {
  60314. (i: number, distance: number): number;
  60315. };
  60316. cap?: number;
  60317. arc?: number;
  60318. updatable?: boolean;
  60319. sideOrientation?: number;
  60320. frontUVs?: Vector4;
  60321. backUVs?: Vector4;
  60322. instance?: Mesh;
  60323. invertUV?: boolean;
  60324. }, scene?: Nullable<Scene>): Mesh;
  60325. /**
  60326. * Creates a polyhedron mesh
  60327. * * 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
  60328. * * The parameter `size` (positive float, default 1) sets the polygon size
  60329. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  60330. * * 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`
  60331. * * 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
  60332. * * 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)`)
  60333. * * 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
  60334. * * 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
  60335. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60336. * * If you create a double-sided mesh, you can choose what parts of 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
  60337. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60338. * @param name defines the name of the mesh
  60339. * @param options defines the options used to create the mesh
  60340. * @param scene defines the hosting scene
  60341. * @returns the polyhedron mesh
  60342. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  60343. */
  60344. static CreatePolyhedron(name: string, options: {
  60345. type?: number;
  60346. size?: number;
  60347. sizeX?: number;
  60348. sizeY?: number;
  60349. sizeZ?: number;
  60350. custom?: any;
  60351. faceUV?: Vector4[];
  60352. faceColors?: Color4[];
  60353. flat?: boolean;
  60354. updatable?: boolean;
  60355. sideOrientation?: number;
  60356. frontUVs?: Vector4;
  60357. backUVs?: Vector4;
  60358. }, scene?: Nullable<Scene>): Mesh;
  60359. /**
  60360. * Creates a decal mesh.
  60361. * 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
  60362. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  60363. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  60364. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  60365. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  60366. * @param name defines the name of the mesh
  60367. * @param sourceMesh defines the mesh where the decal must be applied
  60368. * @param options defines the options used to create the mesh
  60369. * @param scene defines the hosting scene
  60370. * @returns the decal mesh
  60371. * @see https://doc.babylonjs.com/how_to/decals
  60372. */
  60373. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  60374. position?: Vector3;
  60375. normal?: Vector3;
  60376. size?: Vector3;
  60377. angle?: number;
  60378. }): Mesh;
  60379. }
  60380. }
  60381. declare module "babylonjs/Meshes/meshSimplification" {
  60382. import { Mesh } from "babylonjs/Meshes/mesh";
  60383. /**
  60384. * A simplifier interface for future simplification implementations
  60385. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60386. */
  60387. export interface ISimplifier {
  60388. /**
  60389. * Simplification of a given mesh according to the given settings.
  60390. * Since this requires computation, it is assumed that the function runs async.
  60391. * @param settings The settings of the simplification, including quality and distance
  60392. * @param successCallback A callback that will be called after the mesh was simplified.
  60393. * @param errorCallback in case of an error, this callback will be called. optional.
  60394. */
  60395. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  60396. }
  60397. /**
  60398. * Expected simplification settings.
  60399. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  60400. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60401. */
  60402. export interface ISimplificationSettings {
  60403. /**
  60404. * Gets or sets the expected quality
  60405. */
  60406. quality: number;
  60407. /**
  60408. * Gets or sets the distance when this optimized version should be used
  60409. */
  60410. distance: number;
  60411. /**
  60412. * Gets an already optimized mesh
  60413. */
  60414. optimizeMesh?: boolean;
  60415. }
  60416. /**
  60417. * Class used to specify simplification options
  60418. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60419. */
  60420. export class SimplificationSettings implements ISimplificationSettings {
  60421. /** expected quality */
  60422. quality: number;
  60423. /** distance when this optimized version should be used */
  60424. distance: number;
  60425. /** already optimized mesh */
  60426. optimizeMesh?: boolean | undefined;
  60427. /**
  60428. * Creates a SimplificationSettings
  60429. * @param quality expected quality
  60430. * @param distance distance when this optimized version should be used
  60431. * @param optimizeMesh already optimized mesh
  60432. */
  60433. constructor(
  60434. /** expected quality */
  60435. quality: number,
  60436. /** distance when this optimized version should be used */
  60437. distance: number,
  60438. /** already optimized mesh */
  60439. optimizeMesh?: boolean | undefined);
  60440. }
  60441. /**
  60442. * Interface used to define a simplification task
  60443. */
  60444. export interface ISimplificationTask {
  60445. /**
  60446. * Array of settings
  60447. */
  60448. settings: Array<ISimplificationSettings>;
  60449. /**
  60450. * Simplification type
  60451. */
  60452. simplificationType: SimplificationType;
  60453. /**
  60454. * Mesh to simplify
  60455. */
  60456. mesh: Mesh;
  60457. /**
  60458. * Callback called on success
  60459. */
  60460. successCallback?: () => void;
  60461. /**
  60462. * Defines if parallel processing can be used
  60463. */
  60464. parallelProcessing: boolean;
  60465. }
  60466. /**
  60467. * Queue used to order the simplification tasks
  60468. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60469. */
  60470. export class SimplificationQueue {
  60471. private _simplificationArray;
  60472. /**
  60473. * Gets a boolean indicating that the process is still running
  60474. */
  60475. running: boolean;
  60476. /**
  60477. * Creates a new queue
  60478. */
  60479. constructor();
  60480. /**
  60481. * Adds a new simplification task
  60482. * @param task defines a task to add
  60483. */
  60484. addTask(task: ISimplificationTask): void;
  60485. /**
  60486. * Execute next task
  60487. */
  60488. executeNext(): void;
  60489. /**
  60490. * Execute a simplification task
  60491. * @param task defines the task to run
  60492. */
  60493. runSimplification(task: ISimplificationTask): void;
  60494. private getSimplifier;
  60495. }
  60496. /**
  60497. * The implemented types of simplification
  60498. * At the moment only Quadratic Error Decimation is implemented
  60499. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60500. */
  60501. export enum SimplificationType {
  60502. /** Quadratic error decimation */
  60503. QUADRATIC = 0
  60504. }
  60505. }
  60506. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  60507. import { Scene } from "babylonjs/scene";
  60508. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  60509. import { ISceneComponent } from "babylonjs/sceneComponent";
  60510. module "babylonjs/scene" {
  60511. interface Scene {
  60512. /** @hidden (Backing field) */
  60513. _simplificationQueue: SimplificationQueue;
  60514. /**
  60515. * Gets or sets the simplification queue attached to the scene
  60516. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60517. */
  60518. simplificationQueue: SimplificationQueue;
  60519. }
  60520. }
  60521. module "babylonjs/Meshes/mesh" {
  60522. interface Mesh {
  60523. /**
  60524. * Simplify the mesh according to the given array of settings.
  60525. * Function will return immediately and will simplify async
  60526. * @param settings a collection of simplification settings
  60527. * @param parallelProcessing should all levels calculate parallel or one after the other
  60528. * @param simplificationType the type of simplification to run
  60529. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  60530. * @returns the current mesh
  60531. */
  60532. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  60533. }
  60534. }
  60535. /**
  60536. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  60537. * created in a scene
  60538. */
  60539. export class SimplicationQueueSceneComponent implements ISceneComponent {
  60540. /**
  60541. * The component name helpfull to identify the component in the list of scene components.
  60542. */
  60543. readonly name: string;
  60544. /**
  60545. * The scene the component belongs to.
  60546. */
  60547. scene: Scene;
  60548. /**
  60549. * Creates a new instance of the component for the given scene
  60550. * @param scene Defines the scene to register the component in
  60551. */
  60552. constructor(scene: Scene);
  60553. /**
  60554. * Registers the component in a given scene
  60555. */
  60556. register(): void;
  60557. /**
  60558. * Rebuilds the elements related to this component in case of
  60559. * context lost for instance.
  60560. */
  60561. rebuild(): void;
  60562. /**
  60563. * Disposes the component and the associated ressources
  60564. */
  60565. dispose(): void;
  60566. private _beforeCameraUpdate;
  60567. }
  60568. }
  60569. declare module "babylonjs/Meshes/Builders/index" {
  60570. export * from "babylonjs/Meshes/Builders/boxBuilder";
  60571. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  60572. export * from "babylonjs/Meshes/Builders/discBuilder";
  60573. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  60574. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  60575. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  60576. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  60577. export * from "babylonjs/Meshes/Builders/torusBuilder";
  60578. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  60579. export * from "babylonjs/Meshes/Builders/linesBuilder";
  60580. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  60581. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  60582. export * from "babylonjs/Meshes/Builders/latheBuilder";
  60583. export * from "babylonjs/Meshes/Builders/planeBuilder";
  60584. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  60585. export * from "babylonjs/Meshes/Builders/groundBuilder";
  60586. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  60587. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  60588. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  60589. export * from "babylonjs/Meshes/Builders/decalBuilder";
  60590. }
  60591. declare module "babylonjs/Meshes/index" {
  60592. export * from "babylonjs/Meshes/abstractMesh";
  60593. export * from "babylonjs/Meshes/buffer";
  60594. export * from "babylonjs/Meshes/Compression/index";
  60595. export * from "babylonjs/Meshes/csg";
  60596. export * from "babylonjs/Meshes/geometry";
  60597. export * from "babylonjs/Meshes/groundMesh";
  60598. export * from "babylonjs/Meshes/trailMesh";
  60599. export * from "babylonjs/Meshes/instancedMesh";
  60600. export * from "babylonjs/Meshes/linesMesh";
  60601. export * from "babylonjs/Meshes/mesh";
  60602. export * from "babylonjs/Meshes/mesh.vertexData";
  60603. export * from "babylonjs/Meshes/meshBuilder";
  60604. export * from "babylonjs/Meshes/meshSimplification";
  60605. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  60606. export * from "babylonjs/Meshes/polygonMesh";
  60607. export * from "babylonjs/Meshes/subMesh";
  60608. export * from "babylonjs/Meshes/meshLODLevel";
  60609. export * from "babylonjs/Meshes/transformNode";
  60610. export * from "babylonjs/Meshes/Builders/index";
  60611. export * from "babylonjs/Meshes/dataBuffer";
  60612. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  60613. }
  60614. declare module "babylonjs/Morph/index" {
  60615. export * from "babylonjs/Morph/morphTarget";
  60616. export * from "babylonjs/Morph/morphTargetManager";
  60617. }
  60618. declare module "babylonjs/Navigation/INavigationEngine" {
  60619. import { TransformNode } from "babylonjs/Meshes/transformNode";
  60620. import { Vector3 } from "babylonjs/Maths/math";
  60621. import { Mesh } from "babylonjs/Meshes/mesh";
  60622. import { Scene } from "babylonjs/scene";
  60623. /**
  60624. * Navigation plugin interface to add navigation constrained by a navigation mesh
  60625. */
  60626. export interface INavigationEnginePlugin {
  60627. /**
  60628. * plugin name
  60629. */
  60630. name: string;
  60631. /**
  60632. * Creates a navigation mesh
  60633. * @param meshes array of all the geometry used to compute the navigatio mesh
  60634. * @param parameters bunch of parameters used to filter geometry
  60635. */
  60636. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  60637. /**
  60638. * Create a navigation mesh debug mesh
  60639. * @param scene is where the mesh will be added
  60640. * @returns debug display mesh
  60641. */
  60642. createDebugNavMesh(scene: Scene): Mesh;
  60643. /**
  60644. * Get a navigation mesh constrained position, closest to the parameter position
  60645. * @param position world position
  60646. * @returns the closest point to position constrained by the navigation mesh
  60647. */
  60648. getClosestPoint(position: Vector3): Vector3;
  60649. /**
  60650. * Get a navigation mesh constrained position, within a particular radius
  60651. * @param position world position
  60652. * @param maxRadius the maximum distance to the constrained world position
  60653. * @returns the closest point to position constrained by the navigation mesh
  60654. */
  60655. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  60656. /**
  60657. * Compute the final position from a segment made of destination-position
  60658. * @param position world position
  60659. * @param destination world position
  60660. * @returns the resulting point along the navmesh
  60661. */
  60662. moveAlong(position: Vector3, destination: Vector3): Vector3;
  60663. /**
  60664. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  60665. * @param start world position
  60666. * @param end world position
  60667. * @returns array containing world position composing the path
  60668. */
  60669. computePath(start: Vector3, end: Vector3): Vector3[];
  60670. /**
  60671. * If this plugin is supported
  60672. * @returns true if plugin is supported
  60673. */
  60674. isSupported(): boolean;
  60675. /**
  60676. * Create a new Crowd so you can add agents
  60677. * @param maxAgents the maximum agent count in the crowd
  60678. * @param maxAgentRadius the maximum radius an agent can have
  60679. * @param scene to attach the crowd to
  60680. * @returns the crowd you can add agents to
  60681. */
  60682. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  60683. /**
  60684. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  60685. * The queries will try to find a solution within those bounds
  60686. * default is (1,1,1)
  60687. * @param extent x,y,z value that define the extent around the queries point of reference
  60688. */
  60689. setDefaultQueryExtent(extent: Vector3): void;
  60690. /**
  60691. * Get the Bounding box extent specified by setDefaultQueryExtent
  60692. * @returns the box extent values
  60693. */
  60694. getDefaultQueryExtent(): Vector3;
  60695. /**
  60696. * Release all resources
  60697. */
  60698. dispose(): void;
  60699. }
  60700. /**
  60701. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  60702. */
  60703. export interface ICrowd {
  60704. /**
  60705. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  60706. * You can attach anything to that node. The node position is updated in the scene update tick.
  60707. * @param pos world position that will be constrained by the navigation mesh
  60708. * @param parameters agent parameters
  60709. * @param transform hooked to the agent that will be update by the scene
  60710. * @returns agent index
  60711. */
  60712. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  60713. /**
  60714. * Returns the agent position in world space
  60715. * @param index agent index returned by addAgent
  60716. * @returns world space position
  60717. */
  60718. getAgentPosition(index: number): Vector3;
  60719. /**
  60720. * Gets the agent velocity in world space
  60721. * @param index agent index returned by addAgent
  60722. * @returns world space velocity
  60723. */
  60724. getAgentVelocity(index: number): Vector3;
  60725. /**
  60726. * remove a particular agent previously created
  60727. * @param index agent index returned by addAgent
  60728. */
  60729. removeAgent(index: number): void;
  60730. /**
  60731. * get the list of all agents attached to this crowd
  60732. * @returns list of agent indices
  60733. */
  60734. getAgents(): number[];
  60735. /**
  60736. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  60737. * @param deltaTime in seconds
  60738. */
  60739. update(deltaTime: number): void;
  60740. /**
  60741. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  60742. * @param index agent index returned by addAgent
  60743. * @param destination targeted world position
  60744. */
  60745. agentGoto(index: number, destination: Vector3): void;
  60746. /**
  60747. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  60748. * The queries will try to find a solution within those bounds
  60749. * default is (1,1,1)
  60750. * @param extent x,y,z value that define the extent around the queries point of reference
  60751. */
  60752. setDefaultQueryExtent(extent: Vector3): void;
  60753. /**
  60754. * Get the Bounding box extent specified by setDefaultQueryExtent
  60755. * @returns the box extent values
  60756. */
  60757. getDefaultQueryExtent(): Vector3;
  60758. /**
  60759. * Release all resources
  60760. */
  60761. dispose(): void;
  60762. }
  60763. /**
  60764. * Configures an agent
  60765. */
  60766. export interface IAgentParameters {
  60767. /**
  60768. * Agent radius. [Limit: >= 0]
  60769. */
  60770. radius: number;
  60771. /**
  60772. * Agent height. [Limit: > 0]
  60773. */
  60774. height: number;
  60775. /**
  60776. * Maximum allowed acceleration. [Limit: >= 0]
  60777. */
  60778. maxAcceleration: number;
  60779. /**
  60780. * Maximum allowed speed. [Limit: >= 0]
  60781. */
  60782. maxSpeed: number;
  60783. /**
  60784. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  60785. */
  60786. collisionQueryRange: number;
  60787. /**
  60788. * The path visibility optimization range. [Limit: > 0]
  60789. */
  60790. pathOptimizationRange: number;
  60791. /**
  60792. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  60793. */
  60794. separationWeight: number;
  60795. }
  60796. /**
  60797. * Configures the navigation mesh creation
  60798. */
  60799. export interface INavMeshParameters {
  60800. /**
  60801. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  60802. */
  60803. cs: number;
  60804. /**
  60805. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  60806. */
  60807. ch: number;
  60808. /**
  60809. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  60810. */
  60811. walkableSlopeAngle: number;
  60812. /**
  60813. * Minimum floor to 'ceiling' height that will still allow the floor area to
  60814. * be considered walkable. [Limit: >= 3] [Units: vx]
  60815. */
  60816. walkableHeight: number;
  60817. /**
  60818. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  60819. */
  60820. walkableClimb: number;
  60821. /**
  60822. * The distance to erode/shrink the walkable area of the heightfield away from
  60823. * obstructions. [Limit: >=0] [Units: vx]
  60824. */
  60825. walkableRadius: number;
  60826. /**
  60827. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  60828. */
  60829. maxEdgeLen: number;
  60830. /**
  60831. * The maximum distance a simplfied contour's border edges should deviate
  60832. * the original raw contour. [Limit: >=0] [Units: vx]
  60833. */
  60834. maxSimplificationError: number;
  60835. /**
  60836. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  60837. */
  60838. minRegionArea: number;
  60839. /**
  60840. * Any regions with a span count smaller than this value will, if possible,
  60841. * be merged with larger regions. [Limit: >=0] [Units: vx]
  60842. */
  60843. mergeRegionArea: number;
  60844. /**
  60845. * The maximum number of vertices allowed for polygons generated during the
  60846. * contour to polygon conversion process. [Limit: >= 3]
  60847. */
  60848. maxVertsPerPoly: number;
  60849. /**
  60850. * Sets the sampling distance to use when generating the detail mesh.
  60851. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  60852. */
  60853. detailSampleDist: number;
  60854. /**
  60855. * The maximum distance the detail mesh surface should deviate from heightfield
  60856. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  60857. */
  60858. detailSampleMaxError: number;
  60859. }
  60860. }
  60861. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  60862. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  60863. import { Mesh } from "babylonjs/Meshes/mesh";
  60864. import { Scene } from "babylonjs/scene";
  60865. import { Vector3 } from "babylonjs/Maths/math";
  60866. import { TransformNode } from "babylonjs/Meshes/transformNode";
  60867. /**
  60868. * RecastJS navigation plugin
  60869. */
  60870. export class RecastJSPlugin implements INavigationEnginePlugin {
  60871. /**
  60872. * Reference to the Recast library
  60873. */
  60874. bjsRECAST: any;
  60875. /**
  60876. * plugin name
  60877. */
  60878. name: string;
  60879. /**
  60880. * the first navmesh created. We might extend this to support multiple navmeshes
  60881. */
  60882. navMesh: any;
  60883. /**
  60884. * Initializes the recastJS plugin
  60885. * @param recastInjection can be used to inject your own recast reference
  60886. */
  60887. constructor(recastInjection?: any);
  60888. /**
  60889. * Creates a navigation mesh
  60890. * @param meshes array of all the geometry used to compute the navigatio mesh
  60891. * @param parameters bunch of parameters used to filter geometry
  60892. */
  60893. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  60894. /**
  60895. * Create a navigation mesh debug mesh
  60896. * @param scene is where the mesh will be added
  60897. * @returns debug display mesh
  60898. */
  60899. createDebugNavMesh(scene: Scene): Mesh;
  60900. /**
  60901. * Get a navigation mesh constrained position, closest to the parameter position
  60902. * @param position world position
  60903. * @returns the closest point to position constrained by the navigation mesh
  60904. */
  60905. getClosestPoint(position: Vector3): Vector3;
  60906. /**
  60907. * Get a navigation mesh constrained position, within a particular radius
  60908. * @param position world position
  60909. * @param maxRadius the maximum distance to the constrained world position
  60910. * @returns the closest point to position constrained by the navigation mesh
  60911. */
  60912. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  60913. /**
  60914. * Compute the final position from a segment made of destination-position
  60915. * @param position world position
  60916. * @param destination world position
  60917. * @returns the resulting point along the navmesh
  60918. */
  60919. moveAlong(position: Vector3, destination: Vector3): Vector3;
  60920. /**
  60921. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  60922. * @param start world position
  60923. * @param end world position
  60924. * @returns array containing world position composing the path
  60925. */
  60926. computePath(start: Vector3, end: Vector3): Vector3[];
  60927. /**
  60928. * Create a new Crowd so you can add agents
  60929. * @param maxAgents the maximum agent count in the crowd
  60930. * @param maxAgentRadius the maximum radius an agent can have
  60931. * @param scene to attach the crowd to
  60932. * @returns the crowd you can add agents to
  60933. */
  60934. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  60935. /**
  60936. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  60937. * The queries will try to find a solution within those bounds
  60938. * default is (1,1,1)
  60939. * @param extent x,y,z value that define the extent around the queries point of reference
  60940. */
  60941. setDefaultQueryExtent(extent: Vector3): void;
  60942. /**
  60943. * Get the Bounding box extent specified by setDefaultQueryExtent
  60944. * @returns the box extent values
  60945. */
  60946. getDefaultQueryExtent(): Vector3;
  60947. /**
  60948. * Disposes
  60949. */
  60950. dispose(): void;
  60951. /**
  60952. * If this plugin is supported
  60953. * @returns true if plugin is supported
  60954. */
  60955. isSupported(): boolean;
  60956. }
  60957. /**
  60958. * Recast detour crowd implementation
  60959. */
  60960. export class RecastJSCrowd implements ICrowd {
  60961. /**
  60962. * Recast/detour plugin
  60963. */
  60964. bjsRECASTPlugin: RecastJSPlugin;
  60965. /**
  60966. * Link to the detour crowd
  60967. */
  60968. recastCrowd: any;
  60969. /**
  60970. * One transform per agent
  60971. */
  60972. transforms: TransformNode[];
  60973. /**
  60974. * All agents created
  60975. */
  60976. agents: number[];
  60977. /**
  60978. * Link to the scene is kept to unregister the crowd from the scene
  60979. */
  60980. private _scene;
  60981. /**
  60982. * Observer for crowd updates
  60983. */
  60984. private _onBeforeAnimationsObserver;
  60985. /**
  60986. * Constructor
  60987. * @param plugin recastJS plugin
  60988. * @param maxAgents the maximum agent count in the crowd
  60989. * @param maxAgentRadius the maximum radius an agent can have
  60990. * @param scene to attach the crowd to
  60991. * @returns the crowd you can add agents to
  60992. */
  60993. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  60994. /**
  60995. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  60996. * You can attach anything to that node. The node position is updated in the scene update tick.
  60997. * @param pos world position that will be constrained by the navigation mesh
  60998. * @param parameters agent parameters
  60999. * @param transform hooked to the agent that will be update by the scene
  61000. * @returns agent index
  61001. */
  61002. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  61003. /**
  61004. * Returns the agent position in world space
  61005. * @param index agent index returned by addAgent
  61006. * @returns world space position
  61007. */
  61008. getAgentPosition(index: number): Vector3;
  61009. /**
  61010. * Returns the agent velocity in world space
  61011. * @param index agent index returned by addAgent
  61012. * @returns world space velocity
  61013. */
  61014. getAgentVelocity(index: number): Vector3;
  61015. /**
  61016. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  61017. * @param index agent index returned by addAgent
  61018. * @param destination targeted world position
  61019. */
  61020. agentGoto(index: number, destination: Vector3): void;
  61021. /**
  61022. * remove a particular agent previously created
  61023. * @param index agent index returned by addAgent
  61024. */
  61025. removeAgent(index: number): void;
  61026. /**
  61027. * get the list of all agents attached to this crowd
  61028. * @returns list of agent indices
  61029. */
  61030. getAgents(): number[];
  61031. /**
  61032. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  61033. * @param deltaTime in seconds
  61034. */
  61035. update(deltaTime: number): void;
  61036. /**
  61037. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61038. * The queries will try to find a solution within those bounds
  61039. * default is (1,1,1)
  61040. * @param extent x,y,z value that define the extent around the queries point of reference
  61041. */
  61042. setDefaultQueryExtent(extent: Vector3): void;
  61043. /**
  61044. * Get the Bounding box extent specified by setDefaultQueryExtent
  61045. * @returns the box extent values
  61046. */
  61047. getDefaultQueryExtent(): Vector3;
  61048. /**
  61049. * Release all resources
  61050. */
  61051. dispose(): void;
  61052. }
  61053. }
  61054. declare module "babylonjs/Navigation/Plugins/index" {
  61055. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  61056. }
  61057. declare module "babylonjs/Navigation/index" {
  61058. export * from "babylonjs/Navigation/INavigationEngine";
  61059. export * from "babylonjs/Navigation/Plugins/index";
  61060. }
  61061. declare module "babylonjs/Offline/database" {
  61062. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  61063. /**
  61064. * Class used to enable access to IndexedDB
  61065. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  61066. */
  61067. export class Database implements IOfflineProvider {
  61068. private _callbackManifestChecked;
  61069. private _currentSceneUrl;
  61070. private _db;
  61071. private _enableSceneOffline;
  61072. private _enableTexturesOffline;
  61073. private _manifestVersionFound;
  61074. private _mustUpdateRessources;
  61075. private _hasReachedQuota;
  61076. private _isSupported;
  61077. private _idbFactory;
  61078. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  61079. private static IsUASupportingBlobStorage;
  61080. /**
  61081. * Gets a boolean indicating if Database storate is enabled (off by default)
  61082. */
  61083. static IDBStorageEnabled: boolean;
  61084. /**
  61085. * Gets a boolean indicating if scene must be saved in the database
  61086. */
  61087. readonly enableSceneOffline: boolean;
  61088. /**
  61089. * Gets a boolean indicating if textures must be saved in the database
  61090. */
  61091. readonly enableTexturesOffline: boolean;
  61092. /**
  61093. * Creates a new Database
  61094. * @param urlToScene defines the url to load the scene
  61095. * @param callbackManifestChecked defines the callback to use when manifest is checked
  61096. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  61097. */
  61098. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  61099. private static _ParseURL;
  61100. private static _ReturnFullUrlLocation;
  61101. private _checkManifestFile;
  61102. /**
  61103. * Open the database and make it available
  61104. * @param successCallback defines the callback to call on success
  61105. * @param errorCallback defines the callback to call on error
  61106. */
  61107. open(successCallback: () => void, errorCallback: () => void): void;
  61108. /**
  61109. * Loads an image from the database
  61110. * @param url defines the url to load from
  61111. * @param image defines the target DOM image
  61112. */
  61113. loadImage(url: string, image: HTMLImageElement): void;
  61114. private _loadImageFromDBAsync;
  61115. private _saveImageIntoDBAsync;
  61116. private _checkVersionFromDB;
  61117. private _loadVersionFromDBAsync;
  61118. private _saveVersionIntoDBAsync;
  61119. /**
  61120. * Loads a file from database
  61121. * @param url defines the URL to load from
  61122. * @param sceneLoaded defines a callback to call on success
  61123. * @param progressCallBack defines a callback to call when progress changed
  61124. * @param errorCallback defines a callback to call on error
  61125. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  61126. */
  61127. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  61128. private _loadFileAsync;
  61129. private _saveFileAsync;
  61130. /**
  61131. * Validates if xhr data is correct
  61132. * @param xhr defines the request to validate
  61133. * @param dataType defines the expected data type
  61134. * @returns true if data is correct
  61135. */
  61136. private static _ValidateXHRData;
  61137. }
  61138. }
  61139. declare module "babylonjs/Offline/index" {
  61140. export * from "babylonjs/Offline/database";
  61141. export * from "babylonjs/Offline/IOfflineProvider";
  61142. }
  61143. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  61144. /** @hidden */
  61145. export var gpuUpdateParticlesPixelShader: {
  61146. name: string;
  61147. shader: string;
  61148. };
  61149. }
  61150. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  61151. /** @hidden */
  61152. export var gpuUpdateParticlesVertexShader: {
  61153. name: string;
  61154. shader: string;
  61155. };
  61156. }
  61157. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  61158. /** @hidden */
  61159. export var clipPlaneFragmentDeclaration2: {
  61160. name: string;
  61161. shader: string;
  61162. };
  61163. }
  61164. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  61165. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  61166. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  61167. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  61168. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  61169. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  61170. /** @hidden */
  61171. export var gpuRenderParticlesPixelShader: {
  61172. name: string;
  61173. shader: string;
  61174. };
  61175. }
  61176. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  61177. /** @hidden */
  61178. export var clipPlaneVertexDeclaration2: {
  61179. name: string;
  61180. shader: string;
  61181. };
  61182. }
  61183. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  61184. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  61185. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  61186. /** @hidden */
  61187. export var gpuRenderParticlesVertexShader: {
  61188. name: string;
  61189. shader: string;
  61190. };
  61191. }
  61192. declare module "babylonjs/Particles/gpuParticleSystem" {
  61193. import { Nullable } from "babylonjs/types";
  61194. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  61195. import { Observable } from "babylonjs/Misc/observable";
  61196. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  61197. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61198. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  61199. import { Scene, IDisposable } from "babylonjs/scene";
  61200. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  61201. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61202. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  61203. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  61204. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  61205. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  61206. /**
  61207. * This represents a GPU particle system in Babylon
  61208. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  61209. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  61210. */
  61211. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  61212. /**
  61213. * The layer mask we are rendering the particles through.
  61214. */
  61215. layerMask: number;
  61216. private _capacity;
  61217. private _activeCount;
  61218. private _currentActiveCount;
  61219. private _accumulatedCount;
  61220. private _renderEffect;
  61221. private _updateEffect;
  61222. private _buffer0;
  61223. private _buffer1;
  61224. private _spriteBuffer;
  61225. private _updateVAO;
  61226. private _renderVAO;
  61227. private _targetIndex;
  61228. private _sourceBuffer;
  61229. private _targetBuffer;
  61230. private _engine;
  61231. private _currentRenderId;
  61232. private _started;
  61233. private _stopped;
  61234. private _timeDelta;
  61235. private _randomTexture;
  61236. private _randomTexture2;
  61237. private _attributesStrideSize;
  61238. private _updateEffectOptions;
  61239. private _randomTextureSize;
  61240. private _actualFrame;
  61241. private readonly _rawTextureWidth;
  61242. /**
  61243. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  61244. */
  61245. static readonly IsSupported: boolean;
  61246. /**
  61247. * An event triggered when the system is disposed.
  61248. */
  61249. onDisposeObservable: Observable<GPUParticleSystem>;
  61250. /**
  61251. * Gets the maximum number of particles active at the same time.
  61252. * @returns The max number of active particles.
  61253. */
  61254. getCapacity(): number;
  61255. /**
  61256. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  61257. * to override the particles.
  61258. */
  61259. forceDepthWrite: boolean;
  61260. /**
  61261. * Gets or set the number of active particles
  61262. */
  61263. activeParticleCount: number;
  61264. private _preWarmDone;
  61265. /**
  61266. * Is this system ready to be used/rendered
  61267. * @return true if the system is ready
  61268. */
  61269. isReady(): boolean;
  61270. /**
  61271. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61272. * @returns True if it has been started, otherwise false.
  61273. */
  61274. isStarted(): boolean;
  61275. /**
  61276. * Starts the particle system and begins to emit
  61277. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61278. */
  61279. start(delay?: number): void;
  61280. /**
  61281. * Stops the particle system.
  61282. */
  61283. stop(): void;
  61284. /**
  61285. * Remove all active particles
  61286. */
  61287. reset(): void;
  61288. /**
  61289. * Returns the string "GPUParticleSystem"
  61290. * @returns a string containing the class name
  61291. */
  61292. getClassName(): string;
  61293. private _colorGradientsTexture;
  61294. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  61295. /**
  61296. * Adds a new color gradient
  61297. * @param gradient defines the gradient to use (between 0 and 1)
  61298. * @param color1 defines the color to affect to the specified gradient
  61299. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61300. * @returns the current particle system
  61301. */
  61302. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  61303. /**
  61304. * Remove a specific color gradient
  61305. * @param gradient defines the gradient to remove
  61306. * @returns the current particle system
  61307. */
  61308. removeColorGradient(gradient: number): GPUParticleSystem;
  61309. private _angularSpeedGradientsTexture;
  61310. private _sizeGradientsTexture;
  61311. private _velocityGradientsTexture;
  61312. private _limitVelocityGradientsTexture;
  61313. private _dragGradientsTexture;
  61314. private _addFactorGradient;
  61315. /**
  61316. * Adds a new size gradient
  61317. * @param gradient defines the gradient to use (between 0 and 1)
  61318. * @param factor defines the size factor to affect to the specified gradient
  61319. * @returns the current particle system
  61320. */
  61321. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  61322. /**
  61323. * Remove a specific size gradient
  61324. * @param gradient defines the gradient to remove
  61325. * @returns the current particle system
  61326. */
  61327. removeSizeGradient(gradient: number): GPUParticleSystem;
  61328. /**
  61329. * Adds a new angular speed gradient
  61330. * @param gradient defines the gradient to use (between 0 and 1)
  61331. * @param factor defines the angular speed to affect to the specified gradient
  61332. * @returns the current particle system
  61333. */
  61334. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  61335. /**
  61336. * Remove a specific angular speed gradient
  61337. * @param gradient defines the gradient to remove
  61338. * @returns the current particle system
  61339. */
  61340. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  61341. /**
  61342. * Adds a new velocity gradient
  61343. * @param gradient defines the gradient to use (between 0 and 1)
  61344. * @param factor defines the velocity to affect to the specified gradient
  61345. * @returns the current particle system
  61346. */
  61347. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  61348. /**
  61349. * Remove a specific velocity gradient
  61350. * @param gradient defines the gradient to remove
  61351. * @returns the current particle system
  61352. */
  61353. removeVelocityGradient(gradient: number): GPUParticleSystem;
  61354. /**
  61355. * Adds a new limit velocity gradient
  61356. * @param gradient defines the gradient to use (between 0 and 1)
  61357. * @param factor defines the limit velocity value to affect to the specified gradient
  61358. * @returns the current particle system
  61359. */
  61360. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  61361. /**
  61362. * Remove a specific limit velocity gradient
  61363. * @param gradient defines the gradient to remove
  61364. * @returns the current particle system
  61365. */
  61366. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  61367. /**
  61368. * Adds a new drag gradient
  61369. * @param gradient defines the gradient to use (between 0 and 1)
  61370. * @param factor defines the drag value to affect to the specified gradient
  61371. * @returns the current particle system
  61372. */
  61373. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  61374. /**
  61375. * Remove a specific drag gradient
  61376. * @param gradient defines the gradient to remove
  61377. * @returns the current particle system
  61378. */
  61379. removeDragGradient(gradient: number): GPUParticleSystem;
  61380. /**
  61381. * Not supported by GPUParticleSystem
  61382. * @param gradient defines the gradient to use (between 0 and 1)
  61383. * @param factor defines the emit rate value to affect to the specified gradient
  61384. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61385. * @returns the current particle system
  61386. */
  61387. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61388. /**
  61389. * Not supported by GPUParticleSystem
  61390. * @param gradient defines the gradient to remove
  61391. * @returns the current particle system
  61392. */
  61393. removeEmitRateGradient(gradient: number): IParticleSystem;
  61394. /**
  61395. * Not supported by GPUParticleSystem
  61396. * @param gradient defines the gradient to use (between 0 and 1)
  61397. * @param factor defines the start size value to affect to the specified gradient
  61398. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61399. * @returns the current particle system
  61400. */
  61401. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61402. /**
  61403. * Not supported by GPUParticleSystem
  61404. * @param gradient defines the gradient to remove
  61405. * @returns the current particle system
  61406. */
  61407. removeStartSizeGradient(gradient: number): IParticleSystem;
  61408. /**
  61409. * Not supported by GPUParticleSystem
  61410. * @param gradient defines the gradient to use (between 0 and 1)
  61411. * @param min defines the color remap minimal range
  61412. * @param max defines the color remap maximal range
  61413. * @returns the current particle system
  61414. */
  61415. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  61416. /**
  61417. * Not supported by GPUParticleSystem
  61418. * @param gradient defines the gradient to remove
  61419. * @returns the current particle system
  61420. */
  61421. removeColorRemapGradient(): IParticleSystem;
  61422. /**
  61423. * Not supported by GPUParticleSystem
  61424. * @param gradient defines the gradient to use (between 0 and 1)
  61425. * @param min defines the alpha remap minimal range
  61426. * @param max defines the alpha remap maximal range
  61427. * @returns the current particle system
  61428. */
  61429. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  61430. /**
  61431. * Not supported by GPUParticleSystem
  61432. * @param gradient defines the gradient to remove
  61433. * @returns the current particle system
  61434. */
  61435. removeAlphaRemapGradient(): IParticleSystem;
  61436. /**
  61437. * Not supported by GPUParticleSystem
  61438. * @param gradient defines the gradient to use (between 0 and 1)
  61439. * @param color defines the color to affect to the specified gradient
  61440. * @returns the current particle system
  61441. */
  61442. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  61443. /**
  61444. * Not supported by GPUParticleSystem
  61445. * @param gradient defines the gradient to remove
  61446. * @returns the current particle system
  61447. */
  61448. removeRampGradient(): IParticleSystem;
  61449. /**
  61450. * Not supported by GPUParticleSystem
  61451. * @returns the list of ramp gradients
  61452. */
  61453. getRampGradients(): Nullable<Array<Color3Gradient>>;
  61454. /**
  61455. * Not supported by GPUParticleSystem
  61456. * Gets or sets a boolean indicating that ramp gradients must be used
  61457. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  61458. */
  61459. useRampGradients: boolean;
  61460. /**
  61461. * Not supported by GPUParticleSystem
  61462. * @param gradient defines the gradient to use (between 0 and 1)
  61463. * @param factor defines the life time factor to affect to the specified gradient
  61464. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61465. * @returns the current particle system
  61466. */
  61467. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61468. /**
  61469. * Not supported by GPUParticleSystem
  61470. * @param gradient defines the gradient to remove
  61471. * @returns the current particle system
  61472. */
  61473. removeLifeTimeGradient(gradient: number): IParticleSystem;
  61474. /**
  61475. * Instantiates a GPU particle system.
  61476. * 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.
  61477. * @param name The name of the particle system
  61478. * @param options The options used to create the system
  61479. * @param scene The scene the particle system belongs to
  61480. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  61481. */
  61482. constructor(name: string, options: Partial<{
  61483. capacity: number;
  61484. randomTextureSize: number;
  61485. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  61486. protected _reset(): void;
  61487. private _createUpdateVAO;
  61488. private _createRenderVAO;
  61489. private _initialize;
  61490. /** @hidden */
  61491. _recreateUpdateEffect(): void;
  61492. /** @hidden */
  61493. _recreateRenderEffect(): void;
  61494. /**
  61495. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  61496. * @param preWarm defines if we are in the pre-warmimg phase
  61497. */
  61498. animate(preWarm?: boolean): void;
  61499. private _createFactorGradientTexture;
  61500. private _createSizeGradientTexture;
  61501. private _createAngularSpeedGradientTexture;
  61502. private _createVelocityGradientTexture;
  61503. private _createLimitVelocityGradientTexture;
  61504. private _createDragGradientTexture;
  61505. private _createColorGradientTexture;
  61506. /**
  61507. * Renders the particle system in its current state
  61508. * @param preWarm defines if the system should only update the particles but not render them
  61509. * @returns the current number of particles
  61510. */
  61511. render(preWarm?: boolean): number;
  61512. /**
  61513. * Rebuilds the particle system
  61514. */
  61515. rebuild(): void;
  61516. private _releaseBuffers;
  61517. private _releaseVAOs;
  61518. /**
  61519. * Disposes the particle system and free the associated resources
  61520. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  61521. */
  61522. dispose(disposeTexture?: boolean): void;
  61523. /**
  61524. * Clones the particle system.
  61525. * @param name The name of the cloned object
  61526. * @param newEmitter The new emitter to use
  61527. * @returns the cloned particle system
  61528. */
  61529. clone(name: string, newEmitter: any): GPUParticleSystem;
  61530. /**
  61531. * Serializes the particle system to a JSON object.
  61532. * @returns the JSON object
  61533. */
  61534. serialize(): any;
  61535. /**
  61536. * Parses a JSON object to create a GPU particle system.
  61537. * @param parsedParticleSystem The JSON object to parse
  61538. * @param scene The scene to create the particle system in
  61539. * @param rootUrl The root url to use to load external dependencies like texture
  61540. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  61541. * @returns the parsed GPU particle system
  61542. */
  61543. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  61544. }
  61545. }
  61546. declare module "babylonjs/Particles/particleSystemSet" {
  61547. import { Nullable } from "babylonjs/types";
  61548. import { Color3 } from "babylonjs/Maths/math.color";
  61549. import { TransformNode } from "babylonjs/Meshes/transformNode";
  61550. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61551. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61552. import { Scene, IDisposable } from "babylonjs/scene";
  61553. /**
  61554. * Represents a set of particle systems working together to create a specific effect
  61555. */
  61556. export class ParticleSystemSet implements IDisposable {
  61557. /**
  61558. * Gets or sets base Assets URL
  61559. */
  61560. static BaseAssetsUrl: string;
  61561. private _emitterCreationOptions;
  61562. private _emitterNode;
  61563. /**
  61564. * Gets the particle system list
  61565. */
  61566. systems: IParticleSystem[];
  61567. /**
  61568. * Gets the emitter node used with this set
  61569. */
  61570. readonly emitterNode: Nullable<TransformNode>;
  61571. /**
  61572. * Creates a new emitter mesh as a sphere
  61573. * @param options defines the options used to create the sphere
  61574. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  61575. * @param scene defines the hosting scene
  61576. */
  61577. setEmitterAsSphere(options: {
  61578. diameter: number;
  61579. segments: number;
  61580. color: Color3;
  61581. }, renderingGroupId: number, scene: Scene): void;
  61582. /**
  61583. * Starts all particle systems of the set
  61584. * @param emitter defines an optional mesh to use as emitter for the particle systems
  61585. */
  61586. start(emitter?: AbstractMesh): void;
  61587. /**
  61588. * Release all associated resources
  61589. */
  61590. dispose(): void;
  61591. /**
  61592. * Serialize the set into a JSON compatible object
  61593. * @returns a JSON compatible representation of the set
  61594. */
  61595. serialize(): any;
  61596. /**
  61597. * Parse a new ParticleSystemSet from a serialized source
  61598. * @param data defines a JSON compatible representation of the set
  61599. * @param scene defines the hosting scene
  61600. * @param gpu defines if we want GPU particles or CPU particles
  61601. * @returns a new ParticleSystemSet
  61602. */
  61603. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  61604. }
  61605. }
  61606. declare module "babylonjs/Particles/particleHelper" {
  61607. import { Nullable } from "babylonjs/types";
  61608. import { Scene } from "babylonjs/scene";
  61609. import { Vector3 } from "babylonjs/Maths/math.vector";
  61610. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61611. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61612. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  61613. /**
  61614. * This class is made for on one-liner static method to help creating particle system set.
  61615. */
  61616. export class ParticleHelper {
  61617. /**
  61618. * Gets or sets base Assets URL
  61619. */
  61620. static BaseAssetsUrl: string;
  61621. /**
  61622. * Create a default particle system that you can tweak
  61623. * @param emitter defines the emitter to use
  61624. * @param capacity defines the system capacity (default is 500 particles)
  61625. * @param scene defines the hosting scene
  61626. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  61627. * @returns the new Particle system
  61628. */
  61629. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  61630. /**
  61631. * This is the main static method (one-liner) of this helper to create different particle systems
  61632. * @param type This string represents the type to the particle system to create
  61633. * @param scene The scene where the particle system should live
  61634. * @param gpu If the system will use gpu
  61635. * @returns the ParticleSystemSet created
  61636. */
  61637. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  61638. /**
  61639. * Static function used to export a particle system to a ParticleSystemSet variable.
  61640. * Please note that the emitter shape is not exported
  61641. * @param systems defines the particle systems to export
  61642. * @returns the created particle system set
  61643. */
  61644. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  61645. }
  61646. }
  61647. declare module "babylonjs/Particles/particleSystemComponent" {
  61648. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61649. import { Effect } from "babylonjs/Materials/effect";
  61650. import "babylonjs/Shaders/particles.vertex";
  61651. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  61652. module "babylonjs/Engines/engine" {
  61653. interface Engine {
  61654. /**
  61655. * Create an effect to use with particle systems.
  61656. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  61657. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  61658. * @param uniformsNames defines a list of attribute names
  61659. * @param samplers defines an array of string used to represent textures
  61660. * @param defines defines the string containing the defines to use to compile the shaders
  61661. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  61662. * @param onCompiled defines a function to call when the effect creation is successful
  61663. * @param onError defines a function to call when the effect creation has failed
  61664. * @returns the new Effect
  61665. */
  61666. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  61667. }
  61668. }
  61669. module "babylonjs/Meshes/mesh" {
  61670. interface Mesh {
  61671. /**
  61672. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  61673. * @returns an array of IParticleSystem
  61674. */
  61675. getEmittedParticleSystems(): IParticleSystem[];
  61676. /**
  61677. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  61678. * @returns an array of IParticleSystem
  61679. */
  61680. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  61681. }
  61682. }
  61683. /**
  61684. * @hidden
  61685. */
  61686. export var _IDoNeedToBeInTheBuild: number;
  61687. }
  61688. declare module "babylonjs/Particles/pointsCloudSystem" {
  61689. import { Color4 } from "babylonjs/Maths/math";
  61690. import { Mesh } from "babylonjs/Meshes/mesh";
  61691. import { Scene, IDisposable } from "babylonjs/scene";
  61692. import { CloudPoint } from "babylonjs/Particles/cloudPoint";
  61693. /** Defines the 4 color options */
  61694. export enum PointColor {
  61695. /** color value */
  61696. Color = 2,
  61697. /** uv value */
  61698. UV = 1,
  61699. /** random value */
  61700. Random = 0,
  61701. /** stated value */
  61702. Stated = 3
  61703. }
  61704. /**
  61705. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  61706. * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  61707. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  61708. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  61709. *
  61710. * Full documentation here : TO BE ENTERED
  61711. */
  61712. export class PointsCloudSystem implements IDisposable {
  61713. /**
  61714. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  61715. * Example : var p = SPS.particles[i];
  61716. */
  61717. particles: CloudPoint[];
  61718. /**
  61719. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  61720. */
  61721. nbParticles: number;
  61722. /**
  61723. * This a counter for your own usage. It's not set by any SPS functions.
  61724. */
  61725. counter: number;
  61726. /**
  61727. * The PCS name. This name is also given to the underlying mesh.
  61728. */
  61729. name: string;
  61730. /**
  61731. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  61732. */
  61733. mesh: Mesh;
  61734. /**
  61735. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  61736. * Please read :
  61737. */
  61738. vars: any;
  61739. /**
  61740. * @hidden
  61741. */
  61742. _size: number;
  61743. private _scene;
  61744. private _promises;
  61745. private _positions;
  61746. private _indices;
  61747. private _normals;
  61748. private _colors;
  61749. private _uvs;
  61750. private _indices32;
  61751. private _positions32;
  61752. private _colors32;
  61753. private _uvs32;
  61754. private _updatable;
  61755. private _isVisibilityBoxLocked;
  61756. private _alwaysVisible;
  61757. private _groups;
  61758. private _groupCounter;
  61759. private _computeParticleColor;
  61760. private _computeParticleTexture;
  61761. private _computeParticleRotation;
  61762. private _computeBoundingBox;
  61763. private _isReady;
  61764. /**
  61765. * Creates a PCS (Points Cloud System) object
  61766. * @param name (String) is the PCS name, this will be the underlying mesh name
  61767. * @param pointSize (number) is the size for each point
  61768. * @param scene (Scene) is the scene in which the PCS is added
  61769. * @param options defines the options of the PCS e.g.
  61770. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  61771. */
  61772. constructor(name: string, pointSize: number, scene: Scene, options?: {
  61773. updatable?: boolean;
  61774. });
  61775. /**
  61776. * Builds the PCS underlying mesh. Returns a standard Mesh.
  61777. * If no points were added to the PCS, the returned mesh is just a single point.
  61778. * @returns a promise for the created mesh
  61779. */
  61780. buildMeshAsync(): Promise<Mesh>;
  61781. /**
  61782. * @hidden
  61783. */
  61784. private _buildMesh;
  61785. private _addParticle;
  61786. private _randomUnitVector;
  61787. private _getColorIndicesForCoord;
  61788. private _setPointsColorOrUV;
  61789. private _colorFromTexture;
  61790. private _calculateDensity;
  61791. /**
  61792. * Adds points to the PCS in random positions within a unit sphere
  61793. * @param nb (positive integer) the number of particles to be created from this model
  61794. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  61795. * @returns the number of groups in the system
  61796. */
  61797. addPoints(nb: number, pointFunction?: any): number;
  61798. /**
  61799. * Adds points to the PCS from the surface of the model shape
  61800. * @param mesh is any Mesh object that will be used as a surface model for the points
  61801. * @param nb (positive integer) the number of particles to be created from this model
  61802. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  61803. * @param color (color3) to be used when colorWith is stated
  61804. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  61805. * @returns the number of groups in the system
  61806. */
  61807. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  61808. /**
  61809. * Adds points to the PCS inside the model shape
  61810. * @param mesh is any Mesh object that will be used as a surface model for the points
  61811. * @param nb (positive integer) the number of particles to be created from this model
  61812. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible),
  61813. * @param color (color4) to be used when colorWith is stated
  61814. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  61815. * @returns the number of groups in the system
  61816. */
  61817. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  61818. /**
  61819. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  61820. * This method calls `updateParticle()` for each particle of the SPS.
  61821. * For an animated SPS, it is usually called within the render loop.
  61822. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  61823. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  61824. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  61825. * @returns the PCS.
  61826. */
  61827. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  61828. /**
  61829. * Disposes the PCS.
  61830. */
  61831. dispose(): void;
  61832. /**
  61833. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  61834. * doc :
  61835. * @returns the PCS.
  61836. */
  61837. refreshVisibleSize(): PointsCloudSystem;
  61838. /**
  61839. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  61840. * @param size the size (float) of the visibility box
  61841. * note : this doesn't lock the PCS mesh bounding box.
  61842. * doc :
  61843. */
  61844. setVisibilityBox(size: number): void;
  61845. /**
  61846. * Gets whether the PCS is always visible or not
  61847. * doc :
  61848. */
  61849. /**
  61850. * Sets the PCS as always visible or not
  61851. * doc :
  61852. */
  61853. isAlwaysVisible: boolean;
  61854. /**
  61855. * Tells to `setParticles()` to compute the particle rotations or not
  61856. * Default value : false. The PCS is faster when it's set to false
  61857. * Note : particle rotations are only applied to parent particles
  61858. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  61859. */
  61860. computeParticleRotation: boolean;
  61861. /**
  61862. * Tells to `setParticles()` to compute the particle colors or not.
  61863. * Default value : true. The PCS is faster when it's set to false.
  61864. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  61865. */
  61866. /**
  61867. * Gets if `setParticles()` computes the particle colors or not.
  61868. * Default value : false. The PCS is faster when it's set to false.
  61869. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  61870. */
  61871. computeParticleColor: boolean;
  61872. /**
  61873. * Gets if `setParticles()` computes the particle textures or not.
  61874. * Default value : false. The PCS is faster when it's set to false.
  61875. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  61876. */
  61877. computeParticleTexture: boolean;
  61878. /**
  61879. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  61880. */
  61881. /**
  61882. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  61883. */
  61884. computeBoundingBox: boolean;
  61885. /**
  61886. * This function does nothing. It may be overwritten to set all the particle first values.
  61887. * The PCS doesn't call this function, you may have to call it by your own.
  61888. * doc :
  61889. */
  61890. initParticles(): void;
  61891. /**
  61892. * This function does nothing. It may be overwritten to recycle a particle
  61893. * The PCS doesn't call this function, you can to call it
  61894. * doc :
  61895. * @param particle The particle to recycle
  61896. * @returns the recycled particle
  61897. */
  61898. recycleParticle(particle: CloudPoint): CloudPoint;
  61899. /**
  61900. * Updates a particle : this function should be overwritten by the user.
  61901. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  61902. * doc :
  61903. * @example : just set a particle position or velocity and recycle conditions
  61904. * @param particle The particle to update
  61905. * @returns the updated particle
  61906. */
  61907. updateParticle(particle: CloudPoint): CloudPoint;
  61908. /**
  61909. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  61910. * This does nothing and may be overwritten by the user.
  61911. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  61912. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  61913. * @param update the boolean update value actually passed to setParticles()
  61914. */
  61915. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  61916. /**
  61917. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  61918. * This will be passed three parameters.
  61919. * This does nothing and may be overwritten by the user.
  61920. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  61921. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  61922. * @param update the boolean update value actually passed to setParticles()
  61923. */
  61924. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  61925. }
  61926. }
  61927. declare module "babylonjs/Particles/cloudPoint" {
  61928. import { Nullable } from "babylonjs/types";
  61929. import { Color4, Vector2, Vector3, Matrix, Quaternion } from "babylonjs/Maths/math";
  61930. import { Mesh } from "babylonjs/Meshes/mesh";
  61931. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  61932. import { PointsCloudSystem } from "babylonjs/Particles/pointsCloudSystem";
  61933. /**
  61934. * Represents one particle of a points cloud system.
  61935. */
  61936. export class CloudPoint {
  61937. /**
  61938. * particle global index
  61939. */
  61940. idx: number;
  61941. /**
  61942. * The color of the particle
  61943. */
  61944. color: Nullable<Color4>;
  61945. /**
  61946. * The world space position of the particle.
  61947. */
  61948. position: Vector3;
  61949. /**
  61950. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  61951. */
  61952. rotation: Vector3;
  61953. /**
  61954. * The world space rotation quaternion of the particle.
  61955. */
  61956. rotationQuaternion: Nullable<Quaternion>;
  61957. /**
  61958. * The uv of the particle.
  61959. */
  61960. uv: Nullable<Vector2>;
  61961. /**
  61962. * The current speed of the particle.
  61963. */
  61964. velocity: Vector3;
  61965. /**
  61966. * The pivot point in the particle local space.
  61967. */
  61968. pivot: Vector3;
  61969. /**
  61970. * Must the particle be translated from its pivot point in its local space ?
  61971. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  61972. * Default : false
  61973. */
  61974. translateFromPivot: boolean;
  61975. /**
  61976. * Index of this particle in the global "positions" array (Internal use)
  61977. * @hidden
  61978. */
  61979. _pos: number;
  61980. /**
  61981. * @hidden Index of this particle in the global "indices" array (Internal use)
  61982. */
  61983. _ind: number;
  61984. /**
  61985. * Group this particle belongs to
  61986. */
  61987. _group: PointsGroup;
  61988. /**
  61989. * Group id of this particle
  61990. */
  61991. groupId: number;
  61992. /**
  61993. * Index of the particle in its group id (Internal use)
  61994. */
  61995. idxInGroup: number;
  61996. /**
  61997. * @hidden Particle BoundingInfo object (Internal use)
  61998. */
  61999. _boundingInfo: BoundingInfo;
  62000. /**
  62001. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  62002. */
  62003. _pcs: PointsCloudSystem;
  62004. /**
  62005. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  62006. */
  62007. _stillInvisible: boolean;
  62008. /**
  62009. * @hidden Last computed particle rotation matrix
  62010. */
  62011. _rotationMatrix: number[];
  62012. /**
  62013. * Parent particle Id, if any.
  62014. * Default null.
  62015. */
  62016. parentId: Nullable<number>;
  62017. /**
  62018. * @hidden Internal global position in the PCS.
  62019. */
  62020. _globalPosition: Vector3;
  62021. /**
  62022. * Creates a Point Cloud object.
  62023. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  62024. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  62025. * @param group (PointsGroup) is the group the particle belongs to
  62026. * @param groupId (integer) is the group identifier in the PCS.
  62027. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  62028. * @param pcs defines the PCS it is associated to
  62029. */
  62030. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  62031. /**
  62032. * get point size
  62033. */
  62034. /**
  62035. * Set point size
  62036. */
  62037. size: Vector3;
  62038. /**
  62039. * Legacy support, changed quaternion to rotationQuaternion
  62040. */
  62041. /**
  62042. * Legacy support, changed quaternion to rotationQuaternion
  62043. */
  62044. quaternion: Nullable<Quaternion>;
  62045. /**
  62046. * Returns a boolean. True if the particle intersects a mesh, else false
  62047. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  62048. * @param target is the object (point or mesh) what the intersection is computed against
  62049. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  62050. * @returns true if it intersects
  62051. */
  62052. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  62053. /**
  62054. * get the rotation matrix of the particle
  62055. * @hidden
  62056. */
  62057. getRotationMatrix(m: Matrix): void;
  62058. }
  62059. /**
  62060. * Represents a group of points in a points cloud system
  62061. * * PCS internal tool, don't use it manually.
  62062. */
  62063. export class PointsGroup {
  62064. /**
  62065. * The group id
  62066. * @hidden
  62067. */
  62068. groupID: number;
  62069. /**
  62070. * image data for group (internal use)
  62071. * @hidden
  62072. */
  62073. _groupImageData: Nullable<ArrayBufferView>;
  62074. /**
  62075. * Image Width (internal use)
  62076. * @hidden
  62077. */
  62078. _groupImgWidth: number;
  62079. /**
  62080. * Image Height (internal use)
  62081. * @hidden
  62082. */
  62083. _groupImgHeight: number;
  62084. /**
  62085. * Custom position function (internal use)
  62086. * @hidden
  62087. */
  62088. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  62089. /**
  62090. * density per facet for surface points
  62091. * @hidden
  62092. */
  62093. _groupDensity: number[];
  62094. /**
  62095. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  62096. * PCS internal tool, don't use it manually.
  62097. * @hidden
  62098. */
  62099. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  62100. }
  62101. }
  62102. declare module "babylonjs/Particles/index" {
  62103. export * from "babylonjs/Particles/baseParticleSystem";
  62104. export * from "babylonjs/Particles/EmitterTypes/index";
  62105. export * from "babylonjs/Particles/gpuParticleSystem";
  62106. export * from "babylonjs/Particles/IParticleSystem";
  62107. export * from "babylonjs/Particles/particle";
  62108. export * from "babylonjs/Particles/particleHelper";
  62109. export * from "babylonjs/Particles/particleSystem";
  62110. export * from "babylonjs/Particles/particleSystemComponent";
  62111. export * from "babylonjs/Particles/particleSystemSet";
  62112. export * from "babylonjs/Particles/solidParticle";
  62113. export * from "babylonjs/Particles/solidParticleSystem";
  62114. export * from "babylonjs/Particles/cloudPoint";
  62115. export * from "babylonjs/Particles/pointsCloudSystem";
  62116. export * from "babylonjs/Particles/subEmitter";
  62117. }
  62118. declare module "babylonjs/Physics/physicsEngineComponent" {
  62119. import { Nullable } from "babylonjs/types";
  62120. import { Observable, Observer } from "babylonjs/Misc/observable";
  62121. import { Vector3 } from "babylonjs/Maths/math.vector";
  62122. import { Mesh } from "babylonjs/Meshes/mesh";
  62123. import { ISceneComponent } from "babylonjs/sceneComponent";
  62124. import { Scene } from "babylonjs/scene";
  62125. import { Node } from "babylonjs/node";
  62126. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  62127. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  62128. module "babylonjs/scene" {
  62129. interface Scene {
  62130. /** @hidden (Backing field) */
  62131. _physicsEngine: Nullable<IPhysicsEngine>;
  62132. /**
  62133. * Gets the current physics engine
  62134. * @returns a IPhysicsEngine or null if none attached
  62135. */
  62136. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  62137. /**
  62138. * Enables physics to the current scene
  62139. * @param gravity defines the scene's gravity for the physics engine
  62140. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  62141. * @return a boolean indicating if the physics engine was initialized
  62142. */
  62143. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  62144. /**
  62145. * Disables and disposes the physics engine associated with the scene
  62146. */
  62147. disablePhysicsEngine(): void;
  62148. /**
  62149. * Gets a boolean indicating if there is an active physics engine
  62150. * @returns a boolean indicating if there is an active physics engine
  62151. */
  62152. isPhysicsEnabled(): boolean;
  62153. /**
  62154. * Deletes a physics compound impostor
  62155. * @param compound defines the compound to delete
  62156. */
  62157. deleteCompoundImpostor(compound: any): void;
  62158. /**
  62159. * An event triggered when physic simulation is about to be run
  62160. */
  62161. onBeforePhysicsObservable: Observable<Scene>;
  62162. /**
  62163. * An event triggered when physic simulation has been done
  62164. */
  62165. onAfterPhysicsObservable: Observable<Scene>;
  62166. }
  62167. }
  62168. module "babylonjs/Meshes/abstractMesh" {
  62169. interface AbstractMesh {
  62170. /** @hidden */
  62171. _physicsImpostor: Nullable<PhysicsImpostor>;
  62172. /**
  62173. * Gets or sets impostor used for physic simulation
  62174. * @see http://doc.babylonjs.com/features/physics_engine
  62175. */
  62176. physicsImpostor: Nullable<PhysicsImpostor>;
  62177. /**
  62178. * Gets the current physics impostor
  62179. * @see http://doc.babylonjs.com/features/physics_engine
  62180. * @returns a physics impostor or null
  62181. */
  62182. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  62183. /** Apply a physic impulse to the mesh
  62184. * @param force defines the force to apply
  62185. * @param contactPoint defines where to apply the force
  62186. * @returns the current mesh
  62187. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  62188. */
  62189. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  62190. /**
  62191. * Creates a physic joint between two meshes
  62192. * @param otherMesh defines the other mesh to use
  62193. * @param pivot1 defines the pivot to use on this mesh
  62194. * @param pivot2 defines the pivot to use on the other mesh
  62195. * @param options defines additional options (can be plugin dependent)
  62196. * @returns the current mesh
  62197. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  62198. */
  62199. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  62200. /** @hidden */
  62201. _disposePhysicsObserver: Nullable<Observer<Node>>;
  62202. }
  62203. }
  62204. /**
  62205. * Defines the physics engine scene component responsible to manage a physics engine
  62206. */
  62207. export class PhysicsEngineSceneComponent implements ISceneComponent {
  62208. /**
  62209. * The component name helpful to identify the component in the list of scene components.
  62210. */
  62211. readonly name: string;
  62212. /**
  62213. * The scene the component belongs to.
  62214. */
  62215. scene: Scene;
  62216. /**
  62217. * Creates a new instance of the component for the given scene
  62218. * @param scene Defines the scene to register the component in
  62219. */
  62220. constructor(scene: Scene);
  62221. /**
  62222. * Registers the component in a given scene
  62223. */
  62224. register(): void;
  62225. /**
  62226. * Rebuilds the elements related to this component in case of
  62227. * context lost for instance.
  62228. */
  62229. rebuild(): void;
  62230. /**
  62231. * Disposes the component and the associated ressources
  62232. */
  62233. dispose(): void;
  62234. }
  62235. }
  62236. declare module "babylonjs/Physics/physicsHelper" {
  62237. import { Nullable } from "babylonjs/types";
  62238. import { Vector3 } from "babylonjs/Maths/math.vector";
  62239. import { Mesh } from "babylonjs/Meshes/mesh";
  62240. import { Scene } from "babylonjs/scene";
  62241. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  62242. /**
  62243. * A helper for physics simulations
  62244. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62245. */
  62246. export class PhysicsHelper {
  62247. private _scene;
  62248. private _physicsEngine;
  62249. /**
  62250. * Initializes the Physics helper
  62251. * @param scene Babylon.js scene
  62252. */
  62253. constructor(scene: Scene);
  62254. /**
  62255. * Applies a radial explosion impulse
  62256. * @param origin the origin of the explosion
  62257. * @param radiusOrEventOptions the radius or the options of radial explosion
  62258. * @param strength the explosion strength
  62259. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62260. * @returns A physics radial explosion event, or null
  62261. */
  62262. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  62263. /**
  62264. * Applies a radial explosion force
  62265. * @param origin the origin of the explosion
  62266. * @param radiusOrEventOptions the radius or the options of radial explosion
  62267. * @param strength the explosion strength
  62268. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62269. * @returns A physics radial explosion event, or null
  62270. */
  62271. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  62272. /**
  62273. * Creates a gravitational field
  62274. * @param origin the origin of the explosion
  62275. * @param radiusOrEventOptions the radius or the options of radial explosion
  62276. * @param strength the explosion strength
  62277. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62278. * @returns A physics gravitational field event, or null
  62279. */
  62280. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  62281. /**
  62282. * Creates a physics updraft event
  62283. * @param origin the origin of the updraft
  62284. * @param radiusOrEventOptions the radius or the options of the updraft
  62285. * @param strength the strength of the updraft
  62286. * @param height the height of the updraft
  62287. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  62288. * @returns A physics updraft event, or null
  62289. */
  62290. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  62291. /**
  62292. * Creates a physics vortex event
  62293. * @param origin the of the vortex
  62294. * @param radiusOrEventOptions the radius or the options of the vortex
  62295. * @param strength the strength of the vortex
  62296. * @param height the height of the vortex
  62297. * @returns a Physics vortex event, or null
  62298. * A physics vortex event or null
  62299. */
  62300. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  62301. }
  62302. /**
  62303. * Represents a physics radial explosion event
  62304. */
  62305. class PhysicsRadialExplosionEvent {
  62306. private _scene;
  62307. private _options;
  62308. private _sphere;
  62309. private _dataFetched;
  62310. /**
  62311. * Initializes a radial explosioin event
  62312. * @param _scene BabylonJS scene
  62313. * @param _options The options for the vortex event
  62314. */
  62315. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  62316. /**
  62317. * Returns the data related to the radial explosion event (sphere).
  62318. * @returns The radial explosion event data
  62319. */
  62320. getData(): PhysicsRadialExplosionEventData;
  62321. /**
  62322. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  62323. * @param impostor A physics imposter
  62324. * @param origin the origin of the explosion
  62325. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  62326. */
  62327. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  62328. /**
  62329. * Triggers affecterd impostors callbacks
  62330. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  62331. */
  62332. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  62333. /**
  62334. * Disposes the sphere.
  62335. * @param force Specifies if the sphere should be disposed by force
  62336. */
  62337. dispose(force?: boolean): void;
  62338. /*** Helpers ***/
  62339. private _prepareSphere;
  62340. private _intersectsWithSphere;
  62341. }
  62342. /**
  62343. * Represents a gravitational field event
  62344. */
  62345. class PhysicsGravitationalFieldEvent {
  62346. private _physicsHelper;
  62347. private _scene;
  62348. private _origin;
  62349. private _options;
  62350. private _tickCallback;
  62351. private _sphere;
  62352. private _dataFetched;
  62353. /**
  62354. * Initializes the physics gravitational field event
  62355. * @param _physicsHelper A physics helper
  62356. * @param _scene BabylonJS scene
  62357. * @param _origin The origin position of the gravitational field event
  62358. * @param _options The options for the vortex event
  62359. */
  62360. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  62361. /**
  62362. * Returns the data related to the gravitational field event (sphere).
  62363. * @returns A gravitational field event
  62364. */
  62365. getData(): PhysicsGravitationalFieldEventData;
  62366. /**
  62367. * Enables the gravitational field.
  62368. */
  62369. enable(): void;
  62370. /**
  62371. * Disables the gravitational field.
  62372. */
  62373. disable(): void;
  62374. /**
  62375. * Disposes the sphere.
  62376. * @param force The force to dispose from the gravitational field event
  62377. */
  62378. dispose(force?: boolean): void;
  62379. private _tick;
  62380. }
  62381. /**
  62382. * Represents a physics updraft event
  62383. */
  62384. class PhysicsUpdraftEvent {
  62385. private _scene;
  62386. private _origin;
  62387. private _options;
  62388. private _physicsEngine;
  62389. private _originTop;
  62390. private _originDirection;
  62391. private _tickCallback;
  62392. private _cylinder;
  62393. private _cylinderPosition;
  62394. private _dataFetched;
  62395. /**
  62396. * Initializes the physics updraft event
  62397. * @param _scene BabylonJS scene
  62398. * @param _origin The origin position of the updraft
  62399. * @param _options The options for the updraft event
  62400. */
  62401. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  62402. /**
  62403. * Returns the data related to the updraft event (cylinder).
  62404. * @returns A physics updraft event
  62405. */
  62406. getData(): PhysicsUpdraftEventData;
  62407. /**
  62408. * Enables the updraft.
  62409. */
  62410. enable(): void;
  62411. /**
  62412. * Disables the updraft.
  62413. */
  62414. disable(): void;
  62415. /**
  62416. * Disposes the cylinder.
  62417. * @param force Specifies if the updraft should be disposed by force
  62418. */
  62419. dispose(force?: boolean): void;
  62420. private getImpostorHitData;
  62421. private _tick;
  62422. /*** Helpers ***/
  62423. private _prepareCylinder;
  62424. private _intersectsWithCylinder;
  62425. }
  62426. /**
  62427. * Represents a physics vortex event
  62428. */
  62429. class PhysicsVortexEvent {
  62430. private _scene;
  62431. private _origin;
  62432. private _options;
  62433. private _physicsEngine;
  62434. private _originTop;
  62435. private _tickCallback;
  62436. private _cylinder;
  62437. private _cylinderPosition;
  62438. private _dataFetched;
  62439. /**
  62440. * Initializes the physics vortex event
  62441. * @param _scene The BabylonJS scene
  62442. * @param _origin The origin position of the vortex
  62443. * @param _options The options for the vortex event
  62444. */
  62445. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  62446. /**
  62447. * Returns the data related to the vortex event (cylinder).
  62448. * @returns The physics vortex event data
  62449. */
  62450. getData(): PhysicsVortexEventData;
  62451. /**
  62452. * Enables the vortex.
  62453. */
  62454. enable(): void;
  62455. /**
  62456. * Disables the cortex.
  62457. */
  62458. disable(): void;
  62459. /**
  62460. * Disposes the sphere.
  62461. * @param force
  62462. */
  62463. dispose(force?: boolean): void;
  62464. private getImpostorHitData;
  62465. private _tick;
  62466. /*** Helpers ***/
  62467. private _prepareCylinder;
  62468. private _intersectsWithCylinder;
  62469. }
  62470. /**
  62471. * Options fot the radial explosion event
  62472. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62473. */
  62474. export class PhysicsRadialExplosionEventOptions {
  62475. /**
  62476. * The radius of the sphere for the radial explosion.
  62477. */
  62478. radius: number;
  62479. /**
  62480. * The strenth of the explosion.
  62481. */
  62482. strength: number;
  62483. /**
  62484. * The strenght of the force in correspondence to the distance of the affected object
  62485. */
  62486. falloff: PhysicsRadialImpulseFalloff;
  62487. /**
  62488. * Sphere options for the radial explosion.
  62489. */
  62490. sphere: {
  62491. segments: number;
  62492. diameter: number;
  62493. };
  62494. /**
  62495. * Sphere options for the radial explosion.
  62496. */
  62497. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  62498. }
  62499. /**
  62500. * Options fot the updraft event
  62501. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62502. */
  62503. export class PhysicsUpdraftEventOptions {
  62504. /**
  62505. * The radius of the cylinder for the vortex
  62506. */
  62507. radius: number;
  62508. /**
  62509. * The strenth of the updraft.
  62510. */
  62511. strength: number;
  62512. /**
  62513. * The height of the cylinder for the updraft.
  62514. */
  62515. height: number;
  62516. /**
  62517. * The mode for the the updraft.
  62518. */
  62519. updraftMode: PhysicsUpdraftMode;
  62520. }
  62521. /**
  62522. * Options fot the vortex event
  62523. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62524. */
  62525. export class PhysicsVortexEventOptions {
  62526. /**
  62527. * The radius of the cylinder for the vortex
  62528. */
  62529. radius: number;
  62530. /**
  62531. * The strenth of the vortex.
  62532. */
  62533. strength: number;
  62534. /**
  62535. * The height of the cylinder for the vortex.
  62536. */
  62537. height: number;
  62538. /**
  62539. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  62540. */
  62541. centripetalForceThreshold: number;
  62542. /**
  62543. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  62544. */
  62545. centripetalForceMultiplier: number;
  62546. /**
  62547. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  62548. */
  62549. centrifugalForceMultiplier: number;
  62550. /**
  62551. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  62552. */
  62553. updraftForceMultiplier: number;
  62554. }
  62555. /**
  62556. * The strenght of the force in correspondence to the distance of the affected object
  62557. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62558. */
  62559. export enum PhysicsRadialImpulseFalloff {
  62560. /** Defines that impulse is constant in strength across it's whole radius */
  62561. Constant = 0,
  62562. /** Defines that impulse gets weaker if it's further from the origin */
  62563. Linear = 1
  62564. }
  62565. /**
  62566. * The strength of the force in correspondence to the distance of the affected object
  62567. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62568. */
  62569. export enum PhysicsUpdraftMode {
  62570. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  62571. Center = 0,
  62572. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  62573. Perpendicular = 1
  62574. }
  62575. /**
  62576. * Interface for a physics hit data
  62577. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62578. */
  62579. export interface PhysicsHitData {
  62580. /**
  62581. * The force applied at the contact point
  62582. */
  62583. force: Vector3;
  62584. /**
  62585. * The contact point
  62586. */
  62587. contactPoint: Vector3;
  62588. /**
  62589. * The distance from the origin to the contact point
  62590. */
  62591. distanceFromOrigin: number;
  62592. }
  62593. /**
  62594. * Interface for radial explosion event data
  62595. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62596. */
  62597. export interface PhysicsRadialExplosionEventData {
  62598. /**
  62599. * A sphere used for the radial explosion event
  62600. */
  62601. sphere: Mesh;
  62602. }
  62603. /**
  62604. * Interface for gravitational field event data
  62605. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62606. */
  62607. export interface PhysicsGravitationalFieldEventData {
  62608. /**
  62609. * A sphere mesh used for the gravitational field event
  62610. */
  62611. sphere: Mesh;
  62612. }
  62613. /**
  62614. * Interface for updraft event data
  62615. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62616. */
  62617. export interface PhysicsUpdraftEventData {
  62618. /**
  62619. * A cylinder used for the updraft event
  62620. */
  62621. cylinder: Mesh;
  62622. }
  62623. /**
  62624. * Interface for vortex event data
  62625. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62626. */
  62627. export interface PhysicsVortexEventData {
  62628. /**
  62629. * A cylinder used for the vortex event
  62630. */
  62631. cylinder: Mesh;
  62632. }
  62633. /**
  62634. * Interface for an affected physics impostor
  62635. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62636. */
  62637. export interface PhysicsAffectedImpostorWithData {
  62638. /**
  62639. * The impostor affected by the effect
  62640. */
  62641. impostor: PhysicsImpostor;
  62642. /**
  62643. * The data about the hit/horce from the explosion
  62644. */
  62645. hitData: PhysicsHitData;
  62646. }
  62647. }
  62648. declare module "babylonjs/Physics/Plugins/index" {
  62649. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  62650. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  62651. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  62652. }
  62653. declare module "babylonjs/Physics/index" {
  62654. export * from "babylonjs/Physics/IPhysicsEngine";
  62655. export * from "babylonjs/Physics/physicsEngine";
  62656. export * from "babylonjs/Physics/physicsEngineComponent";
  62657. export * from "babylonjs/Physics/physicsHelper";
  62658. export * from "babylonjs/Physics/physicsImpostor";
  62659. export * from "babylonjs/Physics/physicsJoint";
  62660. export * from "babylonjs/Physics/Plugins/index";
  62661. }
  62662. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  62663. /** @hidden */
  62664. export var blackAndWhitePixelShader: {
  62665. name: string;
  62666. shader: string;
  62667. };
  62668. }
  62669. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  62670. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62671. import { Camera } from "babylonjs/Cameras/camera";
  62672. import { Engine } from "babylonjs/Engines/engine";
  62673. import "babylonjs/Shaders/blackAndWhite.fragment";
  62674. /**
  62675. * Post process used to render in black and white
  62676. */
  62677. export class BlackAndWhitePostProcess extends PostProcess {
  62678. /**
  62679. * Linear about to convert he result to black and white (default: 1)
  62680. */
  62681. degree: number;
  62682. /**
  62683. * Creates a black and white post process
  62684. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  62685. * @param name The name of the effect.
  62686. * @param options The required width/height ratio to downsize to before computing the render pass.
  62687. * @param camera The camera to apply the render pass to.
  62688. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  62689. * @param engine The engine which the post process will be applied. (default: current engine)
  62690. * @param reusable If the post process can be reused on the same frame. (default: false)
  62691. */
  62692. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  62693. }
  62694. }
  62695. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  62696. import { Nullable } from "babylonjs/types";
  62697. import { Camera } from "babylonjs/Cameras/camera";
  62698. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62699. import { Engine } from "babylonjs/Engines/engine";
  62700. /**
  62701. * This represents a set of one or more post processes in Babylon.
  62702. * A post process can be used to apply a shader to a texture after it is rendered.
  62703. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  62704. */
  62705. export class PostProcessRenderEffect {
  62706. private _postProcesses;
  62707. private _getPostProcesses;
  62708. private _singleInstance;
  62709. private _cameras;
  62710. private _indicesForCamera;
  62711. /**
  62712. * Name of the effect
  62713. * @hidden
  62714. */
  62715. _name: string;
  62716. /**
  62717. * Instantiates a post process render effect.
  62718. * A post process can be used to apply a shader to a texture after it is rendered.
  62719. * @param engine The engine the effect is tied to
  62720. * @param name The name of the effect
  62721. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  62722. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  62723. */
  62724. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  62725. /**
  62726. * Checks if all the post processes in the effect are supported.
  62727. */
  62728. readonly isSupported: boolean;
  62729. /**
  62730. * Updates the current state of the effect
  62731. * @hidden
  62732. */
  62733. _update(): void;
  62734. /**
  62735. * Attaches the effect on cameras
  62736. * @param cameras The camera to attach to.
  62737. * @hidden
  62738. */
  62739. _attachCameras(cameras: Camera): void;
  62740. /**
  62741. * Attaches the effect on cameras
  62742. * @param cameras The camera to attach to.
  62743. * @hidden
  62744. */
  62745. _attachCameras(cameras: Camera[]): void;
  62746. /**
  62747. * Detaches the effect on cameras
  62748. * @param cameras The camera to detatch from.
  62749. * @hidden
  62750. */
  62751. _detachCameras(cameras: Camera): void;
  62752. /**
  62753. * Detatches the effect on cameras
  62754. * @param cameras The camera to detatch from.
  62755. * @hidden
  62756. */
  62757. _detachCameras(cameras: Camera[]): void;
  62758. /**
  62759. * Enables the effect on given cameras
  62760. * @param cameras The camera to enable.
  62761. * @hidden
  62762. */
  62763. _enable(cameras: Camera): void;
  62764. /**
  62765. * Enables the effect on given cameras
  62766. * @param cameras The camera to enable.
  62767. * @hidden
  62768. */
  62769. _enable(cameras: Nullable<Camera[]>): void;
  62770. /**
  62771. * Disables the effect on the given cameras
  62772. * @param cameras The camera to disable.
  62773. * @hidden
  62774. */
  62775. _disable(cameras: Camera): void;
  62776. /**
  62777. * Disables the effect on the given cameras
  62778. * @param cameras The camera to disable.
  62779. * @hidden
  62780. */
  62781. _disable(cameras: Nullable<Camera[]>): void;
  62782. /**
  62783. * Gets a list of the post processes contained in the effect.
  62784. * @param camera The camera to get the post processes on.
  62785. * @returns The list of the post processes in the effect.
  62786. */
  62787. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  62788. }
  62789. }
  62790. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  62791. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  62792. /** @hidden */
  62793. export var extractHighlightsPixelShader: {
  62794. name: string;
  62795. shader: string;
  62796. };
  62797. }
  62798. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  62799. import { Nullable } from "babylonjs/types";
  62800. import { Camera } from "babylonjs/Cameras/camera";
  62801. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62802. import { Engine } from "babylonjs/Engines/engine";
  62803. import "babylonjs/Shaders/extractHighlights.fragment";
  62804. /**
  62805. * 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.
  62806. */
  62807. export class ExtractHighlightsPostProcess extends PostProcess {
  62808. /**
  62809. * The luminance threshold, pixels below this value will be set to black.
  62810. */
  62811. threshold: number;
  62812. /** @hidden */
  62813. _exposure: number;
  62814. /**
  62815. * Post process which has the input texture to be used when performing highlight extraction
  62816. * @hidden
  62817. */
  62818. _inputPostProcess: Nullable<PostProcess>;
  62819. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  62820. }
  62821. }
  62822. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  62823. /** @hidden */
  62824. export var bloomMergePixelShader: {
  62825. name: string;
  62826. shader: string;
  62827. };
  62828. }
  62829. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  62830. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62831. import { Nullable } from "babylonjs/types";
  62832. import { Engine } from "babylonjs/Engines/engine";
  62833. import { Camera } from "babylonjs/Cameras/camera";
  62834. import "babylonjs/Shaders/bloomMerge.fragment";
  62835. /**
  62836. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  62837. */
  62838. export class BloomMergePostProcess extends PostProcess {
  62839. /** Weight of the bloom to be added to the original input. */
  62840. weight: number;
  62841. /**
  62842. * Creates a new instance of @see BloomMergePostProcess
  62843. * @param name The name of the effect.
  62844. * @param originalFromInput Post process which's input will be used for the merge.
  62845. * @param blurred Blurred highlights post process which's output will be used.
  62846. * @param weight Weight of the bloom to be added to the original input.
  62847. * @param options The required width/height ratio to downsize to before computing the render pass.
  62848. * @param camera The camera to apply the render pass to.
  62849. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  62850. * @param engine The engine which the post process will be applied. (default: current engine)
  62851. * @param reusable If the post process can be reused on the same frame. (default: false)
  62852. * @param textureType Type of textures used when performing the post process. (default: 0)
  62853. * @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)
  62854. */
  62855. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  62856. /** Weight of the bloom to be added to the original input. */
  62857. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  62858. }
  62859. }
  62860. declare module "babylonjs/PostProcesses/bloomEffect" {
  62861. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  62862. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62863. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  62864. import { Camera } from "babylonjs/Cameras/camera";
  62865. import { Scene } from "babylonjs/scene";
  62866. /**
  62867. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  62868. */
  62869. export class BloomEffect extends PostProcessRenderEffect {
  62870. private bloomScale;
  62871. /**
  62872. * @hidden Internal
  62873. */
  62874. _effects: Array<PostProcess>;
  62875. /**
  62876. * @hidden Internal
  62877. */
  62878. _downscale: ExtractHighlightsPostProcess;
  62879. private _blurX;
  62880. private _blurY;
  62881. private _merge;
  62882. /**
  62883. * The luminance threshold to find bright areas of the image to bloom.
  62884. */
  62885. threshold: number;
  62886. /**
  62887. * The strength of the bloom.
  62888. */
  62889. weight: number;
  62890. /**
  62891. * Specifies the size of the bloom blur kernel, relative to the final output size
  62892. */
  62893. kernel: number;
  62894. /**
  62895. * Creates a new instance of @see BloomEffect
  62896. * @param scene The scene the effect belongs to.
  62897. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  62898. * @param bloomKernel The size of the kernel to be used when applying the blur.
  62899. * @param bloomWeight The the strength of bloom.
  62900. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  62901. * @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)
  62902. */
  62903. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  62904. /**
  62905. * Disposes each of the internal effects for a given camera.
  62906. * @param camera The camera to dispose the effect on.
  62907. */
  62908. disposeEffects(camera: Camera): void;
  62909. /**
  62910. * @hidden Internal
  62911. */
  62912. _updateEffects(): void;
  62913. /**
  62914. * Internal
  62915. * @returns if all the contained post processes are ready.
  62916. * @hidden
  62917. */
  62918. _isReady(): boolean;
  62919. }
  62920. }
  62921. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  62922. /** @hidden */
  62923. export var chromaticAberrationPixelShader: {
  62924. name: string;
  62925. shader: string;
  62926. };
  62927. }
  62928. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  62929. import { Vector2 } from "babylonjs/Maths/math.vector";
  62930. import { Nullable } from "babylonjs/types";
  62931. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62932. import { Camera } from "babylonjs/Cameras/camera";
  62933. import { Engine } from "babylonjs/Engines/engine";
  62934. import "babylonjs/Shaders/chromaticAberration.fragment";
  62935. /**
  62936. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  62937. */
  62938. export class ChromaticAberrationPostProcess extends PostProcess {
  62939. /**
  62940. * The amount of seperation of rgb channels (default: 30)
  62941. */
  62942. aberrationAmount: number;
  62943. /**
  62944. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  62945. */
  62946. radialIntensity: number;
  62947. /**
  62948. * 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))
  62949. */
  62950. direction: Vector2;
  62951. /**
  62952. * 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))
  62953. */
  62954. centerPosition: Vector2;
  62955. /**
  62956. * Creates a new instance ChromaticAberrationPostProcess
  62957. * @param name The name of the effect.
  62958. * @param screenWidth The width of the screen to apply the effect on.
  62959. * @param screenHeight The height of the screen to apply the effect on.
  62960. * @param options The required width/height ratio to downsize to before computing the render pass.
  62961. * @param camera The camera to apply the render pass to.
  62962. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  62963. * @param engine The engine which the post process will be applied. (default: current engine)
  62964. * @param reusable If the post process can be reused on the same frame. (default: false)
  62965. * @param textureType Type of textures used when performing the post process. (default: 0)
  62966. * @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)
  62967. */
  62968. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  62969. }
  62970. }
  62971. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  62972. /** @hidden */
  62973. export var circleOfConfusionPixelShader: {
  62974. name: string;
  62975. shader: string;
  62976. };
  62977. }
  62978. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  62979. import { Nullable } from "babylonjs/types";
  62980. import { Engine } from "babylonjs/Engines/engine";
  62981. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62982. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  62983. import { Camera } from "babylonjs/Cameras/camera";
  62984. import "babylonjs/Shaders/circleOfConfusion.fragment";
  62985. /**
  62986. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  62987. */
  62988. export class CircleOfConfusionPostProcess extends PostProcess {
  62989. /**
  62990. * 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.
  62991. */
  62992. lensSize: number;
  62993. /**
  62994. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  62995. */
  62996. fStop: number;
  62997. /**
  62998. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  62999. */
  63000. focusDistance: number;
  63001. /**
  63002. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  63003. */
  63004. focalLength: number;
  63005. private _depthTexture;
  63006. /**
  63007. * Creates a new instance CircleOfConfusionPostProcess
  63008. * @param name The name of the effect.
  63009. * @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.
  63010. * @param options The required width/height ratio to downsize to before computing the render pass.
  63011. * @param camera The camera to apply the render pass to.
  63012. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63013. * @param engine The engine which the post process will be applied. (default: current engine)
  63014. * @param reusable If the post process can be reused on the same frame. (default: false)
  63015. * @param textureType Type of textures used when performing the post process. (default: 0)
  63016. * @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)
  63017. */
  63018. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63019. /**
  63020. * 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.
  63021. */
  63022. depthTexture: RenderTargetTexture;
  63023. }
  63024. }
  63025. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  63026. /** @hidden */
  63027. export var colorCorrectionPixelShader: {
  63028. name: string;
  63029. shader: string;
  63030. };
  63031. }
  63032. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  63033. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63034. import { Engine } from "babylonjs/Engines/engine";
  63035. import { Camera } from "babylonjs/Cameras/camera";
  63036. import "babylonjs/Shaders/colorCorrection.fragment";
  63037. /**
  63038. *
  63039. * This post-process allows the modification of rendered colors by using
  63040. * a 'look-up table' (LUT). This effect is also called Color Grading.
  63041. *
  63042. * The object needs to be provided an url to a texture containing the color
  63043. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  63044. * Use an image editing software to tweak the LUT to match your needs.
  63045. *
  63046. * For an example of a color LUT, see here:
  63047. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  63048. * For explanations on color grading, see here:
  63049. * @see http://udn.epicgames.com/Three/ColorGrading.html
  63050. *
  63051. */
  63052. export class ColorCorrectionPostProcess extends PostProcess {
  63053. private _colorTableTexture;
  63054. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63055. }
  63056. }
  63057. declare module "babylonjs/Shaders/convolution.fragment" {
  63058. /** @hidden */
  63059. export var convolutionPixelShader: {
  63060. name: string;
  63061. shader: string;
  63062. };
  63063. }
  63064. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  63065. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63066. import { Nullable } from "babylonjs/types";
  63067. import { Camera } from "babylonjs/Cameras/camera";
  63068. import { Engine } from "babylonjs/Engines/engine";
  63069. import "babylonjs/Shaders/convolution.fragment";
  63070. /**
  63071. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  63072. * input texture to perform effects such as edge detection or sharpening
  63073. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  63074. */
  63075. export class ConvolutionPostProcess extends PostProcess {
  63076. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63077. kernel: number[];
  63078. /**
  63079. * Creates a new instance ConvolutionPostProcess
  63080. * @param name The name of the effect.
  63081. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  63082. * @param options The required width/height ratio to downsize to before computing the render pass.
  63083. * @param camera The camera to apply the render pass to.
  63084. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63085. * @param engine The engine which the post process will be applied. (default: current engine)
  63086. * @param reusable If the post process can be reused on the same frame. (default: false)
  63087. * @param textureType Type of textures used when performing the post process. (default: 0)
  63088. */
  63089. constructor(name: string,
  63090. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63091. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63092. /**
  63093. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63094. */
  63095. static EdgeDetect0Kernel: number[];
  63096. /**
  63097. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63098. */
  63099. static EdgeDetect1Kernel: number[];
  63100. /**
  63101. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63102. */
  63103. static EdgeDetect2Kernel: number[];
  63104. /**
  63105. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63106. */
  63107. static SharpenKernel: number[];
  63108. /**
  63109. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63110. */
  63111. static EmbossKernel: number[];
  63112. /**
  63113. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63114. */
  63115. static GaussianKernel: number[];
  63116. }
  63117. }
  63118. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  63119. import { Nullable } from "babylonjs/types";
  63120. import { Vector2 } from "babylonjs/Maths/math.vector";
  63121. import { Camera } from "babylonjs/Cameras/camera";
  63122. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63123. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  63124. import { Engine } from "babylonjs/Engines/engine";
  63125. import { Scene } from "babylonjs/scene";
  63126. /**
  63127. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  63128. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  63129. * based on samples that have a large difference in distance than the center pixel.
  63130. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  63131. */
  63132. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  63133. direction: Vector2;
  63134. /**
  63135. * Creates a new instance CircleOfConfusionPostProcess
  63136. * @param name The name of the effect.
  63137. * @param scene The scene the effect belongs to.
  63138. * @param direction The direction the blur should be applied.
  63139. * @param kernel The size of the kernel used to blur.
  63140. * @param options The required width/height ratio to downsize to before computing the render pass.
  63141. * @param camera The camera to apply the render pass to.
  63142. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  63143. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  63144. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63145. * @param engine The engine which the post process will be applied. (default: current engine)
  63146. * @param reusable If the post process can be reused on the same frame. (default: false)
  63147. * @param textureType Type of textures used when performing the post process. (default: 0)
  63148. * @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)
  63149. */
  63150. 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);
  63151. }
  63152. }
  63153. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  63154. /** @hidden */
  63155. export var depthOfFieldMergePixelShader: {
  63156. name: string;
  63157. shader: string;
  63158. };
  63159. }
  63160. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  63161. import { Nullable } from "babylonjs/types";
  63162. import { Camera } from "babylonjs/Cameras/camera";
  63163. import { Effect } from "babylonjs/Materials/effect";
  63164. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63165. import { Engine } from "babylonjs/Engines/engine";
  63166. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  63167. /**
  63168. * Options to be set when merging outputs from the default pipeline.
  63169. */
  63170. export class DepthOfFieldMergePostProcessOptions {
  63171. /**
  63172. * The original image to merge on top of
  63173. */
  63174. originalFromInput: PostProcess;
  63175. /**
  63176. * Parameters to perform the merge of the depth of field effect
  63177. */
  63178. depthOfField?: {
  63179. circleOfConfusion: PostProcess;
  63180. blurSteps: Array<PostProcess>;
  63181. };
  63182. /**
  63183. * Parameters to perform the merge of bloom effect
  63184. */
  63185. bloom?: {
  63186. blurred: PostProcess;
  63187. weight: number;
  63188. };
  63189. }
  63190. /**
  63191. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  63192. */
  63193. export class DepthOfFieldMergePostProcess extends PostProcess {
  63194. private blurSteps;
  63195. /**
  63196. * Creates a new instance of DepthOfFieldMergePostProcess
  63197. * @param name The name of the effect.
  63198. * @param originalFromInput Post process which's input will be used for the merge.
  63199. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  63200. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  63201. * @param options The required width/height ratio to downsize to before computing the render pass.
  63202. * @param camera The camera to apply the render pass to.
  63203. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63204. * @param engine The engine which the post process will be applied. (default: current engine)
  63205. * @param reusable If the post process can be reused on the same frame. (default: false)
  63206. * @param textureType Type of textures used when performing the post process. (default: 0)
  63207. * @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)
  63208. */
  63209. 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);
  63210. /**
  63211. * Updates the effect with the current post process compile time values and recompiles the shader.
  63212. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  63213. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  63214. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  63215. * @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
  63216. * @param onCompiled Called when the shader has been compiled.
  63217. * @param onError Called if there is an error when compiling a shader.
  63218. */
  63219. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  63220. }
  63221. }
  63222. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  63223. import { Nullable } from "babylonjs/types";
  63224. import { Camera } from "babylonjs/Cameras/camera";
  63225. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63226. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63227. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63228. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  63229. import { Scene } from "babylonjs/scene";
  63230. /**
  63231. * Specifies the level of max blur that should be applied when using the depth of field effect
  63232. */
  63233. export enum DepthOfFieldEffectBlurLevel {
  63234. /**
  63235. * Subtle blur
  63236. */
  63237. Low = 0,
  63238. /**
  63239. * Medium blur
  63240. */
  63241. Medium = 1,
  63242. /**
  63243. * Large blur
  63244. */
  63245. High = 2
  63246. }
  63247. /**
  63248. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  63249. */
  63250. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  63251. private _circleOfConfusion;
  63252. /**
  63253. * @hidden Internal, blurs from high to low
  63254. */
  63255. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  63256. private _depthOfFieldBlurY;
  63257. private _dofMerge;
  63258. /**
  63259. * @hidden Internal post processes in depth of field effect
  63260. */
  63261. _effects: Array<PostProcess>;
  63262. /**
  63263. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  63264. */
  63265. focalLength: number;
  63266. /**
  63267. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  63268. */
  63269. fStop: number;
  63270. /**
  63271. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  63272. */
  63273. focusDistance: number;
  63274. /**
  63275. * 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.
  63276. */
  63277. lensSize: number;
  63278. /**
  63279. * Creates a new instance DepthOfFieldEffect
  63280. * @param scene The scene the effect belongs to.
  63281. * @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.
  63282. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  63283. * @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)
  63284. */
  63285. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  63286. /**
  63287. * Get the current class name of the current effet
  63288. * @returns "DepthOfFieldEffect"
  63289. */
  63290. getClassName(): string;
  63291. /**
  63292. * 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.
  63293. */
  63294. depthTexture: RenderTargetTexture;
  63295. /**
  63296. * Disposes each of the internal effects for a given camera.
  63297. * @param camera The camera to dispose the effect on.
  63298. */
  63299. disposeEffects(camera: Camera): void;
  63300. /**
  63301. * @hidden Internal
  63302. */
  63303. _updateEffects(): void;
  63304. /**
  63305. * Internal
  63306. * @returns if all the contained post processes are ready.
  63307. * @hidden
  63308. */
  63309. _isReady(): boolean;
  63310. }
  63311. }
  63312. declare module "babylonjs/Shaders/displayPass.fragment" {
  63313. /** @hidden */
  63314. export var displayPassPixelShader: {
  63315. name: string;
  63316. shader: string;
  63317. };
  63318. }
  63319. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  63320. import { Nullable } from "babylonjs/types";
  63321. import { Camera } from "babylonjs/Cameras/camera";
  63322. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63323. import { Engine } from "babylonjs/Engines/engine";
  63324. import "babylonjs/Shaders/displayPass.fragment";
  63325. /**
  63326. * DisplayPassPostProcess which produces an output the same as it's input
  63327. */
  63328. export class DisplayPassPostProcess extends PostProcess {
  63329. /**
  63330. * Creates the DisplayPassPostProcess
  63331. * @param name The name of the effect.
  63332. * @param options The required width/height ratio to downsize to before computing the render pass.
  63333. * @param camera The camera to apply the render pass to.
  63334. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63335. * @param engine The engine which the post process will be applied. (default: current engine)
  63336. * @param reusable If the post process can be reused on the same frame. (default: false)
  63337. */
  63338. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63339. }
  63340. }
  63341. declare module "babylonjs/Shaders/filter.fragment" {
  63342. /** @hidden */
  63343. export var filterPixelShader: {
  63344. name: string;
  63345. shader: string;
  63346. };
  63347. }
  63348. declare module "babylonjs/PostProcesses/filterPostProcess" {
  63349. import { Nullable } from "babylonjs/types";
  63350. import { Matrix } from "babylonjs/Maths/math.vector";
  63351. import { Camera } from "babylonjs/Cameras/camera";
  63352. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63353. import { Engine } from "babylonjs/Engines/engine";
  63354. import "babylonjs/Shaders/filter.fragment";
  63355. /**
  63356. * Applies a kernel filter to the image
  63357. */
  63358. export class FilterPostProcess extends PostProcess {
  63359. /** The matrix to be applied to the image */
  63360. kernelMatrix: Matrix;
  63361. /**
  63362. *
  63363. * @param name The name of the effect.
  63364. * @param kernelMatrix The matrix to be applied to the image
  63365. * @param options The required width/height ratio to downsize to before computing the render pass.
  63366. * @param camera The camera to apply the render pass to.
  63367. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63368. * @param engine The engine which the post process will be applied. (default: current engine)
  63369. * @param reusable If the post process can be reused on the same frame. (default: false)
  63370. */
  63371. constructor(name: string,
  63372. /** The matrix to be applied to the image */
  63373. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63374. }
  63375. }
  63376. declare module "babylonjs/Shaders/fxaa.fragment" {
  63377. /** @hidden */
  63378. export var fxaaPixelShader: {
  63379. name: string;
  63380. shader: string;
  63381. };
  63382. }
  63383. declare module "babylonjs/Shaders/fxaa.vertex" {
  63384. /** @hidden */
  63385. export var fxaaVertexShader: {
  63386. name: string;
  63387. shader: string;
  63388. };
  63389. }
  63390. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  63391. import { Nullable } from "babylonjs/types";
  63392. import { Camera } from "babylonjs/Cameras/camera";
  63393. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63394. import { Engine } from "babylonjs/Engines/engine";
  63395. import "babylonjs/Shaders/fxaa.fragment";
  63396. import "babylonjs/Shaders/fxaa.vertex";
  63397. /**
  63398. * Fxaa post process
  63399. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  63400. */
  63401. export class FxaaPostProcess extends PostProcess {
  63402. /** @hidden */
  63403. texelWidth: number;
  63404. /** @hidden */
  63405. texelHeight: number;
  63406. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63407. private _getDefines;
  63408. }
  63409. }
  63410. declare module "babylonjs/Shaders/grain.fragment" {
  63411. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  63412. /** @hidden */
  63413. export var grainPixelShader: {
  63414. name: string;
  63415. shader: string;
  63416. };
  63417. }
  63418. declare module "babylonjs/PostProcesses/grainPostProcess" {
  63419. import { Nullable } from "babylonjs/types";
  63420. import { Camera } from "babylonjs/Cameras/camera";
  63421. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63422. import { Engine } from "babylonjs/Engines/engine";
  63423. import "babylonjs/Shaders/grain.fragment";
  63424. /**
  63425. * The GrainPostProcess adds noise to the image at mid luminance levels
  63426. */
  63427. export class GrainPostProcess extends PostProcess {
  63428. /**
  63429. * The intensity of the grain added (default: 30)
  63430. */
  63431. intensity: number;
  63432. /**
  63433. * If the grain should be randomized on every frame
  63434. */
  63435. animated: boolean;
  63436. /**
  63437. * Creates a new instance of @see GrainPostProcess
  63438. * @param name The name of the effect.
  63439. * @param options The required width/height ratio to downsize to before computing the render pass.
  63440. * @param camera The camera to apply the render pass to.
  63441. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63442. * @param engine The engine which the post process will be applied. (default: current engine)
  63443. * @param reusable If the post process can be reused on the same frame. (default: false)
  63444. * @param textureType Type of textures used when performing the post process. (default: 0)
  63445. * @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)
  63446. */
  63447. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63448. }
  63449. }
  63450. declare module "babylonjs/Shaders/highlights.fragment" {
  63451. /** @hidden */
  63452. export var highlightsPixelShader: {
  63453. name: string;
  63454. shader: string;
  63455. };
  63456. }
  63457. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  63458. import { Nullable } from "babylonjs/types";
  63459. import { Camera } from "babylonjs/Cameras/camera";
  63460. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63461. import { Engine } from "babylonjs/Engines/engine";
  63462. import "babylonjs/Shaders/highlights.fragment";
  63463. /**
  63464. * Extracts highlights from the image
  63465. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  63466. */
  63467. export class HighlightsPostProcess extends PostProcess {
  63468. /**
  63469. * Extracts highlights from the image
  63470. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  63471. * @param name The name of the effect.
  63472. * @param options The required width/height ratio to downsize to before computing the render pass.
  63473. * @param camera The camera to apply the render pass to.
  63474. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63475. * @param engine The engine which the post process will be applied. (default: current engine)
  63476. * @param reusable If the post process can be reused on the same frame. (default: false)
  63477. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  63478. */
  63479. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63480. }
  63481. }
  63482. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  63483. /** @hidden */
  63484. export var mrtFragmentDeclaration: {
  63485. name: string;
  63486. shader: string;
  63487. };
  63488. }
  63489. declare module "babylonjs/Shaders/geometry.fragment" {
  63490. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  63491. /** @hidden */
  63492. export var geometryPixelShader: {
  63493. name: string;
  63494. shader: string;
  63495. };
  63496. }
  63497. declare module "babylonjs/Shaders/geometry.vertex" {
  63498. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63499. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63500. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63501. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63502. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63503. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63504. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63505. /** @hidden */
  63506. export var geometryVertexShader: {
  63507. name: string;
  63508. shader: string;
  63509. };
  63510. }
  63511. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  63512. import { Matrix } from "babylonjs/Maths/math.vector";
  63513. import { SubMesh } from "babylonjs/Meshes/subMesh";
  63514. import { Mesh } from "babylonjs/Meshes/mesh";
  63515. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  63516. import { Effect } from "babylonjs/Materials/effect";
  63517. import { Scene } from "babylonjs/scene";
  63518. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63519. import "babylonjs/Shaders/geometry.fragment";
  63520. import "babylonjs/Shaders/geometry.vertex";
  63521. /** @hidden */
  63522. interface ISavedTransformationMatrix {
  63523. world: Matrix;
  63524. viewProjection: Matrix;
  63525. }
  63526. /**
  63527. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  63528. */
  63529. export class GeometryBufferRenderer {
  63530. /**
  63531. * Constant used to retrieve the position texture index in the G-Buffer textures array
  63532. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  63533. */
  63534. static readonly POSITION_TEXTURE_TYPE: number;
  63535. /**
  63536. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  63537. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  63538. */
  63539. static readonly VELOCITY_TEXTURE_TYPE: number;
  63540. /**
  63541. * Dictionary used to store the previous transformation matrices of each rendered mesh
  63542. * in order to compute objects velocities when enableVelocity is set to "true"
  63543. * @hidden
  63544. */
  63545. _previousTransformationMatrices: {
  63546. [index: number]: ISavedTransformationMatrix;
  63547. };
  63548. /**
  63549. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  63550. * in order to compute objects velocities when enableVelocity is set to "true"
  63551. * @hidden
  63552. */
  63553. _previousBonesTransformationMatrices: {
  63554. [index: number]: Float32Array;
  63555. };
  63556. /**
  63557. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  63558. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  63559. */
  63560. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  63561. private _scene;
  63562. private _multiRenderTarget;
  63563. private _ratio;
  63564. private _enablePosition;
  63565. private _enableVelocity;
  63566. private _positionIndex;
  63567. private _velocityIndex;
  63568. protected _effect: Effect;
  63569. protected _cachedDefines: string;
  63570. /**
  63571. * Set the render list (meshes to be rendered) used in the G buffer.
  63572. */
  63573. renderList: Mesh[];
  63574. /**
  63575. * Gets wether or not G buffer are supported by the running hardware.
  63576. * This requires draw buffer supports
  63577. */
  63578. readonly isSupported: boolean;
  63579. /**
  63580. * Returns the index of the given texture type in the G-Buffer textures array
  63581. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  63582. * @returns the index of the given texture type in the G-Buffer textures array
  63583. */
  63584. getTextureIndex(textureType: number): number;
  63585. /**
  63586. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  63587. */
  63588. /**
  63589. * Sets whether or not objects positions are enabled for the G buffer.
  63590. */
  63591. enablePosition: boolean;
  63592. /**
  63593. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  63594. */
  63595. /**
  63596. * Sets wether or not objects velocities are enabled for the G buffer.
  63597. */
  63598. enableVelocity: boolean;
  63599. /**
  63600. * Gets the scene associated with the buffer.
  63601. */
  63602. readonly scene: Scene;
  63603. /**
  63604. * Gets the ratio used by the buffer during its creation.
  63605. * How big is the buffer related to the main canvas.
  63606. */
  63607. readonly ratio: number;
  63608. /** @hidden */
  63609. static _SceneComponentInitialization: (scene: Scene) => void;
  63610. /**
  63611. * Creates a new G Buffer for the scene
  63612. * @param scene The scene the buffer belongs to
  63613. * @param ratio How big is the buffer related to the main canvas.
  63614. */
  63615. constructor(scene: Scene, ratio?: number);
  63616. /**
  63617. * Checks wether everything is ready to render a submesh to the G buffer.
  63618. * @param subMesh the submesh to check readiness for
  63619. * @param useInstances is the mesh drawn using instance or not
  63620. * @returns true if ready otherwise false
  63621. */
  63622. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63623. /**
  63624. * Gets the current underlying G Buffer.
  63625. * @returns the buffer
  63626. */
  63627. getGBuffer(): MultiRenderTarget;
  63628. /**
  63629. * Gets the number of samples used to render the buffer (anti aliasing).
  63630. */
  63631. /**
  63632. * Sets the number of samples used to render the buffer (anti aliasing).
  63633. */
  63634. samples: number;
  63635. /**
  63636. * Disposes the renderer and frees up associated resources.
  63637. */
  63638. dispose(): void;
  63639. protected _createRenderTargets(): void;
  63640. private _copyBonesTransformationMatrices;
  63641. }
  63642. }
  63643. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  63644. import { Nullable } from "babylonjs/types";
  63645. import { Scene } from "babylonjs/scene";
  63646. import { ISceneComponent } from "babylonjs/sceneComponent";
  63647. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  63648. module "babylonjs/scene" {
  63649. interface Scene {
  63650. /** @hidden (Backing field) */
  63651. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  63652. /**
  63653. * Gets or Sets the current geometry buffer associated to the scene.
  63654. */
  63655. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  63656. /**
  63657. * Enables a GeometryBufferRender and associates it with the scene
  63658. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  63659. * @returns the GeometryBufferRenderer
  63660. */
  63661. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  63662. /**
  63663. * Disables the GeometryBufferRender associated with the scene
  63664. */
  63665. disableGeometryBufferRenderer(): void;
  63666. }
  63667. }
  63668. /**
  63669. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  63670. * in several rendering techniques.
  63671. */
  63672. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  63673. /**
  63674. * The component name helpful to identify the component in the list of scene components.
  63675. */
  63676. readonly name: string;
  63677. /**
  63678. * The scene the component belongs to.
  63679. */
  63680. scene: Scene;
  63681. /**
  63682. * Creates a new instance of the component for the given scene
  63683. * @param scene Defines the scene to register the component in
  63684. */
  63685. constructor(scene: Scene);
  63686. /**
  63687. * Registers the component in a given scene
  63688. */
  63689. register(): void;
  63690. /**
  63691. * Rebuilds the elements related to this component in case of
  63692. * context lost for instance.
  63693. */
  63694. rebuild(): void;
  63695. /**
  63696. * Disposes the component and the associated ressources
  63697. */
  63698. dispose(): void;
  63699. private _gatherRenderTargets;
  63700. }
  63701. }
  63702. declare module "babylonjs/Shaders/motionBlur.fragment" {
  63703. /** @hidden */
  63704. export var motionBlurPixelShader: {
  63705. name: string;
  63706. shader: string;
  63707. };
  63708. }
  63709. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  63710. import { Nullable } from "babylonjs/types";
  63711. import { Camera } from "babylonjs/Cameras/camera";
  63712. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63713. import { Scene } from "babylonjs/scene";
  63714. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63715. import "babylonjs/Animations/animatable";
  63716. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  63717. import "babylonjs/Shaders/motionBlur.fragment";
  63718. import { Engine } from "babylonjs/Engines/engine";
  63719. /**
  63720. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  63721. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  63722. * As an example, all you have to do is to create the post-process:
  63723. * var mb = new BABYLON.MotionBlurPostProcess(
  63724. * 'mb', // The name of the effect.
  63725. * scene, // The scene containing the objects to blur according to their velocity.
  63726. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  63727. * camera // The camera to apply the render pass to.
  63728. * );
  63729. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  63730. */
  63731. export class MotionBlurPostProcess extends PostProcess {
  63732. /**
  63733. * Defines how much the image is blurred by the movement. Default value is equal to 1
  63734. */
  63735. motionStrength: number;
  63736. /**
  63737. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  63738. */
  63739. /**
  63740. * Sets the number of iterations to be used for motion blur quality
  63741. */
  63742. motionBlurSamples: number;
  63743. private _motionBlurSamples;
  63744. private _geometryBufferRenderer;
  63745. /**
  63746. * Creates a new instance MotionBlurPostProcess
  63747. * @param name The name of the effect.
  63748. * @param scene The scene containing the objects to blur according to their velocity.
  63749. * @param options The required width/height ratio to downsize to before computing the render pass.
  63750. * @param camera The camera to apply the render pass to.
  63751. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63752. * @param engine The engine which the post process will be applied. (default: current engine)
  63753. * @param reusable If the post process can be reused on the same frame. (default: false)
  63754. * @param textureType Type of textures used when performing the post process. (default: 0)
  63755. * @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)
  63756. */
  63757. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63758. /**
  63759. * Excludes the given skinned mesh from computing bones velocities.
  63760. * 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.
  63761. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  63762. */
  63763. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  63764. /**
  63765. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  63766. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  63767. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  63768. */
  63769. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  63770. /**
  63771. * Disposes the post process.
  63772. * @param camera The camera to dispose the post process on.
  63773. */
  63774. dispose(camera?: Camera): void;
  63775. }
  63776. }
  63777. declare module "babylonjs/Shaders/refraction.fragment" {
  63778. /** @hidden */
  63779. export var refractionPixelShader: {
  63780. name: string;
  63781. shader: string;
  63782. };
  63783. }
  63784. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  63785. import { Color3 } from "babylonjs/Maths/math.color";
  63786. import { Camera } from "babylonjs/Cameras/camera";
  63787. import { Texture } from "babylonjs/Materials/Textures/texture";
  63788. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63789. import { Engine } from "babylonjs/Engines/engine";
  63790. import "babylonjs/Shaders/refraction.fragment";
  63791. /**
  63792. * Post process which applies a refractin texture
  63793. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  63794. */
  63795. export class RefractionPostProcess extends PostProcess {
  63796. /** the base color of the refraction (used to taint the rendering) */
  63797. color: Color3;
  63798. /** simulated refraction depth */
  63799. depth: number;
  63800. /** the coefficient of the base color (0 to remove base color tainting) */
  63801. colorLevel: number;
  63802. private _refTexture;
  63803. private _ownRefractionTexture;
  63804. /**
  63805. * Gets or sets the refraction texture
  63806. * Please note that you are responsible for disposing the texture if you set it manually
  63807. */
  63808. refractionTexture: Texture;
  63809. /**
  63810. * Initializes the RefractionPostProcess
  63811. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  63812. * @param name The name of the effect.
  63813. * @param refractionTextureUrl Url of the refraction texture to use
  63814. * @param color the base color of the refraction (used to taint the rendering)
  63815. * @param depth simulated refraction depth
  63816. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  63817. * @param camera The camera to apply the render pass to.
  63818. * @param options The required width/height ratio to downsize to before computing the render pass.
  63819. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63820. * @param engine The engine which the post process will be applied. (default: current engine)
  63821. * @param reusable If the post process can be reused on the same frame. (default: false)
  63822. */
  63823. constructor(name: string, refractionTextureUrl: string,
  63824. /** the base color of the refraction (used to taint the rendering) */
  63825. color: Color3,
  63826. /** simulated refraction depth */
  63827. depth: number,
  63828. /** the coefficient of the base color (0 to remove base color tainting) */
  63829. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63830. /**
  63831. * Disposes of the post process
  63832. * @param camera Camera to dispose post process on
  63833. */
  63834. dispose(camera: Camera): void;
  63835. }
  63836. }
  63837. declare module "babylonjs/Shaders/sharpen.fragment" {
  63838. /** @hidden */
  63839. export var sharpenPixelShader: {
  63840. name: string;
  63841. shader: string;
  63842. };
  63843. }
  63844. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  63845. import { Nullable } from "babylonjs/types";
  63846. import { Camera } from "babylonjs/Cameras/camera";
  63847. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63848. import "babylonjs/Shaders/sharpen.fragment";
  63849. import { Engine } from "babylonjs/Engines/engine";
  63850. /**
  63851. * The SharpenPostProcess applies a sharpen kernel to every pixel
  63852. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  63853. */
  63854. export class SharpenPostProcess extends PostProcess {
  63855. /**
  63856. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  63857. */
  63858. colorAmount: number;
  63859. /**
  63860. * How much sharpness should be applied (default: 0.3)
  63861. */
  63862. edgeAmount: number;
  63863. /**
  63864. * Creates a new instance ConvolutionPostProcess
  63865. * @param name The name of the effect.
  63866. * @param options The required width/height ratio to downsize to before computing the render pass.
  63867. * @param camera The camera to apply the render pass to.
  63868. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63869. * @param engine The engine which the post process will be applied. (default: current engine)
  63870. * @param reusable If the post process can be reused on the same frame. (default: false)
  63871. * @param textureType Type of textures used when performing the post process. (default: 0)
  63872. * @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)
  63873. */
  63874. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63875. }
  63876. }
  63877. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  63878. import { Nullable } from "babylonjs/types";
  63879. import { Camera } from "babylonjs/Cameras/camera";
  63880. import { Engine } from "babylonjs/Engines/engine";
  63881. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63882. import { IInspectable } from "babylonjs/Misc/iInspectable";
  63883. /**
  63884. * PostProcessRenderPipeline
  63885. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63886. */
  63887. export class PostProcessRenderPipeline {
  63888. private engine;
  63889. private _renderEffects;
  63890. private _renderEffectsForIsolatedPass;
  63891. /**
  63892. * List of inspectable custom properties (used by the Inspector)
  63893. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  63894. */
  63895. inspectableCustomProperties: IInspectable[];
  63896. /**
  63897. * @hidden
  63898. */
  63899. protected _cameras: Camera[];
  63900. /** @hidden */
  63901. _name: string;
  63902. /**
  63903. * Gets pipeline name
  63904. */
  63905. readonly name: string;
  63906. /**
  63907. * Initializes a PostProcessRenderPipeline
  63908. * @param engine engine to add the pipeline to
  63909. * @param name name of the pipeline
  63910. */
  63911. constructor(engine: Engine, name: string);
  63912. /**
  63913. * Gets the class name
  63914. * @returns "PostProcessRenderPipeline"
  63915. */
  63916. getClassName(): string;
  63917. /**
  63918. * If all the render effects in the pipeline are supported
  63919. */
  63920. readonly isSupported: boolean;
  63921. /**
  63922. * Adds an effect to the pipeline
  63923. * @param renderEffect the effect to add
  63924. */
  63925. addEffect(renderEffect: PostProcessRenderEffect): void;
  63926. /** @hidden */
  63927. _rebuild(): void;
  63928. /** @hidden */
  63929. _enableEffect(renderEffectName: string, cameras: Camera): void;
  63930. /** @hidden */
  63931. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  63932. /** @hidden */
  63933. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  63934. /** @hidden */
  63935. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  63936. /** @hidden */
  63937. _attachCameras(cameras: Camera, unique: boolean): void;
  63938. /** @hidden */
  63939. _attachCameras(cameras: Camera[], unique: boolean): void;
  63940. /** @hidden */
  63941. _detachCameras(cameras: Camera): void;
  63942. /** @hidden */
  63943. _detachCameras(cameras: Nullable<Camera[]>): void;
  63944. /** @hidden */
  63945. _update(): void;
  63946. /** @hidden */
  63947. _reset(): void;
  63948. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  63949. /**
  63950. * Disposes of the pipeline
  63951. */
  63952. dispose(): void;
  63953. }
  63954. }
  63955. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  63956. import { Camera } from "babylonjs/Cameras/camera";
  63957. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  63958. /**
  63959. * PostProcessRenderPipelineManager class
  63960. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63961. */
  63962. export class PostProcessRenderPipelineManager {
  63963. private _renderPipelines;
  63964. /**
  63965. * Initializes a PostProcessRenderPipelineManager
  63966. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63967. */
  63968. constructor();
  63969. /**
  63970. * Gets the list of supported render pipelines
  63971. */
  63972. readonly supportedPipelines: PostProcessRenderPipeline[];
  63973. /**
  63974. * Adds a pipeline to the manager
  63975. * @param renderPipeline The pipeline to add
  63976. */
  63977. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  63978. /**
  63979. * Attaches a camera to the pipeline
  63980. * @param renderPipelineName The name of the pipeline to attach to
  63981. * @param cameras the camera to attach
  63982. * @param unique if the camera can be attached multiple times to the pipeline
  63983. */
  63984. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  63985. /**
  63986. * Detaches a camera from the pipeline
  63987. * @param renderPipelineName The name of the pipeline to detach from
  63988. * @param cameras the camera to detach
  63989. */
  63990. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  63991. /**
  63992. * Enables an effect by name on a pipeline
  63993. * @param renderPipelineName the name of the pipeline to enable the effect in
  63994. * @param renderEffectName the name of the effect to enable
  63995. * @param cameras the cameras that the effect should be enabled on
  63996. */
  63997. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  63998. /**
  63999. * Disables an effect by name on a pipeline
  64000. * @param renderPipelineName the name of the pipeline to disable the effect in
  64001. * @param renderEffectName the name of the effect to disable
  64002. * @param cameras the cameras that the effect should be disabled on
  64003. */
  64004. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64005. /**
  64006. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  64007. */
  64008. update(): void;
  64009. /** @hidden */
  64010. _rebuild(): void;
  64011. /**
  64012. * Disposes of the manager and pipelines
  64013. */
  64014. dispose(): void;
  64015. }
  64016. }
  64017. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  64018. import { ISceneComponent } from "babylonjs/sceneComponent";
  64019. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  64020. import { Scene } from "babylonjs/scene";
  64021. module "babylonjs/scene" {
  64022. interface Scene {
  64023. /** @hidden (Backing field) */
  64024. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64025. /**
  64026. * Gets the postprocess render pipeline manager
  64027. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64028. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64029. */
  64030. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64031. }
  64032. }
  64033. /**
  64034. * Defines the Render Pipeline scene component responsible to rendering pipelines
  64035. */
  64036. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  64037. /**
  64038. * The component name helpfull to identify the component in the list of scene components.
  64039. */
  64040. readonly name: string;
  64041. /**
  64042. * The scene the component belongs to.
  64043. */
  64044. scene: Scene;
  64045. /**
  64046. * Creates a new instance of the component for the given scene
  64047. * @param scene Defines the scene to register the component in
  64048. */
  64049. constructor(scene: Scene);
  64050. /**
  64051. * Registers the component in a given scene
  64052. */
  64053. register(): void;
  64054. /**
  64055. * Rebuilds the elements related to this component in case of
  64056. * context lost for instance.
  64057. */
  64058. rebuild(): void;
  64059. /**
  64060. * Disposes the component and the associated ressources
  64061. */
  64062. dispose(): void;
  64063. private _gatherRenderTargets;
  64064. }
  64065. }
  64066. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  64067. import { Nullable } from "babylonjs/types";
  64068. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  64069. import { Camera } from "babylonjs/Cameras/camera";
  64070. import { IDisposable } from "babylonjs/scene";
  64071. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  64072. import { Scene } from "babylonjs/scene";
  64073. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  64074. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  64075. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  64076. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  64077. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  64078. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64079. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  64080. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64081. import { Animation } from "babylonjs/Animations/animation";
  64082. /**
  64083. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  64084. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64085. */
  64086. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  64087. private _scene;
  64088. private _camerasToBeAttached;
  64089. /**
  64090. * ID of the sharpen post process,
  64091. */
  64092. private readonly SharpenPostProcessId;
  64093. /**
  64094. * @ignore
  64095. * ID of the image processing post process;
  64096. */
  64097. readonly ImageProcessingPostProcessId: string;
  64098. /**
  64099. * @ignore
  64100. * ID of the Fast Approximate Anti-Aliasing post process;
  64101. */
  64102. readonly FxaaPostProcessId: string;
  64103. /**
  64104. * ID of the chromatic aberration post process,
  64105. */
  64106. private readonly ChromaticAberrationPostProcessId;
  64107. /**
  64108. * ID of the grain post process
  64109. */
  64110. private readonly GrainPostProcessId;
  64111. /**
  64112. * Sharpen post process which will apply a sharpen convolution to enhance edges
  64113. */
  64114. sharpen: SharpenPostProcess;
  64115. private _sharpenEffect;
  64116. private bloom;
  64117. /**
  64118. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  64119. */
  64120. depthOfField: DepthOfFieldEffect;
  64121. /**
  64122. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  64123. */
  64124. fxaa: FxaaPostProcess;
  64125. /**
  64126. * Image post processing pass used to perform operations such as tone mapping or color grading.
  64127. */
  64128. imageProcessing: ImageProcessingPostProcess;
  64129. /**
  64130. * Chromatic aberration post process which will shift rgb colors in the image
  64131. */
  64132. chromaticAberration: ChromaticAberrationPostProcess;
  64133. private _chromaticAberrationEffect;
  64134. /**
  64135. * Grain post process which add noise to the image
  64136. */
  64137. grain: GrainPostProcess;
  64138. private _grainEffect;
  64139. /**
  64140. * Glow post process which adds a glow to emissive areas of the image
  64141. */
  64142. private _glowLayer;
  64143. /**
  64144. * Animations which can be used to tweak settings over a period of time
  64145. */
  64146. animations: Animation[];
  64147. private _imageProcessingConfigurationObserver;
  64148. private _sharpenEnabled;
  64149. private _bloomEnabled;
  64150. private _depthOfFieldEnabled;
  64151. private _depthOfFieldBlurLevel;
  64152. private _fxaaEnabled;
  64153. private _imageProcessingEnabled;
  64154. private _defaultPipelineTextureType;
  64155. private _bloomScale;
  64156. private _chromaticAberrationEnabled;
  64157. private _grainEnabled;
  64158. private _buildAllowed;
  64159. /**
  64160. * Gets active scene
  64161. */
  64162. readonly scene: Scene;
  64163. /**
  64164. * Enable or disable the sharpen process from the pipeline
  64165. */
  64166. sharpenEnabled: boolean;
  64167. private _resizeObserver;
  64168. private _hardwareScaleLevel;
  64169. private _bloomKernel;
  64170. /**
  64171. * Specifies the size of the bloom blur kernel, relative to the final output size
  64172. */
  64173. bloomKernel: number;
  64174. /**
  64175. * Specifies the weight of the bloom in the final rendering
  64176. */
  64177. private _bloomWeight;
  64178. /**
  64179. * Specifies the luma threshold for the area that will be blurred by the bloom
  64180. */
  64181. private _bloomThreshold;
  64182. private _hdr;
  64183. /**
  64184. * The strength of the bloom.
  64185. */
  64186. bloomWeight: number;
  64187. /**
  64188. * The strength of the bloom.
  64189. */
  64190. bloomThreshold: number;
  64191. /**
  64192. * The scale of the bloom, lower value will provide better performance.
  64193. */
  64194. bloomScale: number;
  64195. /**
  64196. * Enable or disable the bloom from the pipeline
  64197. */
  64198. bloomEnabled: boolean;
  64199. private _rebuildBloom;
  64200. /**
  64201. * If the depth of field is enabled.
  64202. */
  64203. depthOfFieldEnabled: boolean;
  64204. /**
  64205. * Blur level of the depth of field effect. (Higher blur will effect performance)
  64206. */
  64207. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  64208. /**
  64209. * If the anti aliasing is enabled.
  64210. */
  64211. fxaaEnabled: boolean;
  64212. private _samples;
  64213. /**
  64214. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  64215. */
  64216. samples: number;
  64217. /**
  64218. * If image processing is enabled.
  64219. */
  64220. imageProcessingEnabled: boolean;
  64221. /**
  64222. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  64223. */
  64224. glowLayerEnabled: boolean;
  64225. /**
  64226. * Gets the glow layer (or null if not defined)
  64227. */
  64228. readonly glowLayer: Nullable<GlowLayer>;
  64229. /**
  64230. * Enable or disable the chromaticAberration process from the pipeline
  64231. */
  64232. chromaticAberrationEnabled: boolean;
  64233. /**
  64234. * Enable or disable the grain process from the pipeline
  64235. */
  64236. grainEnabled: boolean;
  64237. /**
  64238. * @constructor
  64239. * @param name - The rendering pipeline name (default: "")
  64240. * @param hdr - If high dynamic range textures should be used (default: true)
  64241. * @param scene - The scene linked to this pipeline (default: the last created scene)
  64242. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  64243. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  64244. */
  64245. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  64246. /**
  64247. * Get the class name
  64248. * @returns "DefaultRenderingPipeline"
  64249. */
  64250. getClassName(): string;
  64251. /**
  64252. * Force the compilation of the entire pipeline.
  64253. */
  64254. prepare(): void;
  64255. private _hasCleared;
  64256. private _prevPostProcess;
  64257. private _prevPrevPostProcess;
  64258. private _setAutoClearAndTextureSharing;
  64259. private _depthOfFieldSceneObserver;
  64260. private _buildPipeline;
  64261. private _disposePostProcesses;
  64262. /**
  64263. * Adds a camera to the pipeline
  64264. * @param camera the camera to be added
  64265. */
  64266. addCamera(camera: Camera): void;
  64267. /**
  64268. * Removes a camera from the pipeline
  64269. * @param camera the camera to remove
  64270. */
  64271. removeCamera(camera: Camera): void;
  64272. /**
  64273. * Dispose of the pipeline and stop all post processes
  64274. */
  64275. dispose(): void;
  64276. /**
  64277. * Serialize the rendering pipeline (Used when exporting)
  64278. * @returns the serialized object
  64279. */
  64280. serialize(): any;
  64281. /**
  64282. * Parse the serialized pipeline
  64283. * @param source Source pipeline.
  64284. * @param scene The scene to load the pipeline to.
  64285. * @param rootUrl The URL of the serialized pipeline.
  64286. * @returns An instantiated pipeline from the serialized object.
  64287. */
  64288. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  64289. }
  64290. }
  64291. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  64292. /** @hidden */
  64293. export var lensHighlightsPixelShader: {
  64294. name: string;
  64295. shader: string;
  64296. };
  64297. }
  64298. declare module "babylonjs/Shaders/depthOfField.fragment" {
  64299. /** @hidden */
  64300. export var depthOfFieldPixelShader: {
  64301. name: string;
  64302. shader: string;
  64303. };
  64304. }
  64305. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  64306. import { Camera } from "babylonjs/Cameras/camera";
  64307. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64308. import { Scene } from "babylonjs/scene";
  64309. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64310. import "babylonjs/Shaders/chromaticAberration.fragment";
  64311. import "babylonjs/Shaders/lensHighlights.fragment";
  64312. import "babylonjs/Shaders/depthOfField.fragment";
  64313. /**
  64314. * BABYLON.JS Chromatic Aberration GLSL Shader
  64315. * Author: Olivier Guyot
  64316. * Separates very slightly R, G and B colors on the edges of the screen
  64317. * Inspired by Francois Tarlier & Martins Upitis
  64318. */
  64319. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  64320. /**
  64321. * @ignore
  64322. * The chromatic aberration PostProcess id in the pipeline
  64323. */
  64324. LensChromaticAberrationEffect: string;
  64325. /**
  64326. * @ignore
  64327. * The highlights enhancing PostProcess id in the pipeline
  64328. */
  64329. HighlightsEnhancingEffect: string;
  64330. /**
  64331. * @ignore
  64332. * The depth-of-field PostProcess id in the pipeline
  64333. */
  64334. LensDepthOfFieldEffect: string;
  64335. private _scene;
  64336. private _depthTexture;
  64337. private _grainTexture;
  64338. private _chromaticAberrationPostProcess;
  64339. private _highlightsPostProcess;
  64340. private _depthOfFieldPostProcess;
  64341. private _edgeBlur;
  64342. private _grainAmount;
  64343. private _chromaticAberration;
  64344. private _distortion;
  64345. private _highlightsGain;
  64346. private _highlightsThreshold;
  64347. private _dofDistance;
  64348. private _dofAperture;
  64349. private _dofDarken;
  64350. private _dofPentagon;
  64351. private _blurNoise;
  64352. /**
  64353. * @constructor
  64354. *
  64355. * Effect parameters are as follow:
  64356. * {
  64357. * chromatic_aberration: number; // from 0 to x (1 for realism)
  64358. * edge_blur: number; // from 0 to x (1 for realism)
  64359. * distortion: number; // from 0 to x (1 for realism)
  64360. * grain_amount: number; // from 0 to 1
  64361. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  64362. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  64363. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  64364. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  64365. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  64366. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  64367. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  64368. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  64369. * }
  64370. * Note: if an effect parameter is unset, effect is disabled
  64371. *
  64372. * @param name The rendering pipeline name
  64373. * @param parameters - An object containing all parameters (see above)
  64374. * @param scene The scene linked to this pipeline
  64375. * @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)
  64376. * @param cameras The array of cameras that the rendering pipeline will be attached to
  64377. */
  64378. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  64379. /**
  64380. * Get the class name
  64381. * @returns "LensRenderingPipeline"
  64382. */
  64383. getClassName(): string;
  64384. /**
  64385. * Gets associated scene
  64386. */
  64387. readonly scene: Scene;
  64388. /**
  64389. * Gets or sets the edge blur
  64390. */
  64391. edgeBlur: number;
  64392. /**
  64393. * Gets or sets the grain amount
  64394. */
  64395. grainAmount: number;
  64396. /**
  64397. * Gets or sets the chromatic aberration amount
  64398. */
  64399. chromaticAberration: number;
  64400. /**
  64401. * Gets or sets the depth of field aperture
  64402. */
  64403. dofAperture: number;
  64404. /**
  64405. * Gets or sets the edge distortion
  64406. */
  64407. edgeDistortion: number;
  64408. /**
  64409. * Gets or sets the depth of field distortion
  64410. */
  64411. dofDistortion: number;
  64412. /**
  64413. * Gets or sets the darken out of focus amount
  64414. */
  64415. darkenOutOfFocus: number;
  64416. /**
  64417. * Gets or sets a boolean indicating if blur noise is enabled
  64418. */
  64419. blurNoise: boolean;
  64420. /**
  64421. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  64422. */
  64423. pentagonBokeh: boolean;
  64424. /**
  64425. * Gets or sets the highlight grain amount
  64426. */
  64427. highlightsGain: number;
  64428. /**
  64429. * Gets or sets the highlight threshold
  64430. */
  64431. highlightsThreshold: number;
  64432. /**
  64433. * Sets the amount of blur at the edges
  64434. * @param amount blur amount
  64435. */
  64436. setEdgeBlur(amount: number): void;
  64437. /**
  64438. * Sets edge blur to 0
  64439. */
  64440. disableEdgeBlur(): void;
  64441. /**
  64442. * Sets the amout of grain
  64443. * @param amount Amount of grain
  64444. */
  64445. setGrainAmount(amount: number): void;
  64446. /**
  64447. * Set grain amount to 0
  64448. */
  64449. disableGrain(): void;
  64450. /**
  64451. * Sets the chromatic aberration amount
  64452. * @param amount amount of chromatic aberration
  64453. */
  64454. setChromaticAberration(amount: number): void;
  64455. /**
  64456. * Sets chromatic aberration amount to 0
  64457. */
  64458. disableChromaticAberration(): void;
  64459. /**
  64460. * Sets the EdgeDistortion amount
  64461. * @param amount amount of EdgeDistortion
  64462. */
  64463. setEdgeDistortion(amount: number): void;
  64464. /**
  64465. * Sets edge distortion to 0
  64466. */
  64467. disableEdgeDistortion(): void;
  64468. /**
  64469. * Sets the FocusDistance amount
  64470. * @param amount amount of FocusDistance
  64471. */
  64472. setFocusDistance(amount: number): void;
  64473. /**
  64474. * Disables depth of field
  64475. */
  64476. disableDepthOfField(): void;
  64477. /**
  64478. * Sets the Aperture amount
  64479. * @param amount amount of Aperture
  64480. */
  64481. setAperture(amount: number): void;
  64482. /**
  64483. * Sets the DarkenOutOfFocus amount
  64484. * @param amount amount of DarkenOutOfFocus
  64485. */
  64486. setDarkenOutOfFocus(amount: number): void;
  64487. private _pentagonBokehIsEnabled;
  64488. /**
  64489. * Creates a pentagon bokeh effect
  64490. */
  64491. enablePentagonBokeh(): void;
  64492. /**
  64493. * Disables the pentagon bokeh effect
  64494. */
  64495. disablePentagonBokeh(): void;
  64496. /**
  64497. * Enables noise blur
  64498. */
  64499. enableNoiseBlur(): void;
  64500. /**
  64501. * Disables noise blur
  64502. */
  64503. disableNoiseBlur(): void;
  64504. /**
  64505. * Sets the HighlightsGain amount
  64506. * @param amount amount of HighlightsGain
  64507. */
  64508. setHighlightsGain(amount: number): void;
  64509. /**
  64510. * Sets the HighlightsThreshold amount
  64511. * @param amount amount of HighlightsThreshold
  64512. */
  64513. setHighlightsThreshold(amount: number): void;
  64514. /**
  64515. * Disables highlights
  64516. */
  64517. disableHighlights(): void;
  64518. /**
  64519. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  64520. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  64521. */
  64522. dispose(disableDepthRender?: boolean): void;
  64523. private _createChromaticAberrationPostProcess;
  64524. private _createHighlightsPostProcess;
  64525. private _createDepthOfFieldPostProcess;
  64526. private _createGrainTexture;
  64527. }
  64528. }
  64529. declare module "babylonjs/Shaders/ssao2.fragment" {
  64530. /** @hidden */
  64531. export var ssao2PixelShader: {
  64532. name: string;
  64533. shader: string;
  64534. };
  64535. }
  64536. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  64537. /** @hidden */
  64538. export var ssaoCombinePixelShader: {
  64539. name: string;
  64540. shader: string;
  64541. };
  64542. }
  64543. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  64544. import { Camera } from "babylonjs/Cameras/camera";
  64545. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64546. import { Scene } from "babylonjs/scene";
  64547. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64548. import "babylonjs/Shaders/ssao2.fragment";
  64549. import "babylonjs/Shaders/ssaoCombine.fragment";
  64550. /**
  64551. * Render pipeline to produce ssao effect
  64552. */
  64553. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  64554. /**
  64555. * @ignore
  64556. * The PassPostProcess id in the pipeline that contains the original scene color
  64557. */
  64558. SSAOOriginalSceneColorEffect: string;
  64559. /**
  64560. * @ignore
  64561. * The SSAO PostProcess id in the pipeline
  64562. */
  64563. SSAORenderEffect: string;
  64564. /**
  64565. * @ignore
  64566. * The horizontal blur PostProcess id in the pipeline
  64567. */
  64568. SSAOBlurHRenderEffect: string;
  64569. /**
  64570. * @ignore
  64571. * The vertical blur PostProcess id in the pipeline
  64572. */
  64573. SSAOBlurVRenderEffect: string;
  64574. /**
  64575. * @ignore
  64576. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  64577. */
  64578. SSAOCombineRenderEffect: string;
  64579. /**
  64580. * The output strength of the SSAO post-process. Default value is 1.0.
  64581. */
  64582. totalStrength: number;
  64583. /**
  64584. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  64585. */
  64586. maxZ: number;
  64587. /**
  64588. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  64589. */
  64590. minZAspect: number;
  64591. private _samples;
  64592. /**
  64593. * Number of samples used for the SSAO calculations. Default value is 8
  64594. */
  64595. samples: number;
  64596. private _textureSamples;
  64597. /**
  64598. * Number of samples to use for antialiasing
  64599. */
  64600. textureSamples: number;
  64601. /**
  64602. * Ratio object used for SSAO ratio and blur ratio
  64603. */
  64604. private _ratio;
  64605. /**
  64606. * Dynamically generated sphere sampler.
  64607. */
  64608. private _sampleSphere;
  64609. /**
  64610. * Blur filter offsets
  64611. */
  64612. private _samplerOffsets;
  64613. private _expensiveBlur;
  64614. /**
  64615. * If bilateral blur should be used
  64616. */
  64617. expensiveBlur: boolean;
  64618. /**
  64619. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  64620. */
  64621. radius: number;
  64622. /**
  64623. * The base color of the SSAO post-process
  64624. * The final result is "base + ssao" between [0, 1]
  64625. */
  64626. base: number;
  64627. /**
  64628. * Support test.
  64629. */
  64630. static readonly IsSupported: boolean;
  64631. private _scene;
  64632. private _depthTexture;
  64633. private _normalTexture;
  64634. private _randomTexture;
  64635. private _originalColorPostProcess;
  64636. private _ssaoPostProcess;
  64637. private _blurHPostProcess;
  64638. private _blurVPostProcess;
  64639. private _ssaoCombinePostProcess;
  64640. private _firstUpdate;
  64641. /**
  64642. * Gets active scene
  64643. */
  64644. readonly scene: Scene;
  64645. /**
  64646. * @constructor
  64647. * @param name The rendering pipeline name
  64648. * @param scene The scene linked to this pipeline
  64649. * @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 }
  64650. * @param cameras The array of cameras that the rendering pipeline will be attached to
  64651. */
  64652. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  64653. /**
  64654. * Get the class name
  64655. * @returns "SSAO2RenderingPipeline"
  64656. */
  64657. getClassName(): string;
  64658. /**
  64659. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  64660. */
  64661. dispose(disableGeometryBufferRenderer?: boolean): void;
  64662. private _createBlurPostProcess;
  64663. /** @hidden */
  64664. _rebuild(): void;
  64665. private _bits;
  64666. private _radicalInverse_VdC;
  64667. private _hammersley;
  64668. private _hemisphereSample_uniform;
  64669. private _generateHemisphere;
  64670. private _createSSAOPostProcess;
  64671. private _createSSAOCombinePostProcess;
  64672. private _createRandomTexture;
  64673. /**
  64674. * Serialize the rendering pipeline (Used when exporting)
  64675. * @returns the serialized object
  64676. */
  64677. serialize(): any;
  64678. /**
  64679. * Parse the serialized pipeline
  64680. * @param source Source pipeline.
  64681. * @param scene The scene to load the pipeline to.
  64682. * @param rootUrl The URL of the serialized pipeline.
  64683. * @returns An instantiated pipeline from the serialized object.
  64684. */
  64685. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  64686. }
  64687. }
  64688. declare module "babylonjs/Shaders/ssao.fragment" {
  64689. /** @hidden */
  64690. export var ssaoPixelShader: {
  64691. name: string;
  64692. shader: string;
  64693. };
  64694. }
  64695. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  64696. import { Camera } from "babylonjs/Cameras/camera";
  64697. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64698. import { Scene } from "babylonjs/scene";
  64699. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64700. import "babylonjs/Shaders/ssao.fragment";
  64701. import "babylonjs/Shaders/ssaoCombine.fragment";
  64702. /**
  64703. * Render pipeline to produce ssao effect
  64704. */
  64705. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  64706. /**
  64707. * @ignore
  64708. * The PassPostProcess id in the pipeline that contains the original scene color
  64709. */
  64710. SSAOOriginalSceneColorEffect: string;
  64711. /**
  64712. * @ignore
  64713. * The SSAO PostProcess id in the pipeline
  64714. */
  64715. SSAORenderEffect: string;
  64716. /**
  64717. * @ignore
  64718. * The horizontal blur PostProcess id in the pipeline
  64719. */
  64720. SSAOBlurHRenderEffect: string;
  64721. /**
  64722. * @ignore
  64723. * The vertical blur PostProcess id in the pipeline
  64724. */
  64725. SSAOBlurVRenderEffect: string;
  64726. /**
  64727. * @ignore
  64728. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  64729. */
  64730. SSAOCombineRenderEffect: string;
  64731. /**
  64732. * The output strength of the SSAO post-process. Default value is 1.0.
  64733. */
  64734. totalStrength: number;
  64735. /**
  64736. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  64737. */
  64738. radius: number;
  64739. /**
  64740. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  64741. * Must not be equal to fallOff and superior to fallOff.
  64742. * Default value is 0.0075
  64743. */
  64744. area: number;
  64745. /**
  64746. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  64747. * Must not be equal to area and inferior to area.
  64748. * Default value is 0.000001
  64749. */
  64750. fallOff: number;
  64751. /**
  64752. * The base color of the SSAO post-process
  64753. * The final result is "base + ssao" between [0, 1]
  64754. */
  64755. base: number;
  64756. private _scene;
  64757. private _depthTexture;
  64758. private _randomTexture;
  64759. private _originalColorPostProcess;
  64760. private _ssaoPostProcess;
  64761. private _blurHPostProcess;
  64762. private _blurVPostProcess;
  64763. private _ssaoCombinePostProcess;
  64764. private _firstUpdate;
  64765. /**
  64766. * Gets active scene
  64767. */
  64768. readonly scene: Scene;
  64769. /**
  64770. * @constructor
  64771. * @param name - The rendering pipeline name
  64772. * @param scene - The scene linked to this pipeline
  64773. * @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 }
  64774. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  64775. */
  64776. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  64777. /**
  64778. * Get the class name
  64779. * @returns "SSAORenderingPipeline"
  64780. */
  64781. getClassName(): string;
  64782. /**
  64783. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  64784. */
  64785. dispose(disableDepthRender?: boolean): void;
  64786. private _createBlurPostProcess;
  64787. /** @hidden */
  64788. _rebuild(): void;
  64789. private _createSSAOPostProcess;
  64790. private _createSSAOCombinePostProcess;
  64791. private _createRandomTexture;
  64792. }
  64793. }
  64794. declare module "babylonjs/Shaders/standard.fragment" {
  64795. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  64796. /** @hidden */
  64797. export var standardPixelShader: {
  64798. name: string;
  64799. shader: string;
  64800. };
  64801. }
  64802. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  64803. import { Nullable } from "babylonjs/types";
  64804. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  64805. import { Camera } from "babylonjs/Cameras/camera";
  64806. import { Texture } from "babylonjs/Materials/Textures/texture";
  64807. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  64808. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64809. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  64810. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  64811. import { IDisposable } from "babylonjs/scene";
  64812. import { SpotLight } from "babylonjs/Lights/spotLight";
  64813. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  64814. import { Scene } from "babylonjs/scene";
  64815. import { Animation } from "babylonjs/Animations/animation";
  64816. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64817. import "babylonjs/Shaders/standard.fragment";
  64818. /**
  64819. * Standard rendering pipeline
  64820. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  64821. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  64822. */
  64823. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  64824. /**
  64825. * Public members
  64826. */
  64827. /**
  64828. * Post-process which contains the original scene color before the pipeline applies all the effects
  64829. */
  64830. originalPostProcess: Nullable<PostProcess>;
  64831. /**
  64832. * Post-process used to down scale an image x4
  64833. */
  64834. downSampleX4PostProcess: Nullable<PostProcess>;
  64835. /**
  64836. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  64837. */
  64838. brightPassPostProcess: Nullable<PostProcess>;
  64839. /**
  64840. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  64841. */
  64842. blurHPostProcesses: PostProcess[];
  64843. /**
  64844. * Post-process array storing all the vertical blur post-processes used by the pipeline
  64845. */
  64846. blurVPostProcesses: PostProcess[];
  64847. /**
  64848. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  64849. */
  64850. textureAdderPostProcess: Nullable<PostProcess>;
  64851. /**
  64852. * Post-process used to create volumetric lighting effect
  64853. */
  64854. volumetricLightPostProcess: Nullable<PostProcess>;
  64855. /**
  64856. * Post-process used to smooth the previous volumetric light post-process on the X axis
  64857. */
  64858. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  64859. /**
  64860. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  64861. */
  64862. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  64863. /**
  64864. * Post-process used to merge the volumetric light effect and the real scene color
  64865. */
  64866. volumetricLightMergePostProces: Nullable<PostProcess>;
  64867. /**
  64868. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  64869. */
  64870. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  64871. /**
  64872. * Base post-process used to calculate the average luminance of the final image for HDR
  64873. */
  64874. luminancePostProcess: Nullable<PostProcess>;
  64875. /**
  64876. * Post-processes used to create down sample post-processes in order to get
  64877. * the average luminance of the final image for HDR
  64878. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  64879. */
  64880. luminanceDownSamplePostProcesses: PostProcess[];
  64881. /**
  64882. * Post-process used to create a HDR effect (light adaptation)
  64883. */
  64884. hdrPostProcess: Nullable<PostProcess>;
  64885. /**
  64886. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  64887. */
  64888. textureAdderFinalPostProcess: Nullable<PostProcess>;
  64889. /**
  64890. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  64891. */
  64892. lensFlareFinalPostProcess: Nullable<PostProcess>;
  64893. /**
  64894. * Post-process used to merge the final HDR post-process and the real scene color
  64895. */
  64896. hdrFinalPostProcess: Nullable<PostProcess>;
  64897. /**
  64898. * Post-process used to create a lens flare effect
  64899. */
  64900. lensFlarePostProcess: Nullable<PostProcess>;
  64901. /**
  64902. * Post-process that merges the result of the lens flare post-process and the real scene color
  64903. */
  64904. lensFlareComposePostProcess: Nullable<PostProcess>;
  64905. /**
  64906. * Post-process used to create a motion blur effect
  64907. */
  64908. motionBlurPostProcess: Nullable<PostProcess>;
  64909. /**
  64910. * Post-process used to create a depth of field effect
  64911. */
  64912. depthOfFieldPostProcess: Nullable<PostProcess>;
  64913. /**
  64914. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  64915. */
  64916. fxaaPostProcess: Nullable<FxaaPostProcess>;
  64917. /**
  64918. * Represents the brightness threshold in order to configure the illuminated surfaces
  64919. */
  64920. brightThreshold: number;
  64921. /**
  64922. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  64923. */
  64924. blurWidth: number;
  64925. /**
  64926. * Sets if the blur for highlighted surfaces must be only horizontal
  64927. */
  64928. horizontalBlur: boolean;
  64929. /**
  64930. * Gets the overall exposure used by the pipeline
  64931. */
  64932. /**
  64933. * Sets the overall exposure used by the pipeline
  64934. */
  64935. exposure: number;
  64936. /**
  64937. * Texture used typically to simulate "dirty" on camera lens
  64938. */
  64939. lensTexture: Nullable<Texture>;
  64940. /**
  64941. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  64942. */
  64943. volumetricLightCoefficient: number;
  64944. /**
  64945. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  64946. */
  64947. volumetricLightPower: number;
  64948. /**
  64949. * Used the set the blur intensity to smooth the volumetric lights
  64950. */
  64951. volumetricLightBlurScale: number;
  64952. /**
  64953. * Light (spot or directional) used to generate the volumetric lights rays
  64954. * The source light must have a shadow generate so the pipeline can get its
  64955. * depth map
  64956. */
  64957. sourceLight: Nullable<SpotLight | DirectionalLight>;
  64958. /**
  64959. * For eye adaptation, represents the minimum luminance the eye can see
  64960. */
  64961. hdrMinimumLuminance: number;
  64962. /**
  64963. * For eye adaptation, represents the decrease luminance speed
  64964. */
  64965. hdrDecreaseRate: number;
  64966. /**
  64967. * For eye adaptation, represents the increase luminance speed
  64968. */
  64969. hdrIncreaseRate: number;
  64970. /**
  64971. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  64972. */
  64973. /**
  64974. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  64975. */
  64976. hdrAutoExposure: boolean;
  64977. /**
  64978. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  64979. */
  64980. lensColorTexture: Nullable<Texture>;
  64981. /**
  64982. * The overall strengh for the lens flare effect
  64983. */
  64984. lensFlareStrength: number;
  64985. /**
  64986. * Dispersion coefficient for lens flare ghosts
  64987. */
  64988. lensFlareGhostDispersal: number;
  64989. /**
  64990. * Main lens flare halo width
  64991. */
  64992. lensFlareHaloWidth: number;
  64993. /**
  64994. * Based on the lens distortion effect, defines how much the lens flare result
  64995. * is distorted
  64996. */
  64997. lensFlareDistortionStrength: number;
  64998. /**
  64999. * Configures the blur intensity used for for lens flare (halo)
  65000. */
  65001. lensFlareBlurWidth: number;
  65002. /**
  65003. * Lens star texture must be used to simulate rays on the flares and is available
  65004. * in the documentation
  65005. */
  65006. lensStarTexture: Nullable<Texture>;
  65007. /**
  65008. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  65009. * flare effect by taking account of the dirt texture
  65010. */
  65011. lensFlareDirtTexture: Nullable<Texture>;
  65012. /**
  65013. * Represents the focal length for the depth of field effect
  65014. */
  65015. depthOfFieldDistance: number;
  65016. /**
  65017. * Represents the blur intensity for the blurred part of the depth of field effect
  65018. */
  65019. depthOfFieldBlurWidth: number;
  65020. /**
  65021. * Gets how much the image is blurred by the movement while using the motion blur post-process
  65022. */
  65023. /**
  65024. * Sets how much the image is blurred by the movement while using the motion blur post-process
  65025. */
  65026. motionStrength: number;
  65027. /**
  65028. * Gets wether or not the motion blur post-process is object based or screen based.
  65029. */
  65030. /**
  65031. * Sets wether or not the motion blur post-process should be object based or screen based
  65032. */
  65033. objectBasedMotionBlur: boolean;
  65034. /**
  65035. * List of animations for the pipeline (IAnimatable implementation)
  65036. */
  65037. animations: Animation[];
  65038. /**
  65039. * Private members
  65040. */
  65041. private _scene;
  65042. private _currentDepthOfFieldSource;
  65043. private _basePostProcess;
  65044. private _fixedExposure;
  65045. private _currentExposure;
  65046. private _hdrAutoExposure;
  65047. private _hdrCurrentLuminance;
  65048. private _motionStrength;
  65049. private _isObjectBasedMotionBlur;
  65050. private _floatTextureType;
  65051. private _camerasToBeAttached;
  65052. private _ratio;
  65053. private _bloomEnabled;
  65054. private _depthOfFieldEnabled;
  65055. private _vlsEnabled;
  65056. private _lensFlareEnabled;
  65057. private _hdrEnabled;
  65058. private _motionBlurEnabled;
  65059. private _fxaaEnabled;
  65060. private _motionBlurSamples;
  65061. private _volumetricLightStepsCount;
  65062. private _samples;
  65063. /**
  65064. * @ignore
  65065. * Specifies if the bloom pipeline is enabled
  65066. */
  65067. BloomEnabled: boolean;
  65068. /**
  65069. * @ignore
  65070. * Specifies if the depth of field pipeline is enabed
  65071. */
  65072. DepthOfFieldEnabled: boolean;
  65073. /**
  65074. * @ignore
  65075. * Specifies if the lens flare pipeline is enabed
  65076. */
  65077. LensFlareEnabled: boolean;
  65078. /**
  65079. * @ignore
  65080. * Specifies if the HDR pipeline is enabled
  65081. */
  65082. HDREnabled: boolean;
  65083. /**
  65084. * @ignore
  65085. * Specifies if the volumetric lights scattering effect is enabled
  65086. */
  65087. VLSEnabled: boolean;
  65088. /**
  65089. * @ignore
  65090. * Specifies if the motion blur effect is enabled
  65091. */
  65092. MotionBlurEnabled: boolean;
  65093. /**
  65094. * Specifies if anti-aliasing is enabled
  65095. */
  65096. fxaaEnabled: boolean;
  65097. /**
  65098. * Specifies the number of steps used to calculate the volumetric lights
  65099. * Typically in interval [50, 200]
  65100. */
  65101. volumetricLightStepsCount: number;
  65102. /**
  65103. * Specifies the number of samples used for the motion blur effect
  65104. * Typically in interval [16, 64]
  65105. */
  65106. motionBlurSamples: number;
  65107. /**
  65108. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  65109. */
  65110. samples: number;
  65111. /**
  65112. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  65113. * @constructor
  65114. * @param name The rendering pipeline name
  65115. * @param scene The scene linked to this pipeline
  65116. * @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)
  65117. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  65118. * @param cameras The array of cameras that the rendering pipeline will be attached to
  65119. */
  65120. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  65121. private _buildPipeline;
  65122. private _createDownSampleX4PostProcess;
  65123. private _createBrightPassPostProcess;
  65124. private _createBlurPostProcesses;
  65125. private _createTextureAdderPostProcess;
  65126. private _createVolumetricLightPostProcess;
  65127. private _createLuminancePostProcesses;
  65128. private _createHdrPostProcess;
  65129. private _createLensFlarePostProcess;
  65130. private _createDepthOfFieldPostProcess;
  65131. private _createMotionBlurPostProcess;
  65132. private _getDepthTexture;
  65133. private _disposePostProcesses;
  65134. /**
  65135. * Dispose of the pipeline and stop all post processes
  65136. */
  65137. dispose(): void;
  65138. /**
  65139. * Serialize the rendering pipeline (Used when exporting)
  65140. * @returns the serialized object
  65141. */
  65142. serialize(): any;
  65143. /**
  65144. * Parse the serialized pipeline
  65145. * @param source Source pipeline.
  65146. * @param scene The scene to load the pipeline to.
  65147. * @param rootUrl The URL of the serialized pipeline.
  65148. * @returns An instantiated pipeline from the serialized object.
  65149. */
  65150. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  65151. /**
  65152. * Luminance steps
  65153. */
  65154. static LuminanceSteps: number;
  65155. }
  65156. }
  65157. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  65158. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  65159. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  65160. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  65161. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  65162. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  65163. }
  65164. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  65165. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  65166. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  65167. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65168. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  65169. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65170. }
  65171. declare module "babylonjs/Shaders/tonemap.fragment" {
  65172. /** @hidden */
  65173. export var tonemapPixelShader: {
  65174. name: string;
  65175. shader: string;
  65176. };
  65177. }
  65178. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  65179. import { Camera } from "babylonjs/Cameras/camera";
  65180. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65181. import "babylonjs/Shaders/tonemap.fragment";
  65182. import { Engine } from "babylonjs/Engines/engine";
  65183. /** Defines operator used for tonemapping */
  65184. export enum TonemappingOperator {
  65185. /** Hable */
  65186. Hable = 0,
  65187. /** Reinhard */
  65188. Reinhard = 1,
  65189. /** HejiDawson */
  65190. HejiDawson = 2,
  65191. /** Photographic */
  65192. Photographic = 3
  65193. }
  65194. /**
  65195. * Defines a post process to apply tone mapping
  65196. */
  65197. export class TonemapPostProcess extends PostProcess {
  65198. private _operator;
  65199. /** Defines the required exposure adjustement */
  65200. exposureAdjustment: number;
  65201. /**
  65202. * Creates a new TonemapPostProcess
  65203. * @param name defines the name of the postprocess
  65204. * @param _operator defines the operator to use
  65205. * @param exposureAdjustment defines the required exposure adjustement
  65206. * @param camera defines the camera to use (can be null)
  65207. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  65208. * @param engine defines the hosting engine (can be ignore if camera is set)
  65209. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  65210. */
  65211. constructor(name: string, _operator: TonemappingOperator,
  65212. /** Defines the required exposure adjustement */
  65213. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  65214. }
  65215. }
  65216. declare module "babylonjs/Shaders/depth.vertex" {
  65217. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65218. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65219. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65220. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65221. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65222. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65223. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65224. /** @hidden */
  65225. export var depthVertexShader: {
  65226. name: string;
  65227. shader: string;
  65228. };
  65229. }
  65230. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  65231. /** @hidden */
  65232. export var volumetricLightScatteringPixelShader: {
  65233. name: string;
  65234. shader: string;
  65235. };
  65236. }
  65237. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  65238. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65239. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65240. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65241. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65242. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65243. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65244. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65245. /** @hidden */
  65246. export var volumetricLightScatteringPassVertexShader: {
  65247. name: string;
  65248. shader: string;
  65249. };
  65250. }
  65251. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  65252. /** @hidden */
  65253. export var volumetricLightScatteringPassPixelShader: {
  65254. name: string;
  65255. shader: string;
  65256. };
  65257. }
  65258. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  65259. import { Vector3 } from "babylonjs/Maths/math.vector";
  65260. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65261. import { Mesh } from "babylonjs/Meshes/mesh";
  65262. import { Camera } from "babylonjs/Cameras/camera";
  65263. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  65264. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65265. import { Scene } from "babylonjs/scene";
  65266. import "babylonjs/Meshes/Builders/planeBuilder";
  65267. import "babylonjs/Shaders/depth.vertex";
  65268. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  65269. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  65270. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  65271. import { Engine } from "babylonjs/Engines/engine";
  65272. /**
  65273. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  65274. */
  65275. export class VolumetricLightScatteringPostProcess extends PostProcess {
  65276. private _volumetricLightScatteringPass;
  65277. private _volumetricLightScatteringRTT;
  65278. private _viewPort;
  65279. private _screenCoordinates;
  65280. private _cachedDefines;
  65281. /**
  65282. * If not undefined, the mesh position is computed from the attached node position
  65283. */
  65284. attachedNode: {
  65285. position: Vector3;
  65286. };
  65287. /**
  65288. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  65289. */
  65290. customMeshPosition: Vector3;
  65291. /**
  65292. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  65293. */
  65294. useCustomMeshPosition: boolean;
  65295. /**
  65296. * If the post-process should inverse the light scattering direction
  65297. */
  65298. invert: boolean;
  65299. /**
  65300. * The internal mesh used by the post-process
  65301. */
  65302. mesh: Mesh;
  65303. /**
  65304. * @hidden
  65305. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  65306. */
  65307. useDiffuseColor: boolean;
  65308. /**
  65309. * Array containing the excluded meshes not rendered in the internal pass
  65310. */
  65311. excludedMeshes: AbstractMesh[];
  65312. /**
  65313. * Controls the overall intensity of the post-process
  65314. */
  65315. exposure: number;
  65316. /**
  65317. * Dissipates each sample's contribution in range [0, 1]
  65318. */
  65319. decay: number;
  65320. /**
  65321. * Controls the overall intensity of each sample
  65322. */
  65323. weight: number;
  65324. /**
  65325. * Controls the density of each sample
  65326. */
  65327. density: number;
  65328. /**
  65329. * @constructor
  65330. * @param name The post-process name
  65331. * @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)
  65332. * @param camera The camera that the post-process will be attached to
  65333. * @param mesh The mesh used to create the light scattering
  65334. * @param samples The post-process quality, default 100
  65335. * @param samplingModeThe post-process filtering mode
  65336. * @param engine The babylon engine
  65337. * @param reusable If the post-process is reusable
  65338. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  65339. */
  65340. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  65341. /**
  65342. * Returns the string "VolumetricLightScatteringPostProcess"
  65343. * @returns "VolumetricLightScatteringPostProcess"
  65344. */
  65345. getClassName(): string;
  65346. private _isReady;
  65347. /**
  65348. * Sets the new light position for light scattering effect
  65349. * @param position The new custom light position
  65350. */
  65351. setCustomMeshPosition(position: Vector3): void;
  65352. /**
  65353. * Returns the light position for light scattering effect
  65354. * @return Vector3 The custom light position
  65355. */
  65356. getCustomMeshPosition(): Vector3;
  65357. /**
  65358. * Disposes the internal assets and detaches the post-process from the camera
  65359. */
  65360. dispose(camera: Camera): void;
  65361. /**
  65362. * Returns the render target texture used by the post-process
  65363. * @return the render target texture used by the post-process
  65364. */
  65365. getPass(): RenderTargetTexture;
  65366. private _meshExcluded;
  65367. private _createPass;
  65368. private _updateMeshScreenCoordinates;
  65369. /**
  65370. * Creates a default mesh for the Volumeric Light Scattering post-process
  65371. * @param name The mesh name
  65372. * @param scene The scene where to create the mesh
  65373. * @return the default mesh
  65374. */
  65375. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  65376. }
  65377. }
  65378. declare module "babylonjs/PostProcesses/index" {
  65379. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  65380. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  65381. export * from "babylonjs/PostProcesses/bloomEffect";
  65382. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  65383. export * from "babylonjs/PostProcesses/blurPostProcess";
  65384. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  65385. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  65386. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  65387. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  65388. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  65389. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  65390. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  65391. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  65392. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  65393. export * from "babylonjs/PostProcesses/filterPostProcess";
  65394. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  65395. export * from "babylonjs/PostProcesses/grainPostProcess";
  65396. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  65397. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  65398. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  65399. export * from "babylonjs/PostProcesses/passPostProcess";
  65400. export * from "babylonjs/PostProcesses/postProcess";
  65401. export * from "babylonjs/PostProcesses/postProcessManager";
  65402. export * from "babylonjs/PostProcesses/refractionPostProcess";
  65403. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  65404. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  65405. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  65406. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  65407. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  65408. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  65409. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  65410. }
  65411. declare module "babylonjs/Probes/index" {
  65412. export * from "babylonjs/Probes/reflectionProbe";
  65413. }
  65414. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  65415. import { Scene } from "babylonjs/scene";
  65416. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65417. import { SmartArray } from "babylonjs/Misc/smartArray";
  65418. import { ISceneComponent } from "babylonjs/sceneComponent";
  65419. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  65420. import "babylonjs/Meshes/Builders/boxBuilder";
  65421. import "babylonjs/Shaders/color.fragment";
  65422. import "babylonjs/Shaders/color.vertex";
  65423. import { Color3 } from "babylonjs/Maths/math.color";
  65424. module "babylonjs/scene" {
  65425. interface Scene {
  65426. /** @hidden (Backing field) */
  65427. _boundingBoxRenderer: BoundingBoxRenderer;
  65428. /** @hidden (Backing field) */
  65429. _forceShowBoundingBoxes: boolean;
  65430. /**
  65431. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  65432. */
  65433. forceShowBoundingBoxes: boolean;
  65434. /**
  65435. * Gets the bounding box renderer associated with the scene
  65436. * @returns a BoundingBoxRenderer
  65437. */
  65438. getBoundingBoxRenderer(): BoundingBoxRenderer;
  65439. }
  65440. }
  65441. module "babylonjs/Meshes/abstractMesh" {
  65442. interface AbstractMesh {
  65443. /** @hidden (Backing field) */
  65444. _showBoundingBox: boolean;
  65445. /**
  65446. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  65447. */
  65448. showBoundingBox: boolean;
  65449. }
  65450. }
  65451. /**
  65452. * Component responsible of rendering the bounding box of the meshes in a scene.
  65453. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  65454. */
  65455. export class BoundingBoxRenderer implements ISceneComponent {
  65456. /**
  65457. * The component name helpfull to identify the component in the list of scene components.
  65458. */
  65459. readonly name: string;
  65460. /**
  65461. * The scene the component belongs to.
  65462. */
  65463. scene: Scene;
  65464. /**
  65465. * Color of the bounding box lines placed in front of an object
  65466. */
  65467. frontColor: Color3;
  65468. /**
  65469. * Color of the bounding box lines placed behind an object
  65470. */
  65471. backColor: Color3;
  65472. /**
  65473. * Defines if the renderer should show the back lines or not
  65474. */
  65475. showBackLines: boolean;
  65476. /**
  65477. * @hidden
  65478. */
  65479. renderList: SmartArray<BoundingBox>;
  65480. private _colorShader;
  65481. private _vertexBuffers;
  65482. private _indexBuffer;
  65483. private _fillIndexBuffer;
  65484. private _fillIndexData;
  65485. /**
  65486. * Instantiates a new bounding box renderer in a scene.
  65487. * @param scene the scene the renderer renders in
  65488. */
  65489. constructor(scene: Scene);
  65490. /**
  65491. * Registers the component in a given scene
  65492. */
  65493. register(): void;
  65494. private _evaluateSubMesh;
  65495. private _activeMesh;
  65496. private _prepareRessources;
  65497. private _createIndexBuffer;
  65498. /**
  65499. * Rebuilds the elements related to this component in case of
  65500. * context lost for instance.
  65501. */
  65502. rebuild(): void;
  65503. /**
  65504. * @hidden
  65505. */
  65506. reset(): void;
  65507. /**
  65508. * Render the bounding boxes of a specific rendering group
  65509. * @param renderingGroupId defines the rendering group to render
  65510. */
  65511. render(renderingGroupId: number): void;
  65512. /**
  65513. * In case of occlusion queries, we can render the occlusion bounding box through this method
  65514. * @param mesh Define the mesh to render the occlusion bounding box for
  65515. */
  65516. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  65517. /**
  65518. * Dispose and release the resources attached to this renderer.
  65519. */
  65520. dispose(): void;
  65521. }
  65522. }
  65523. declare module "babylonjs/Shaders/depth.fragment" {
  65524. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  65525. /** @hidden */
  65526. export var depthPixelShader: {
  65527. name: string;
  65528. shader: string;
  65529. };
  65530. }
  65531. declare module "babylonjs/Rendering/depthRenderer" {
  65532. import { Nullable } from "babylonjs/types";
  65533. import { SubMesh } from "babylonjs/Meshes/subMesh";
  65534. import { Scene } from "babylonjs/scene";
  65535. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  65536. import { Camera } from "babylonjs/Cameras/camera";
  65537. import "babylonjs/Shaders/depth.fragment";
  65538. import "babylonjs/Shaders/depth.vertex";
  65539. /**
  65540. * This represents a depth renderer in Babylon.
  65541. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  65542. */
  65543. export class DepthRenderer {
  65544. private _scene;
  65545. private _depthMap;
  65546. private _effect;
  65547. private readonly _storeNonLinearDepth;
  65548. private readonly _clearColor;
  65549. /** Get if the depth renderer is using packed depth or not */
  65550. readonly isPacked: boolean;
  65551. private _cachedDefines;
  65552. private _camera;
  65553. /**
  65554. * Specifiess that the depth renderer will only be used within
  65555. * the camera it is created for.
  65556. * This can help forcing its rendering during the camera processing.
  65557. */
  65558. useOnlyInActiveCamera: boolean;
  65559. /** @hidden */
  65560. static _SceneComponentInitialization: (scene: Scene) => void;
  65561. /**
  65562. * Instantiates a depth renderer
  65563. * @param scene The scene the renderer belongs to
  65564. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  65565. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  65566. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  65567. */
  65568. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  65569. /**
  65570. * Creates the depth rendering effect and checks if the effect is ready.
  65571. * @param subMesh The submesh to be used to render the depth map of
  65572. * @param useInstances If multiple world instances should be used
  65573. * @returns if the depth renderer is ready to render the depth map
  65574. */
  65575. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  65576. /**
  65577. * Gets the texture which the depth map will be written to.
  65578. * @returns The depth map texture
  65579. */
  65580. getDepthMap(): RenderTargetTexture;
  65581. /**
  65582. * Disposes of the depth renderer.
  65583. */
  65584. dispose(): void;
  65585. }
  65586. }
  65587. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  65588. import { Nullable } from "babylonjs/types";
  65589. import { Scene } from "babylonjs/scene";
  65590. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  65591. import { Camera } from "babylonjs/Cameras/camera";
  65592. import { ISceneComponent } from "babylonjs/sceneComponent";
  65593. module "babylonjs/scene" {
  65594. interface Scene {
  65595. /** @hidden (Backing field) */
  65596. _depthRenderer: {
  65597. [id: string]: DepthRenderer;
  65598. };
  65599. /**
  65600. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  65601. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  65602. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  65603. * @returns the created depth renderer
  65604. */
  65605. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  65606. /**
  65607. * Disables a depth renderer for a given camera
  65608. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  65609. */
  65610. disableDepthRenderer(camera?: Nullable<Camera>): void;
  65611. }
  65612. }
  65613. /**
  65614. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  65615. * in several rendering techniques.
  65616. */
  65617. export class DepthRendererSceneComponent implements ISceneComponent {
  65618. /**
  65619. * The component name helpfull to identify the component in the list of scene components.
  65620. */
  65621. readonly name: string;
  65622. /**
  65623. * The scene the component belongs to.
  65624. */
  65625. scene: Scene;
  65626. /**
  65627. * Creates a new instance of the component for the given scene
  65628. * @param scene Defines the scene to register the component in
  65629. */
  65630. constructor(scene: Scene);
  65631. /**
  65632. * Registers the component in a given scene
  65633. */
  65634. register(): void;
  65635. /**
  65636. * Rebuilds the elements related to this component in case of
  65637. * context lost for instance.
  65638. */
  65639. rebuild(): void;
  65640. /**
  65641. * Disposes the component and the associated ressources
  65642. */
  65643. dispose(): void;
  65644. private _gatherRenderTargets;
  65645. private _gatherActiveCameraRenderTargets;
  65646. }
  65647. }
  65648. declare module "babylonjs/Shaders/outline.fragment" {
  65649. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  65650. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  65651. /** @hidden */
  65652. export var outlinePixelShader: {
  65653. name: string;
  65654. shader: string;
  65655. };
  65656. }
  65657. declare module "babylonjs/Shaders/outline.vertex" {
  65658. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65659. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65660. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65661. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65662. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  65663. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65664. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65665. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65666. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  65667. /** @hidden */
  65668. export var outlineVertexShader: {
  65669. name: string;
  65670. shader: string;
  65671. };
  65672. }
  65673. declare module "babylonjs/Rendering/outlineRenderer" {
  65674. import { SubMesh } from "babylonjs/Meshes/subMesh";
  65675. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  65676. import { Scene } from "babylonjs/scene";
  65677. import { ISceneComponent } from "babylonjs/sceneComponent";
  65678. import "babylonjs/Shaders/outline.fragment";
  65679. import "babylonjs/Shaders/outline.vertex";
  65680. module "babylonjs/scene" {
  65681. interface Scene {
  65682. /** @hidden */
  65683. _outlineRenderer: OutlineRenderer;
  65684. /**
  65685. * Gets the outline renderer associated with the scene
  65686. * @returns a OutlineRenderer
  65687. */
  65688. getOutlineRenderer(): OutlineRenderer;
  65689. }
  65690. }
  65691. module "babylonjs/Meshes/abstractMesh" {
  65692. interface AbstractMesh {
  65693. /** @hidden (Backing field) */
  65694. _renderOutline: boolean;
  65695. /**
  65696. * Gets or sets a boolean indicating if the outline must be rendered as well
  65697. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  65698. */
  65699. renderOutline: boolean;
  65700. /** @hidden (Backing field) */
  65701. _renderOverlay: boolean;
  65702. /**
  65703. * Gets or sets a boolean indicating if the overlay must be rendered as well
  65704. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  65705. */
  65706. renderOverlay: boolean;
  65707. }
  65708. }
  65709. /**
  65710. * This class is responsible to draw bothe outline/overlay of meshes.
  65711. * It should not be used directly but through the available method on mesh.
  65712. */
  65713. export class OutlineRenderer implements ISceneComponent {
  65714. /**
  65715. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  65716. */
  65717. private static _StencilReference;
  65718. /**
  65719. * The name of the component. Each component must have a unique name.
  65720. */
  65721. name: string;
  65722. /**
  65723. * The scene the component belongs to.
  65724. */
  65725. scene: Scene;
  65726. /**
  65727. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  65728. */
  65729. zOffset: number;
  65730. private _engine;
  65731. private _effect;
  65732. private _cachedDefines;
  65733. private _savedDepthWrite;
  65734. /**
  65735. * Instantiates a new outline renderer. (There could be only one per scene).
  65736. * @param scene Defines the scene it belongs to
  65737. */
  65738. constructor(scene: Scene);
  65739. /**
  65740. * Register the component to one instance of a scene.
  65741. */
  65742. register(): void;
  65743. /**
  65744. * Rebuilds the elements related to this component in case of
  65745. * context lost for instance.
  65746. */
  65747. rebuild(): void;
  65748. /**
  65749. * Disposes the component and the associated ressources.
  65750. */
  65751. dispose(): void;
  65752. /**
  65753. * Renders the outline in the canvas.
  65754. * @param subMesh Defines the sumesh to render
  65755. * @param batch Defines the batch of meshes in case of instances
  65756. * @param useOverlay Defines if the rendering is for the overlay or the outline
  65757. */
  65758. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  65759. /**
  65760. * Returns whether or not the outline renderer is ready for a given submesh.
  65761. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  65762. * @param subMesh Defines the submesh to check readyness for
  65763. * @param useInstances Defines wheter wee are trying to render instances or not
  65764. * @returns true if ready otherwise false
  65765. */
  65766. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  65767. private _beforeRenderingMesh;
  65768. private _afterRenderingMesh;
  65769. }
  65770. }
  65771. declare module "babylonjs/Rendering/index" {
  65772. export * from "babylonjs/Rendering/boundingBoxRenderer";
  65773. export * from "babylonjs/Rendering/depthRenderer";
  65774. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  65775. export * from "babylonjs/Rendering/edgesRenderer";
  65776. export * from "babylonjs/Rendering/geometryBufferRenderer";
  65777. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  65778. export * from "babylonjs/Rendering/outlineRenderer";
  65779. export * from "babylonjs/Rendering/renderingGroup";
  65780. export * from "babylonjs/Rendering/renderingManager";
  65781. export * from "babylonjs/Rendering/utilityLayerRenderer";
  65782. }
  65783. declare module "babylonjs/Sprites/spritePackedManager" {
  65784. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  65785. import { Scene } from "babylonjs/scene";
  65786. /**
  65787. * Class used to manage multiple sprites of different sizes on the same spritesheet
  65788. * @see http://doc.babylonjs.com/babylon101/sprites
  65789. */
  65790. export class SpritePackedManager extends SpriteManager {
  65791. /** defines the packed manager's name */
  65792. name: string;
  65793. /**
  65794. * Creates a new sprite manager from a packed sprite sheet
  65795. * @param name defines the manager's name
  65796. * @param imgUrl defines the sprite sheet url
  65797. * @param capacity defines the maximum allowed number of sprites
  65798. * @param scene defines the hosting scene
  65799. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  65800. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  65801. * @param samplingMode defines the smapling mode to use with spritesheet
  65802. * @param fromPacked set to true; do not alter
  65803. */
  65804. constructor(
  65805. /** defines the packed manager's name */
  65806. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  65807. }
  65808. }
  65809. declare module "babylonjs/Sprites/index" {
  65810. export * from "babylonjs/Sprites/sprite";
  65811. export * from "babylonjs/Sprites/spriteManager";
  65812. export * from "babylonjs/Sprites/spritePackedManager";
  65813. export * from "babylonjs/Sprites/spriteSceneComponent";
  65814. }
  65815. declare module "babylonjs/States/index" {
  65816. export * from "babylonjs/States/alphaCullingState";
  65817. export * from "babylonjs/States/depthCullingState";
  65818. export * from "babylonjs/States/stencilState";
  65819. }
  65820. declare module "babylonjs/Misc/assetsManager" {
  65821. import { Scene } from "babylonjs/scene";
  65822. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65823. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  65824. import { Skeleton } from "babylonjs/Bones/skeleton";
  65825. import { Observable } from "babylonjs/Misc/observable";
  65826. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  65827. import { Texture } from "babylonjs/Materials/Textures/texture";
  65828. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  65829. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  65830. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  65831. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  65832. /**
  65833. * Defines the list of states available for a task inside a AssetsManager
  65834. */
  65835. export enum AssetTaskState {
  65836. /**
  65837. * Initialization
  65838. */
  65839. INIT = 0,
  65840. /**
  65841. * Running
  65842. */
  65843. RUNNING = 1,
  65844. /**
  65845. * Done
  65846. */
  65847. DONE = 2,
  65848. /**
  65849. * Error
  65850. */
  65851. ERROR = 3
  65852. }
  65853. /**
  65854. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  65855. */
  65856. export abstract class AbstractAssetTask {
  65857. /**
  65858. * Task name
  65859. */ name: string;
  65860. /**
  65861. * Callback called when the task is successful
  65862. */
  65863. onSuccess: (task: any) => void;
  65864. /**
  65865. * Callback called when the task is not successful
  65866. */
  65867. onError: (task: any, message?: string, exception?: any) => void;
  65868. /**
  65869. * Creates a new AssetsManager
  65870. * @param name defines the name of the task
  65871. */
  65872. constructor(
  65873. /**
  65874. * Task name
  65875. */ name: string);
  65876. private _isCompleted;
  65877. private _taskState;
  65878. private _errorObject;
  65879. /**
  65880. * Get if the task is completed
  65881. */
  65882. readonly isCompleted: boolean;
  65883. /**
  65884. * Gets the current state of the task
  65885. */
  65886. readonly taskState: AssetTaskState;
  65887. /**
  65888. * Gets the current error object (if task is in error)
  65889. */
  65890. readonly errorObject: {
  65891. message?: string;
  65892. exception?: any;
  65893. };
  65894. /**
  65895. * Internal only
  65896. * @hidden
  65897. */
  65898. _setErrorObject(message?: string, exception?: any): void;
  65899. /**
  65900. * Execute the current task
  65901. * @param scene defines the scene where you want your assets to be loaded
  65902. * @param onSuccess is a callback called when the task is successfully executed
  65903. * @param onError is a callback called if an error occurs
  65904. */
  65905. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  65906. /**
  65907. * Execute the current task
  65908. * @param scene defines the scene where you want your assets to be loaded
  65909. * @param onSuccess is a callback called when the task is successfully executed
  65910. * @param onError is a callback called if an error occurs
  65911. */
  65912. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  65913. /**
  65914. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  65915. * This can be used with failed tasks that have the reason for failure fixed.
  65916. */
  65917. reset(): void;
  65918. private onErrorCallback;
  65919. private onDoneCallback;
  65920. }
  65921. /**
  65922. * Define the interface used by progress events raised during assets loading
  65923. */
  65924. export interface IAssetsProgressEvent {
  65925. /**
  65926. * Defines the number of remaining tasks to process
  65927. */
  65928. remainingCount: number;
  65929. /**
  65930. * Defines the total number of tasks
  65931. */
  65932. totalCount: number;
  65933. /**
  65934. * Defines the task that was just processed
  65935. */
  65936. task: AbstractAssetTask;
  65937. }
  65938. /**
  65939. * Class used to share progress information about assets loading
  65940. */
  65941. export class AssetsProgressEvent implements IAssetsProgressEvent {
  65942. /**
  65943. * Defines the number of remaining tasks to process
  65944. */
  65945. remainingCount: number;
  65946. /**
  65947. * Defines the total number of tasks
  65948. */
  65949. totalCount: number;
  65950. /**
  65951. * Defines the task that was just processed
  65952. */
  65953. task: AbstractAssetTask;
  65954. /**
  65955. * Creates a AssetsProgressEvent
  65956. * @param remainingCount defines the number of remaining tasks to process
  65957. * @param totalCount defines the total number of tasks
  65958. * @param task defines the task that was just processed
  65959. */
  65960. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  65961. }
  65962. /**
  65963. * Define a task used by AssetsManager to load meshes
  65964. */
  65965. export class MeshAssetTask extends AbstractAssetTask {
  65966. /**
  65967. * Defines the name of the task
  65968. */
  65969. name: string;
  65970. /**
  65971. * Defines the list of mesh's names you want to load
  65972. */
  65973. meshesNames: any;
  65974. /**
  65975. * Defines the root url to use as a base to load your meshes and associated resources
  65976. */
  65977. rootUrl: string;
  65978. /**
  65979. * Defines the filename of the scene to load from
  65980. */
  65981. sceneFilename: string;
  65982. /**
  65983. * Gets the list of loaded meshes
  65984. */
  65985. loadedMeshes: Array<AbstractMesh>;
  65986. /**
  65987. * Gets the list of loaded particle systems
  65988. */
  65989. loadedParticleSystems: Array<IParticleSystem>;
  65990. /**
  65991. * Gets the list of loaded skeletons
  65992. */
  65993. loadedSkeletons: Array<Skeleton>;
  65994. /**
  65995. * Gets the list of loaded animation groups
  65996. */
  65997. loadedAnimationGroups: Array<AnimationGroup>;
  65998. /**
  65999. * Callback called when the task is successful
  66000. */
  66001. onSuccess: (task: MeshAssetTask) => void;
  66002. /**
  66003. * Callback called when the task is successful
  66004. */
  66005. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  66006. /**
  66007. * Creates a new MeshAssetTask
  66008. * @param name defines the name of the task
  66009. * @param meshesNames defines the list of mesh's names you want to load
  66010. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  66011. * @param sceneFilename defines the filename of the scene to load from
  66012. */
  66013. constructor(
  66014. /**
  66015. * Defines the name of the task
  66016. */
  66017. name: string,
  66018. /**
  66019. * Defines the list of mesh's names you want to load
  66020. */
  66021. meshesNames: any,
  66022. /**
  66023. * Defines the root url to use as a base to load your meshes and associated resources
  66024. */
  66025. rootUrl: string,
  66026. /**
  66027. * Defines the filename of the scene to load from
  66028. */
  66029. sceneFilename: string);
  66030. /**
  66031. * Execute the current task
  66032. * @param scene defines the scene where you want your assets to be loaded
  66033. * @param onSuccess is a callback called when the task is successfully executed
  66034. * @param onError is a callback called if an error occurs
  66035. */
  66036. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66037. }
  66038. /**
  66039. * Define a task used by AssetsManager to load text content
  66040. */
  66041. export class TextFileAssetTask extends AbstractAssetTask {
  66042. /**
  66043. * Defines the name of the task
  66044. */
  66045. name: string;
  66046. /**
  66047. * Defines the location of the file to load
  66048. */
  66049. url: string;
  66050. /**
  66051. * Gets the loaded text string
  66052. */
  66053. text: string;
  66054. /**
  66055. * Callback called when the task is successful
  66056. */
  66057. onSuccess: (task: TextFileAssetTask) => void;
  66058. /**
  66059. * Callback called when the task is successful
  66060. */
  66061. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  66062. /**
  66063. * Creates a new TextFileAssetTask object
  66064. * @param name defines the name of the task
  66065. * @param url defines the location of the file to load
  66066. */
  66067. constructor(
  66068. /**
  66069. * Defines the name of the task
  66070. */
  66071. name: string,
  66072. /**
  66073. * Defines the location of the file to load
  66074. */
  66075. url: string);
  66076. /**
  66077. * Execute the current task
  66078. * @param scene defines the scene where you want your assets to be loaded
  66079. * @param onSuccess is a callback called when the task is successfully executed
  66080. * @param onError is a callback called if an error occurs
  66081. */
  66082. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66083. }
  66084. /**
  66085. * Define a task used by AssetsManager to load binary data
  66086. */
  66087. export class BinaryFileAssetTask extends AbstractAssetTask {
  66088. /**
  66089. * Defines the name of the task
  66090. */
  66091. name: string;
  66092. /**
  66093. * Defines the location of the file to load
  66094. */
  66095. url: string;
  66096. /**
  66097. * Gets the lodaded data (as an array buffer)
  66098. */
  66099. data: ArrayBuffer;
  66100. /**
  66101. * Callback called when the task is successful
  66102. */
  66103. onSuccess: (task: BinaryFileAssetTask) => void;
  66104. /**
  66105. * Callback called when the task is successful
  66106. */
  66107. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  66108. /**
  66109. * Creates a new BinaryFileAssetTask object
  66110. * @param name defines the name of the new task
  66111. * @param url defines the location of the file to load
  66112. */
  66113. constructor(
  66114. /**
  66115. * Defines the name of the task
  66116. */
  66117. name: string,
  66118. /**
  66119. * Defines the location of the file to load
  66120. */
  66121. url: string);
  66122. /**
  66123. * Execute the current task
  66124. * @param scene defines the scene where you want your assets to be loaded
  66125. * @param onSuccess is a callback called when the task is successfully executed
  66126. * @param onError is a callback called if an error occurs
  66127. */
  66128. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66129. }
  66130. /**
  66131. * Define a task used by AssetsManager to load images
  66132. */
  66133. export class ImageAssetTask extends AbstractAssetTask {
  66134. /**
  66135. * Defines the name of the task
  66136. */
  66137. name: string;
  66138. /**
  66139. * Defines the location of the image to load
  66140. */
  66141. url: string;
  66142. /**
  66143. * Gets the loaded images
  66144. */
  66145. image: HTMLImageElement;
  66146. /**
  66147. * Callback called when the task is successful
  66148. */
  66149. onSuccess: (task: ImageAssetTask) => void;
  66150. /**
  66151. * Callback called when the task is successful
  66152. */
  66153. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  66154. /**
  66155. * Creates a new ImageAssetTask
  66156. * @param name defines the name of the task
  66157. * @param url defines the location of the image to load
  66158. */
  66159. constructor(
  66160. /**
  66161. * Defines the name of the task
  66162. */
  66163. name: string,
  66164. /**
  66165. * Defines the location of the image to load
  66166. */
  66167. url: string);
  66168. /**
  66169. * Execute the current task
  66170. * @param scene defines the scene where you want your assets to be loaded
  66171. * @param onSuccess is a callback called when the task is successfully executed
  66172. * @param onError is a callback called if an error occurs
  66173. */
  66174. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66175. }
  66176. /**
  66177. * Defines the interface used by texture loading tasks
  66178. */
  66179. export interface ITextureAssetTask<TEX extends BaseTexture> {
  66180. /**
  66181. * Gets the loaded texture
  66182. */
  66183. texture: TEX;
  66184. }
  66185. /**
  66186. * Define a task used by AssetsManager to load 2D textures
  66187. */
  66188. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  66189. /**
  66190. * Defines the name of the task
  66191. */
  66192. name: string;
  66193. /**
  66194. * Defines the location of the file to load
  66195. */
  66196. url: string;
  66197. /**
  66198. * Defines if mipmap should not be generated (default is false)
  66199. */
  66200. noMipmap?: boolean | undefined;
  66201. /**
  66202. * Defines if texture must be inverted on Y axis (default is false)
  66203. */
  66204. invertY?: boolean | undefined;
  66205. /**
  66206. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66207. */
  66208. samplingMode: number;
  66209. /**
  66210. * Gets the loaded texture
  66211. */
  66212. texture: Texture;
  66213. /**
  66214. * Callback called when the task is successful
  66215. */
  66216. onSuccess: (task: TextureAssetTask) => void;
  66217. /**
  66218. * Callback called when the task is successful
  66219. */
  66220. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  66221. /**
  66222. * Creates a new TextureAssetTask object
  66223. * @param name defines the name of the task
  66224. * @param url defines the location of the file to load
  66225. * @param noMipmap defines if mipmap should not be generated (default is false)
  66226. * @param invertY defines if texture must be inverted on Y axis (default is false)
  66227. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66228. */
  66229. constructor(
  66230. /**
  66231. * Defines the name of the task
  66232. */
  66233. name: string,
  66234. /**
  66235. * Defines the location of the file to load
  66236. */
  66237. url: string,
  66238. /**
  66239. * Defines if mipmap should not be generated (default is false)
  66240. */
  66241. noMipmap?: boolean | undefined,
  66242. /**
  66243. * Defines if texture must be inverted on Y axis (default is false)
  66244. */
  66245. invertY?: boolean | undefined,
  66246. /**
  66247. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66248. */
  66249. samplingMode?: number);
  66250. /**
  66251. * Execute the current task
  66252. * @param scene defines the scene where you want your assets to be loaded
  66253. * @param onSuccess is a callback called when the task is successfully executed
  66254. * @param onError is a callback called if an error occurs
  66255. */
  66256. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66257. }
  66258. /**
  66259. * Define a task used by AssetsManager to load cube textures
  66260. */
  66261. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  66262. /**
  66263. * Defines the name of the task
  66264. */
  66265. name: string;
  66266. /**
  66267. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66268. */
  66269. url: string;
  66270. /**
  66271. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66272. */
  66273. extensions?: string[] | undefined;
  66274. /**
  66275. * Defines if mipmaps should not be generated (default is false)
  66276. */
  66277. noMipmap?: boolean | undefined;
  66278. /**
  66279. * Defines the explicit list of files (undefined by default)
  66280. */
  66281. files?: string[] | undefined;
  66282. /**
  66283. * Gets the loaded texture
  66284. */
  66285. texture: CubeTexture;
  66286. /**
  66287. * Callback called when the task is successful
  66288. */
  66289. onSuccess: (task: CubeTextureAssetTask) => void;
  66290. /**
  66291. * Callback called when the task is successful
  66292. */
  66293. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  66294. /**
  66295. * Creates a new CubeTextureAssetTask
  66296. * @param name defines the name of the task
  66297. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66298. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66299. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66300. * @param files defines the explicit list of files (undefined by default)
  66301. */
  66302. constructor(
  66303. /**
  66304. * Defines the name of the task
  66305. */
  66306. name: string,
  66307. /**
  66308. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66309. */
  66310. url: string,
  66311. /**
  66312. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66313. */
  66314. extensions?: string[] | undefined,
  66315. /**
  66316. * Defines if mipmaps should not be generated (default is false)
  66317. */
  66318. noMipmap?: boolean | undefined,
  66319. /**
  66320. * Defines the explicit list of files (undefined by default)
  66321. */
  66322. files?: string[] | undefined);
  66323. /**
  66324. * Execute the current task
  66325. * @param scene defines the scene where you want your assets to be loaded
  66326. * @param onSuccess is a callback called when the task is successfully executed
  66327. * @param onError is a callback called if an error occurs
  66328. */
  66329. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66330. }
  66331. /**
  66332. * Define a task used by AssetsManager to load HDR cube textures
  66333. */
  66334. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  66335. /**
  66336. * Defines the name of the task
  66337. */
  66338. name: string;
  66339. /**
  66340. * Defines the location of the file to load
  66341. */
  66342. url: string;
  66343. /**
  66344. * Defines the desired size (the more it increases the longer the generation will be)
  66345. */
  66346. size: number;
  66347. /**
  66348. * Defines if mipmaps should not be generated (default is false)
  66349. */
  66350. noMipmap: boolean;
  66351. /**
  66352. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66353. */
  66354. generateHarmonics: boolean;
  66355. /**
  66356. * 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)
  66357. */
  66358. gammaSpace: boolean;
  66359. /**
  66360. * Internal Use Only
  66361. */
  66362. reserved: boolean;
  66363. /**
  66364. * Gets the loaded texture
  66365. */
  66366. texture: HDRCubeTexture;
  66367. /**
  66368. * Callback called when the task is successful
  66369. */
  66370. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  66371. /**
  66372. * Callback called when the task is successful
  66373. */
  66374. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  66375. /**
  66376. * Creates a new HDRCubeTextureAssetTask object
  66377. * @param name defines the name of the task
  66378. * @param url defines the location of the file to load
  66379. * @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.
  66380. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66381. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66382. * @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)
  66383. * @param reserved Internal use only
  66384. */
  66385. constructor(
  66386. /**
  66387. * Defines the name of the task
  66388. */
  66389. name: string,
  66390. /**
  66391. * Defines the location of the file to load
  66392. */
  66393. url: string,
  66394. /**
  66395. * Defines the desired size (the more it increases the longer the generation will be)
  66396. */
  66397. size: number,
  66398. /**
  66399. * Defines if mipmaps should not be generated (default is false)
  66400. */
  66401. noMipmap?: boolean,
  66402. /**
  66403. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66404. */
  66405. generateHarmonics?: boolean,
  66406. /**
  66407. * 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)
  66408. */
  66409. gammaSpace?: boolean,
  66410. /**
  66411. * Internal Use Only
  66412. */
  66413. reserved?: boolean);
  66414. /**
  66415. * Execute the current task
  66416. * @param scene defines the scene where you want your assets to be loaded
  66417. * @param onSuccess is a callback called when the task is successfully executed
  66418. * @param onError is a callback called if an error occurs
  66419. */
  66420. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66421. }
  66422. /**
  66423. * Define a task used by AssetsManager to load Equirectangular cube textures
  66424. */
  66425. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  66426. /**
  66427. * Defines the name of the task
  66428. */
  66429. name: string;
  66430. /**
  66431. * Defines the location of the file to load
  66432. */
  66433. url: string;
  66434. /**
  66435. * Defines the desired size (the more it increases the longer the generation will be)
  66436. */
  66437. size: number;
  66438. /**
  66439. * Defines if mipmaps should not be generated (default is false)
  66440. */
  66441. noMipmap: boolean;
  66442. /**
  66443. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  66444. * but the standard material would require them in Gamma space) (default is true)
  66445. */
  66446. gammaSpace: boolean;
  66447. /**
  66448. * Gets the loaded texture
  66449. */
  66450. texture: EquiRectangularCubeTexture;
  66451. /**
  66452. * Callback called when the task is successful
  66453. */
  66454. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  66455. /**
  66456. * Callback called when the task is successful
  66457. */
  66458. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  66459. /**
  66460. * Creates a new EquiRectangularCubeTextureAssetTask object
  66461. * @param name defines the name of the task
  66462. * @param url defines the location of the file to load
  66463. * @param size defines the desired size (the more it increases the longer the generation will be)
  66464. * If the size is omitted this implies you are using a preprocessed cubemap.
  66465. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66466. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  66467. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  66468. * (default is true)
  66469. */
  66470. constructor(
  66471. /**
  66472. * Defines the name of the task
  66473. */
  66474. name: string,
  66475. /**
  66476. * Defines the location of the file to load
  66477. */
  66478. url: string,
  66479. /**
  66480. * Defines the desired size (the more it increases the longer the generation will be)
  66481. */
  66482. size: number,
  66483. /**
  66484. * Defines if mipmaps should not be generated (default is false)
  66485. */
  66486. noMipmap?: boolean,
  66487. /**
  66488. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  66489. * but the standard material would require them in Gamma space) (default is true)
  66490. */
  66491. gammaSpace?: boolean);
  66492. /**
  66493. * Execute the current task
  66494. * @param scene defines the scene where you want your assets to be loaded
  66495. * @param onSuccess is a callback called when the task is successfully executed
  66496. * @param onError is a callback called if an error occurs
  66497. */
  66498. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66499. }
  66500. /**
  66501. * This class can be used to easily import assets into a scene
  66502. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  66503. */
  66504. export class AssetsManager {
  66505. private _scene;
  66506. private _isLoading;
  66507. protected _tasks: AbstractAssetTask[];
  66508. protected _waitingTasksCount: number;
  66509. protected _totalTasksCount: number;
  66510. /**
  66511. * Callback called when all tasks are processed
  66512. */
  66513. onFinish: (tasks: AbstractAssetTask[]) => void;
  66514. /**
  66515. * Callback called when a task is successful
  66516. */
  66517. onTaskSuccess: (task: AbstractAssetTask) => void;
  66518. /**
  66519. * Callback called when a task had an error
  66520. */
  66521. onTaskError: (task: AbstractAssetTask) => void;
  66522. /**
  66523. * Callback called when a task is done (whatever the result is)
  66524. */
  66525. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  66526. /**
  66527. * Observable called when all tasks are processed
  66528. */
  66529. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  66530. /**
  66531. * Observable called when a task had an error
  66532. */
  66533. onTaskErrorObservable: Observable<AbstractAssetTask>;
  66534. /**
  66535. * Observable called when all tasks were executed
  66536. */
  66537. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  66538. /**
  66539. * Observable called when a task is done (whatever the result is)
  66540. */
  66541. onProgressObservable: Observable<IAssetsProgressEvent>;
  66542. /**
  66543. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  66544. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  66545. */
  66546. useDefaultLoadingScreen: boolean;
  66547. /**
  66548. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  66549. * when all assets have been downloaded.
  66550. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  66551. */
  66552. autoHideLoadingUI: boolean;
  66553. /**
  66554. * Creates a new AssetsManager
  66555. * @param scene defines the scene to work on
  66556. */
  66557. constructor(scene: Scene);
  66558. /**
  66559. * Add a MeshAssetTask to the list of active tasks
  66560. * @param taskName defines the name of the new task
  66561. * @param meshesNames defines the name of meshes to load
  66562. * @param rootUrl defines the root url to use to locate files
  66563. * @param sceneFilename defines the filename of the scene file
  66564. * @returns a new MeshAssetTask object
  66565. */
  66566. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  66567. /**
  66568. * Add a TextFileAssetTask to the list of active tasks
  66569. * @param taskName defines the name of the new task
  66570. * @param url defines the url of the file to load
  66571. * @returns a new TextFileAssetTask object
  66572. */
  66573. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  66574. /**
  66575. * Add a BinaryFileAssetTask to the list of active tasks
  66576. * @param taskName defines the name of the new task
  66577. * @param url defines the url of the file to load
  66578. * @returns a new BinaryFileAssetTask object
  66579. */
  66580. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  66581. /**
  66582. * Add a ImageAssetTask to the list of active tasks
  66583. * @param taskName defines the name of the new task
  66584. * @param url defines the url of the file to load
  66585. * @returns a new ImageAssetTask object
  66586. */
  66587. addImageTask(taskName: string, url: string): ImageAssetTask;
  66588. /**
  66589. * Add a TextureAssetTask to the list of active tasks
  66590. * @param taskName defines the name of the new task
  66591. * @param url defines the url of the file to load
  66592. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66593. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  66594. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  66595. * @returns a new TextureAssetTask object
  66596. */
  66597. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  66598. /**
  66599. * Add a CubeTextureAssetTask to the list of active tasks
  66600. * @param taskName defines the name of the new task
  66601. * @param url defines the url of the file to load
  66602. * @param extensions defines the extension to use to load the cube map (can be null)
  66603. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66604. * @param files defines the list of files to load (can be null)
  66605. * @returns a new CubeTextureAssetTask object
  66606. */
  66607. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  66608. /**
  66609. *
  66610. * Add a HDRCubeTextureAssetTask to the list of active tasks
  66611. * @param taskName defines the name of the new task
  66612. * @param url defines the url of the file to load
  66613. * @param size defines the size you want for the cubemap (can be null)
  66614. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66615. * @param generateHarmonics defines if you want to automatically generate (true by default)
  66616. * @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)
  66617. * @param reserved Internal use only
  66618. * @returns a new HDRCubeTextureAssetTask object
  66619. */
  66620. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  66621. /**
  66622. *
  66623. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  66624. * @param taskName defines the name of the new task
  66625. * @param url defines the url of the file to load
  66626. * @param size defines the size you want for the cubemap (can be null)
  66627. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66628. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  66629. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  66630. * @returns a new EquiRectangularCubeTextureAssetTask object
  66631. */
  66632. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  66633. /**
  66634. * Remove a task from the assets manager.
  66635. * @param task the task to remove
  66636. */
  66637. removeTask(task: AbstractAssetTask): void;
  66638. private _decreaseWaitingTasksCount;
  66639. private _runTask;
  66640. /**
  66641. * Reset the AssetsManager and remove all tasks
  66642. * @return the current instance of the AssetsManager
  66643. */
  66644. reset(): AssetsManager;
  66645. /**
  66646. * Start the loading process
  66647. * @return the current instance of the AssetsManager
  66648. */
  66649. load(): AssetsManager;
  66650. /**
  66651. * Start the loading process as an async operation
  66652. * @return a promise returning the list of failed tasks
  66653. */
  66654. loadAsync(): Promise<void>;
  66655. }
  66656. }
  66657. declare module "babylonjs/Misc/deferred" {
  66658. /**
  66659. * Wrapper class for promise with external resolve and reject.
  66660. */
  66661. export class Deferred<T> {
  66662. /**
  66663. * The promise associated with this deferred object.
  66664. */
  66665. readonly promise: Promise<T>;
  66666. private _resolve;
  66667. private _reject;
  66668. /**
  66669. * The resolve method of the promise associated with this deferred object.
  66670. */
  66671. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  66672. /**
  66673. * The reject method of the promise associated with this deferred object.
  66674. */
  66675. readonly reject: (reason?: any) => void;
  66676. /**
  66677. * Constructor for this deferred object.
  66678. */
  66679. constructor();
  66680. }
  66681. }
  66682. declare module "babylonjs/Misc/meshExploder" {
  66683. import { Mesh } from "babylonjs/Meshes/mesh";
  66684. /**
  66685. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  66686. */
  66687. export class MeshExploder {
  66688. private _centerMesh;
  66689. private _meshes;
  66690. private _meshesOrigins;
  66691. private _toCenterVectors;
  66692. private _scaledDirection;
  66693. private _newPosition;
  66694. private _centerPosition;
  66695. /**
  66696. * Explodes meshes from a center mesh.
  66697. * @param meshes The meshes to explode.
  66698. * @param centerMesh The mesh to be center of explosion.
  66699. */
  66700. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  66701. private _setCenterMesh;
  66702. /**
  66703. * Get class name
  66704. * @returns "MeshExploder"
  66705. */
  66706. getClassName(): string;
  66707. /**
  66708. * "Exploded meshes"
  66709. * @returns Array of meshes with the centerMesh at index 0.
  66710. */
  66711. getMeshes(): Array<Mesh>;
  66712. /**
  66713. * Explodes meshes giving a specific direction
  66714. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  66715. */
  66716. explode(direction?: number): void;
  66717. }
  66718. }
  66719. declare module "babylonjs/Misc/filesInput" {
  66720. import { Engine } from "babylonjs/Engines/engine";
  66721. import { Scene } from "babylonjs/scene";
  66722. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  66723. /**
  66724. * Class used to help managing file picking and drag'n'drop
  66725. */
  66726. export class FilesInput {
  66727. /**
  66728. * List of files ready to be loaded
  66729. */
  66730. static readonly FilesToLoad: {
  66731. [key: string]: File;
  66732. };
  66733. /**
  66734. * Callback called when a file is processed
  66735. */
  66736. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  66737. private _engine;
  66738. private _currentScene;
  66739. private _sceneLoadedCallback;
  66740. private _progressCallback;
  66741. private _additionalRenderLoopLogicCallback;
  66742. private _textureLoadingCallback;
  66743. private _startingProcessingFilesCallback;
  66744. private _onReloadCallback;
  66745. private _errorCallback;
  66746. private _elementToMonitor;
  66747. private _sceneFileToLoad;
  66748. private _filesToLoad;
  66749. /**
  66750. * Creates a new FilesInput
  66751. * @param engine defines the rendering engine
  66752. * @param scene defines the hosting scene
  66753. * @param sceneLoadedCallback callback called when scene is loaded
  66754. * @param progressCallback callback called to track progress
  66755. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  66756. * @param textureLoadingCallback callback called when a texture is loading
  66757. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  66758. * @param onReloadCallback callback called when a reload is requested
  66759. * @param errorCallback callback call if an error occurs
  66760. */
  66761. 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);
  66762. private _dragEnterHandler;
  66763. private _dragOverHandler;
  66764. private _dropHandler;
  66765. /**
  66766. * Calls this function to listen to drag'n'drop events on a specific DOM element
  66767. * @param elementToMonitor defines the DOM element to track
  66768. */
  66769. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  66770. /**
  66771. * Release all associated resources
  66772. */
  66773. dispose(): void;
  66774. private renderFunction;
  66775. private drag;
  66776. private drop;
  66777. private _traverseFolder;
  66778. private _processFiles;
  66779. /**
  66780. * Load files from a drop event
  66781. * @param event defines the drop event to use as source
  66782. */
  66783. loadFiles(event: any): void;
  66784. private _processReload;
  66785. /**
  66786. * Reload the current scene from the loaded files
  66787. */
  66788. reload(): void;
  66789. }
  66790. }
  66791. declare module "babylonjs/Misc/HighDynamicRange/index" {
  66792. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  66793. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  66794. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  66795. }
  66796. declare module "babylonjs/Misc/sceneOptimizer" {
  66797. import { Scene, IDisposable } from "babylonjs/scene";
  66798. import { Observable } from "babylonjs/Misc/observable";
  66799. /**
  66800. * Defines the root class used to create scene optimization to use with SceneOptimizer
  66801. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66802. */
  66803. export class SceneOptimization {
  66804. /**
  66805. * Defines the priority of this optimization (0 by default which means first in the list)
  66806. */
  66807. priority: number;
  66808. /**
  66809. * Gets a string describing the action executed by the current optimization
  66810. * @returns description string
  66811. */
  66812. getDescription(): string;
  66813. /**
  66814. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66815. * @param scene defines the current scene where to apply this optimization
  66816. * @param optimizer defines the current optimizer
  66817. * @returns true if everything that can be done was applied
  66818. */
  66819. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66820. /**
  66821. * Creates the SceneOptimization object
  66822. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  66823. * @param desc defines the description associated with the optimization
  66824. */
  66825. constructor(
  66826. /**
  66827. * Defines the priority of this optimization (0 by default which means first in the list)
  66828. */
  66829. priority?: number);
  66830. }
  66831. /**
  66832. * Defines an optimization used to reduce the size of render target textures
  66833. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66834. */
  66835. export class TextureOptimization extends SceneOptimization {
  66836. /**
  66837. * Defines the priority of this optimization (0 by default which means first in the list)
  66838. */
  66839. priority: number;
  66840. /**
  66841. * 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
  66842. */
  66843. maximumSize: number;
  66844. /**
  66845. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  66846. */
  66847. step: number;
  66848. /**
  66849. * Gets a string describing the action executed by the current optimization
  66850. * @returns description string
  66851. */
  66852. getDescription(): string;
  66853. /**
  66854. * Creates the TextureOptimization object
  66855. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  66856. * @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
  66857. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  66858. */
  66859. constructor(
  66860. /**
  66861. * Defines the priority of this optimization (0 by default which means first in the list)
  66862. */
  66863. priority?: number,
  66864. /**
  66865. * 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
  66866. */
  66867. maximumSize?: number,
  66868. /**
  66869. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  66870. */
  66871. step?: number);
  66872. /**
  66873. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66874. * @param scene defines the current scene where to apply this optimization
  66875. * @param optimizer defines the current optimizer
  66876. * @returns true if everything that can be done was applied
  66877. */
  66878. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66879. }
  66880. /**
  66881. * Defines an optimization used to increase or decrease the rendering resolution
  66882. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66883. */
  66884. export class HardwareScalingOptimization extends SceneOptimization {
  66885. /**
  66886. * Defines the priority of this optimization (0 by default which means first in the list)
  66887. */
  66888. priority: number;
  66889. /**
  66890. * Defines the maximum scale to use (2 by default)
  66891. */
  66892. maximumScale: number;
  66893. /**
  66894. * Defines the step to use between two passes (0.5 by default)
  66895. */
  66896. step: number;
  66897. private _currentScale;
  66898. private _directionOffset;
  66899. /**
  66900. * Gets a string describing the action executed by the current optimization
  66901. * @return description string
  66902. */
  66903. getDescription(): string;
  66904. /**
  66905. * Creates the HardwareScalingOptimization object
  66906. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  66907. * @param maximumScale defines the maximum scale to use (2 by default)
  66908. * @param step defines the step to use between two passes (0.5 by default)
  66909. */
  66910. constructor(
  66911. /**
  66912. * Defines the priority of this optimization (0 by default which means first in the list)
  66913. */
  66914. priority?: number,
  66915. /**
  66916. * Defines the maximum scale to use (2 by default)
  66917. */
  66918. maximumScale?: number,
  66919. /**
  66920. * Defines the step to use between two passes (0.5 by default)
  66921. */
  66922. step?: number);
  66923. /**
  66924. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66925. * @param scene defines the current scene where to apply this optimization
  66926. * @param optimizer defines the current optimizer
  66927. * @returns true if everything that can be done was applied
  66928. */
  66929. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66930. }
  66931. /**
  66932. * Defines an optimization used to remove shadows
  66933. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66934. */
  66935. export class ShadowsOptimization extends SceneOptimization {
  66936. /**
  66937. * Gets a string describing the action executed by the current optimization
  66938. * @return description string
  66939. */
  66940. getDescription(): string;
  66941. /**
  66942. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66943. * @param scene defines the current scene where to apply this optimization
  66944. * @param optimizer defines the current optimizer
  66945. * @returns true if everything that can be done was applied
  66946. */
  66947. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66948. }
  66949. /**
  66950. * Defines an optimization used to turn post-processes off
  66951. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66952. */
  66953. export class PostProcessesOptimization extends SceneOptimization {
  66954. /**
  66955. * Gets a string describing the action executed by the current optimization
  66956. * @return description string
  66957. */
  66958. getDescription(): string;
  66959. /**
  66960. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66961. * @param scene defines the current scene where to apply this optimization
  66962. * @param optimizer defines the current optimizer
  66963. * @returns true if everything that can be done was applied
  66964. */
  66965. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66966. }
  66967. /**
  66968. * Defines an optimization used to turn lens flares off
  66969. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66970. */
  66971. export class LensFlaresOptimization extends SceneOptimization {
  66972. /**
  66973. * Gets a string describing the action executed by the current optimization
  66974. * @return description string
  66975. */
  66976. getDescription(): string;
  66977. /**
  66978. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66979. * @param scene defines the current scene where to apply this optimization
  66980. * @param optimizer defines the current optimizer
  66981. * @returns true if everything that can be done was applied
  66982. */
  66983. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66984. }
  66985. /**
  66986. * Defines an optimization based on user defined callback.
  66987. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66988. */
  66989. export class CustomOptimization extends SceneOptimization {
  66990. /**
  66991. * Callback called to apply the custom optimization.
  66992. */
  66993. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  66994. /**
  66995. * Callback called to get custom description
  66996. */
  66997. onGetDescription: () => string;
  66998. /**
  66999. * Gets a string describing the action executed by the current optimization
  67000. * @returns description string
  67001. */
  67002. getDescription(): string;
  67003. /**
  67004. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67005. * @param scene defines the current scene where to apply this optimization
  67006. * @param optimizer defines the current optimizer
  67007. * @returns true if everything that can be done was applied
  67008. */
  67009. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67010. }
  67011. /**
  67012. * Defines an optimization used to turn particles off
  67013. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67014. */
  67015. export class ParticlesOptimization extends SceneOptimization {
  67016. /**
  67017. * Gets a string describing the action executed by the current optimization
  67018. * @return description string
  67019. */
  67020. getDescription(): string;
  67021. /**
  67022. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67023. * @param scene defines the current scene where to apply this optimization
  67024. * @param optimizer defines the current optimizer
  67025. * @returns true if everything that can be done was applied
  67026. */
  67027. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67028. }
  67029. /**
  67030. * Defines an optimization used to turn render targets off
  67031. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67032. */
  67033. export class RenderTargetsOptimization extends SceneOptimization {
  67034. /**
  67035. * Gets a string describing the action executed by the current optimization
  67036. * @return description string
  67037. */
  67038. getDescription(): string;
  67039. /**
  67040. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67041. * @param scene defines the current scene where to apply this optimization
  67042. * @param optimizer defines the current optimizer
  67043. * @returns true if everything that can be done was applied
  67044. */
  67045. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67046. }
  67047. /**
  67048. * Defines an optimization used to merge meshes with compatible materials
  67049. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67050. */
  67051. export class MergeMeshesOptimization extends SceneOptimization {
  67052. private static _UpdateSelectionTree;
  67053. /**
  67054. * Gets or sets a boolean which defines if optimization octree has to be updated
  67055. */
  67056. /**
  67057. * Gets or sets a boolean which defines if optimization octree has to be updated
  67058. */
  67059. static UpdateSelectionTree: boolean;
  67060. /**
  67061. * Gets a string describing the action executed by the current optimization
  67062. * @return description string
  67063. */
  67064. getDescription(): string;
  67065. private _canBeMerged;
  67066. /**
  67067. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67068. * @param scene defines the current scene where to apply this optimization
  67069. * @param optimizer defines the current optimizer
  67070. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  67071. * @returns true if everything that can be done was applied
  67072. */
  67073. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  67074. }
  67075. /**
  67076. * Defines a list of options used by SceneOptimizer
  67077. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67078. */
  67079. export class SceneOptimizerOptions {
  67080. /**
  67081. * Defines the target frame rate to reach (60 by default)
  67082. */
  67083. targetFrameRate: number;
  67084. /**
  67085. * Defines the interval between two checkes (2000ms by default)
  67086. */
  67087. trackerDuration: number;
  67088. /**
  67089. * Gets the list of optimizations to apply
  67090. */
  67091. optimizations: SceneOptimization[];
  67092. /**
  67093. * Creates a new list of options used by SceneOptimizer
  67094. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  67095. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  67096. */
  67097. constructor(
  67098. /**
  67099. * Defines the target frame rate to reach (60 by default)
  67100. */
  67101. targetFrameRate?: number,
  67102. /**
  67103. * Defines the interval between two checkes (2000ms by default)
  67104. */
  67105. trackerDuration?: number);
  67106. /**
  67107. * Add a new optimization
  67108. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  67109. * @returns the current SceneOptimizerOptions
  67110. */
  67111. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  67112. /**
  67113. * Add a new custom optimization
  67114. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  67115. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  67116. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67117. * @returns the current SceneOptimizerOptions
  67118. */
  67119. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  67120. /**
  67121. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  67122. * @param targetFrameRate defines the target frame rate (60 by default)
  67123. * @returns a SceneOptimizerOptions object
  67124. */
  67125. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67126. /**
  67127. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  67128. * @param targetFrameRate defines the target frame rate (60 by default)
  67129. * @returns a SceneOptimizerOptions object
  67130. */
  67131. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67132. /**
  67133. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  67134. * @param targetFrameRate defines the target frame rate (60 by default)
  67135. * @returns a SceneOptimizerOptions object
  67136. */
  67137. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67138. }
  67139. /**
  67140. * Class used to run optimizations in order to reach a target frame rate
  67141. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67142. */
  67143. export class SceneOptimizer implements IDisposable {
  67144. private _isRunning;
  67145. private _options;
  67146. private _scene;
  67147. private _currentPriorityLevel;
  67148. private _targetFrameRate;
  67149. private _trackerDuration;
  67150. private _currentFrameRate;
  67151. private _sceneDisposeObserver;
  67152. private _improvementMode;
  67153. /**
  67154. * Defines an observable called when the optimizer reaches the target frame rate
  67155. */
  67156. onSuccessObservable: Observable<SceneOptimizer>;
  67157. /**
  67158. * Defines an observable called when the optimizer enables an optimization
  67159. */
  67160. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  67161. /**
  67162. * Defines an observable called when the optimizer is not able to reach the target frame rate
  67163. */
  67164. onFailureObservable: Observable<SceneOptimizer>;
  67165. /**
  67166. * Gets a boolean indicating if the optimizer is in improvement mode
  67167. */
  67168. readonly isInImprovementMode: boolean;
  67169. /**
  67170. * Gets the current priority level (0 at start)
  67171. */
  67172. readonly currentPriorityLevel: number;
  67173. /**
  67174. * Gets the current frame rate checked by the SceneOptimizer
  67175. */
  67176. readonly currentFrameRate: number;
  67177. /**
  67178. * Gets or sets the current target frame rate (60 by default)
  67179. */
  67180. /**
  67181. * Gets or sets the current target frame rate (60 by default)
  67182. */
  67183. targetFrameRate: number;
  67184. /**
  67185. * Gets or sets the current interval between two checks (every 2000ms by default)
  67186. */
  67187. /**
  67188. * Gets or sets the current interval between two checks (every 2000ms by default)
  67189. */
  67190. trackerDuration: number;
  67191. /**
  67192. * Gets the list of active optimizations
  67193. */
  67194. readonly optimizations: SceneOptimization[];
  67195. /**
  67196. * Creates a new SceneOptimizer
  67197. * @param scene defines the scene to work on
  67198. * @param options defines the options to use with the SceneOptimizer
  67199. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  67200. * @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)
  67201. */
  67202. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  67203. /**
  67204. * Stops the current optimizer
  67205. */
  67206. stop(): void;
  67207. /**
  67208. * Reset the optimizer to initial step (current priority level = 0)
  67209. */
  67210. reset(): void;
  67211. /**
  67212. * Start the optimizer. By default it will try to reach a specific framerate
  67213. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  67214. */
  67215. start(): void;
  67216. private _checkCurrentState;
  67217. /**
  67218. * Release all resources
  67219. */
  67220. dispose(): void;
  67221. /**
  67222. * Helper function to create a SceneOptimizer with one single line of code
  67223. * @param scene defines the scene to work on
  67224. * @param options defines the options to use with the SceneOptimizer
  67225. * @param onSuccess defines a callback to call on success
  67226. * @param onFailure defines a callback to call on failure
  67227. * @returns the new SceneOptimizer object
  67228. */
  67229. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  67230. }
  67231. }
  67232. declare module "babylonjs/Misc/sceneSerializer" {
  67233. import { Scene } from "babylonjs/scene";
  67234. /**
  67235. * Class used to serialize a scene into a string
  67236. */
  67237. export class SceneSerializer {
  67238. /**
  67239. * Clear cache used by a previous serialization
  67240. */
  67241. static ClearCache(): void;
  67242. /**
  67243. * Serialize a scene into a JSON compatible object
  67244. * @param scene defines the scene to serialize
  67245. * @returns a JSON compatible object
  67246. */
  67247. static Serialize(scene: Scene): any;
  67248. /**
  67249. * Serialize a mesh into a JSON compatible object
  67250. * @param toSerialize defines the mesh to serialize
  67251. * @param withParents defines if parents must be serialized as well
  67252. * @param withChildren defines if children must be serialized as well
  67253. * @returns a JSON compatible object
  67254. */
  67255. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  67256. }
  67257. }
  67258. declare module "babylonjs/Misc/textureTools" {
  67259. import { Texture } from "babylonjs/Materials/Textures/texture";
  67260. /**
  67261. * Class used to host texture specific utilities
  67262. */
  67263. export class TextureTools {
  67264. /**
  67265. * Uses the GPU to create a copy texture rescaled at a given size
  67266. * @param texture Texture to copy from
  67267. * @param width defines the desired width
  67268. * @param height defines the desired height
  67269. * @param useBilinearMode defines if bilinear mode has to be used
  67270. * @return the generated texture
  67271. */
  67272. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  67273. }
  67274. }
  67275. declare module "babylonjs/Misc/videoRecorder" {
  67276. import { Nullable } from "babylonjs/types";
  67277. import { Engine } from "babylonjs/Engines/engine";
  67278. /**
  67279. * This represents the different options available for the video capture.
  67280. */
  67281. export interface VideoRecorderOptions {
  67282. /** Defines the mime type of the video. */
  67283. mimeType: string;
  67284. /** Defines the FPS the video should be recorded at. */
  67285. fps: number;
  67286. /** Defines the chunk size for the recording data. */
  67287. recordChunckSize: number;
  67288. /** The audio tracks to attach to the recording. */
  67289. audioTracks?: MediaStreamTrack[];
  67290. }
  67291. /**
  67292. * This can help with recording videos from BabylonJS.
  67293. * This is based on the available WebRTC functionalities of the browser.
  67294. *
  67295. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  67296. */
  67297. export class VideoRecorder {
  67298. private static readonly _defaultOptions;
  67299. /**
  67300. * Returns whether or not the VideoRecorder is available in your browser.
  67301. * @param engine Defines the Babylon Engine.
  67302. * @returns true if supported otherwise false.
  67303. */
  67304. static IsSupported(engine: Engine): boolean;
  67305. private readonly _options;
  67306. private _canvas;
  67307. private _mediaRecorder;
  67308. private _recordedChunks;
  67309. private _fileName;
  67310. private _resolve;
  67311. private _reject;
  67312. /**
  67313. * True when a recording is already in progress.
  67314. */
  67315. readonly isRecording: boolean;
  67316. /**
  67317. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  67318. * @param engine Defines the BabylonJS Engine you wish to record.
  67319. * @param options Defines options that can be used to customize the capture.
  67320. */
  67321. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  67322. /**
  67323. * Stops the current recording before the default capture timeout passed in the startRecording function.
  67324. */
  67325. stopRecording(): void;
  67326. /**
  67327. * Starts recording the canvas for a max duration specified in parameters.
  67328. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  67329. * If null no automatic download will start and you can rely on the promise to get the data back.
  67330. * @param maxDuration Defines the maximum recording time in seconds.
  67331. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  67332. * @return A promise callback at the end of the recording with the video data in Blob.
  67333. */
  67334. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  67335. /**
  67336. * Releases internal resources used during the recording.
  67337. */
  67338. dispose(): void;
  67339. private _handleDataAvailable;
  67340. private _handleError;
  67341. private _handleStop;
  67342. }
  67343. }
  67344. declare module "babylonjs/Misc/screenshotTools" {
  67345. import { Camera } from "babylonjs/Cameras/camera";
  67346. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  67347. import { Engine } from "babylonjs/Engines/engine";
  67348. /**
  67349. * Class containing a set of static utilities functions for screenshots
  67350. */
  67351. export class ScreenshotTools {
  67352. /**
  67353. * Captures a screenshot of the current rendering
  67354. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67355. * @param engine defines the rendering engine
  67356. * @param camera defines the source camera
  67357. * @param size This parameter can be set to a single number or to an object with the
  67358. * following (optional) properties: precision, width, height. If a single number is passed,
  67359. * it will be used for both width and height. If an object is passed, the screenshot size
  67360. * will be derived from the parameters. The precision property is a multiplier allowing
  67361. * rendering at a higher or lower resolution
  67362. * @param successCallback defines the callback receives a single parameter which contains the
  67363. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  67364. * src parameter of an <img> to display it
  67365. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  67366. * Check your browser for supported MIME types
  67367. */
  67368. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  67369. /**
  67370. * Captures a screenshot of the current rendering
  67371. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67372. * @param engine defines the rendering engine
  67373. * @param camera defines the source camera
  67374. * @param size This parameter can be set to a single number or to an object with the
  67375. * following (optional) properties: precision, width, height. If a single number is passed,
  67376. * it will be used for both width and height. If an object is passed, the screenshot size
  67377. * will be derived from the parameters. The precision property is a multiplier allowing
  67378. * rendering at a higher or lower resolution
  67379. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  67380. * Check your browser for supported MIME types
  67381. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  67382. * to the src parameter of an <img> to display it
  67383. */
  67384. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  67385. /**
  67386. * Generates an image screenshot from the specified camera.
  67387. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67388. * @param engine The engine to use for rendering
  67389. * @param camera The camera to use for rendering
  67390. * @param size This parameter can be set to a single number or to an object with the
  67391. * following (optional) properties: precision, width, height. If a single number is passed,
  67392. * it will be used for both width and height. If an object is passed, the screenshot size
  67393. * will be derived from the parameters. The precision property is a multiplier allowing
  67394. * rendering at a higher or lower resolution
  67395. * @param successCallback The callback receives a single parameter which contains the
  67396. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  67397. * src parameter of an <img> to display it
  67398. * @param mimeType The MIME type of the screenshot image (default: image/png).
  67399. * Check your browser for supported MIME types
  67400. * @param samples Texture samples (default: 1)
  67401. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  67402. * @param fileName A name for for the downloaded file.
  67403. */
  67404. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  67405. /**
  67406. * Generates an image screenshot from the specified camera.
  67407. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67408. * @param engine The engine to use for rendering
  67409. * @param camera The camera to use for rendering
  67410. * @param size This parameter can be set to a single number or to an object with the
  67411. * following (optional) properties: precision, width, height. If a single number is passed,
  67412. * it will be used for both width and height. If an object is passed, the screenshot size
  67413. * will be derived from the parameters. The precision property is a multiplier allowing
  67414. * rendering at a higher or lower resolution
  67415. * @param mimeType The MIME type of the screenshot image (default: image/png).
  67416. * Check your browser for supported MIME types
  67417. * @param samples Texture samples (default: 1)
  67418. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  67419. * @param fileName A name for for the downloaded file.
  67420. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  67421. * to the src parameter of an <img> to display it
  67422. */
  67423. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  67424. /**
  67425. * Gets height and width for screenshot size
  67426. * @private
  67427. */
  67428. private static _getScreenshotSize;
  67429. }
  67430. }
  67431. declare module "babylonjs/Misc/dataReader" {
  67432. /**
  67433. * Interface for a data buffer
  67434. */
  67435. export interface IDataBuffer {
  67436. /**
  67437. * Reads bytes from the data buffer.
  67438. * @param byteOffset The byte offset to read
  67439. * @param byteLength The byte length to read
  67440. * @returns A promise that resolves when the bytes are read
  67441. */
  67442. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  67443. /**
  67444. * The byte length of the buffer.
  67445. */
  67446. readonly byteLength: number;
  67447. }
  67448. /**
  67449. * Utility class for reading from a data buffer
  67450. */
  67451. export class DataReader {
  67452. /**
  67453. * The data buffer associated with this data reader.
  67454. */
  67455. readonly buffer: IDataBuffer;
  67456. /**
  67457. * The current byte offset from the beginning of the data buffer.
  67458. */
  67459. byteOffset: number;
  67460. private _dataView;
  67461. private _dataByteOffset;
  67462. /**
  67463. * Constructor
  67464. * @param buffer The buffer to read
  67465. */
  67466. constructor(buffer: IDataBuffer);
  67467. /**
  67468. * Loads the given byte length.
  67469. * @param byteLength The byte length to load
  67470. * @returns A promise that resolves when the load is complete
  67471. */
  67472. loadAsync(byteLength: number): Promise<void>;
  67473. /**
  67474. * Read a unsigned 32-bit integer from the currently loaded data range.
  67475. * @returns The 32-bit integer read
  67476. */
  67477. readUint32(): number;
  67478. /**
  67479. * Read a byte array from the currently loaded data range.
  67480. * @param byteLength The byte length to read
  67481. * @returns The byte array read
  67482. */
  67483. readUint8Array(byteLength: number): Uint8Array;
  67484. /**
  67485. * Read a string from the currently loaded data range.
  67486. * @param byteLength The byte length to read
  67487. * @returns The string read
  67488. */
  67489. readString(byteLength: number): string;
  67490. /**
  67491. * Skips the given byte length the currently loaded data range.
  67492. * @param byteLength The byte length to skip
  67493. */
  67494. skipBytes(byteLength: number): void;
  67495. }
  67496. }
  67497. declare module "babylonjs/Misc/index" {
  67498. export * from "babylonjs/Misc/andOrNotEvaluator";
  67499. export * from "babylonjs/Misc/assetsManager";
  67500. export * from "babylonjs/Misc/dds";
  67501. export * from "babylonjs/Misc/decorators";
  67502. export * from "babylonjs/Misc/deferred";
  67503. export * from "babylonjs/Misc/environmentTextureTools";
  67504. export * from "babylonjs/Misc/meshExploder";
  67505. export * from "babylonjs/Misc/filesInput";
  67506. export * from "babylonjs/Misc/HighDynamicRange/index";
  67507. export * from "babylonjs/Misc/khronosTextureContainer";
  67508. export * from "babylonjs/Misc/observable";
  67509. export * from "babylonjs/Misc/performanceMonitor";
  67510. export * from "babylonjs/Misc/promise";
  67511. export * from "babylonjs/Misc/sceneOptimizer";
  67512. export * from "babylonjs/Misc/sceneSerializer";
  67513. export * from "babylonjs/Misc/smartArray";
  67514. export * from "babylonjs/Misc/stringDictionary";
  67515. export * from "babylonjs/Misc/tags";
  67516. export * from "babylonjs/Misc/textureTools";
  67517. export * from "babylonjs/Misc/tga";
  67518. export * from "babylonjs/Misc/tools";
  67519. export * from "babylonjs/Misc/videoRecorder";
  67520. export * from "babylonjs/Misc/virtualJoystick";
  67521. export * from "babylonjs/Misc/workerPool";
  67522. export * from "babylonjs/Misc/logger";
  67523. export * from "babylonjs/Misc/typeStore";
  67524. export * from "babylonjs/Misc/filesInputStore";
  67525. export * from "babylonjs/Misc/deepCopier";
  67526. export * from "babylonjs/Misc/pivotTools";
  67527. export * from "babylonjs/Misc/precisionDate";
  67528. export * from "babylonjs/Misc/screenshotTools";
  67529. export * from "babylonjs/Misc/typeStore";
  67530. export * from "babylonjs/Misc/webRequest";
  67531. export * from "babylonjs/Misc/iInspectable";
  67532. export * from "babylonjs/Misc/brdfTextureTools";
  67533. export * from "babylonjs/Misc/rgbdTextureTools";
  67534. export * from "babylonjs/Misc/gradients";
  67535. export * from "babylonjs/Misc/perfCounter";
  67536. export * from "babylonjs/Misc/fileRequest";
  67537. export * from "babylonjs/Misc/customAnimationFrameRequester";
  67538. export * from "babylonjs/Misc/retryStrategy";
  67539. export * from "babylonjs/Misc/interfaces/screenshotSize";
  67540. export * from "babylonjs/Misc/canvasGenerator";
  67541. export * from "babylonjs/Misc/fileTools";
  67542. export * from "babylonjs/Misc/stringTools";
  67543. export * from "babylonjs/Misc/dataReader";
  67544. }
  67545. declare module "babylonjs/index" {
  67546. export * from "babylonjs/abstractScene";
  67547. export * from "babylonjs/Actions/index";
  67548. export * from "babylonjs/Animations/index";
  67549. export * from "babylonjs/assetContainer";
  67550. export * from "babylonjs/Audio/index";
  67551. export * from "babylonjs/Behaviors/index";
  67552. export * from "babylonjs/Bones/index";
  67553. export * from "babylonjs/Cameras/index";
  67554. export * from "babylonjs/Collisions/index";
  67555. export * from "babylonjs/Culling/index";
  67556. export * from "babylonjs/Debug/index";
  67557. export * from "babylonjs/Engines/index";
  67558. export * from "babylonjs/Events/index";
  67559. export * from "babylonjs/Gamepads/index";
  67560. export * from "babylonjs/Gizmos/index";
  67561. export * from "babylonjs/Helpers/index";
  67562. export * from "babylonjs/Instrumentation/index";
  67563. export * from "babylonjs/Layers/index";
  67564. export * from "babylonjs/LensFlares/index";
  67565. export * from "babylonjs/Lights/index";
  67566. export * from "babylonjs/Loading/index";
  67567. export * from "babylonjs/Materials/index";
  67568. export * from "babylonjs/Maths/index";
  67569. export * from "babylonjs/Meshes/index";
  67570. export * from "babylonjs/Morph/index";
  67571. export * from "babylonjs/Navigation/index";
  67572. export * from "babylonjs/node";
  67573. export * from "babylonjs/Offline/index";
  67574. export * from "babylonjs/Particles/index";
  67575. export * from "babylonjs/Physics/index";
  67576. export * from "babylonjs/PostProcesses/index";
  67577. export * from "babylonjs/Probes/index";
  67578. export * from "babylonjs/Rendering/index";
  67579. export * from "babylonjs/scene";
  67580. export * from "babylonjs/sceneComponent";
  67581. export * from "babylonjs/Sprites/index";
  67582. export * from "babylonjs/States/index";
  67583. export * from "babylonjs/Misc/index";
  67584. export * from "babylonjs/types";
  67585. }
  67586. declare module "babylonjs/Animations/pathCursor" {
  67587. import { Vector3 } from "babylonjs/Maths/math.vector";
  67588. import { Path2 } from "babylonjs/Maths/math.path";
  67589. /**
  67590. * A cursor which tracks a point on a path
  67591. */
  67592. export class PathCursor {
  67593. private path;
  67594. /**
  67595. * Stores path cursor callbacks for when an onchange event is triggered
  67596. */
  67597. private _onchange;
  67598. /**
  67599. * The value of the path cursor
  67600. */
  67601. value: number;
  67602. /**
  67603. * The animation array of the path cursor
  67604. */
  67605. animations: Animation[];
  67606. /**
  67607. * Initializes the path cursor
  67608. * @param path The path to track
  67609. */
  67610. constructor(path: Path2);
  67611. /**
  67612. * Gets the cursor point on the path
  67613. * @returns A point on the path cursor at the cursor location
  67614. */
  67615. getPoint(): Vector3;
  67616. /**
  67617. * Moves the cursor ahead by the step amount
  67618. * @param step The amount to move the cursor forward
  67619. * @returns This path cursor
  67620. */
  67621. moveAhead(step?: number): PathCursor;
  67622. /**
  67623. * Moves the cursor behind by the step amount
  67624. * @param step The amount to move the cursor back
  67625. * @returns This path cursor
  67626. */
  67627. moveBack(step?: number): PathCursor;
  67628. /**
  67629. * Moves the cursor by the step amount
  67630. * If the step amount is greater than one, an exception is thrown
  67631. * @param step The amount to move the cursor
  67632. * @returns This path cursor
  67633. */
  67634. move(step: number): PathCursor;
  67635. /**
  67636. * Ensures that the value is limited between zero and one
  67637. * @returns This path cursor
  67638. */
  67639. private ensureLimits;
  67640. /**
  67641. * Runs onchange callbacks on change (used by the animation engine)
  67642. * @returns This path cursor
  67643. */
  67644. private raiseOnChange;
  67645. /**
  67646. * Executes a function on change
  67647. * @param f A path cursor onchange callback
  67648. * @returns This path cursor
  67649. */
  67650. onchange(f: (cursor: PathCursor) => void): PathCursor;
  67651. }
  67652. }
  67653. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  67654. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  67655. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  67656. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  67657. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  67658. }
  67659. declare module "babylonjs/Engines/Processors/Expressions/index" {
  67660. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  67661. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  67662. }
  67663. declare module "babylonjs/Engines/Processors/index" {
  67664. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  67665. export * from "babylonjs/Engines/Processors/Expressions/index";
  67666. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  67667. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  67668. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  67669. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  67670. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  67671. export * from "babylonjs/Engines/Processors/shaderProcessor";
  67672. }
  67673. declare module "babylonjs/Legacy/legacy" {
  67674. import * as Babylon from "babylonjs/index";
  67675. export * from "babylonjs/index";
  67676. }
  67677. declare module "babylonjs/Shaders/blur.fragment" {
  67678. /** @hidden */
  67679. export var blurPixelShader: {
  67680. name: string;
  67681. shader: string;
  67682. };
  67683. }
  67684. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  67685. /** @hidden */
  67686. export var pointCloudVertexDeclaration: {
  67687. name: string;
  67688. shader: string;
  67689. };
  67690. }
  67691. declare module "babylonjs" {
  67692. export * from "babylonjs/Legacy/legacy";
  67693. }
  67694. declare module BABYLON {
  67695. /** Alias type for value that can be null */
  67696. export type Nullable<T> = T | null;
  67697. /**
  67698. * Alias type for number that are floats
  67699. * @ignorenaming
  67700. */
  67701. export type float = number;
  67702. /**
  67703. * Alias type for number that are doubles.
  67704. * @ignorenaming
  67705. */
  67706. export type double = number;
  67707. /**
  67708. * Alias type for number that are integer
  67709. * @ignorenaming
  67710. */
  67711. export type int = number;
  67712. /** Alias type for number array or Float32Array */
  67713. export type FloatArray = number[] | Float32Array;
  67714. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  67715. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  67716. /**
  67717. * Alias for types that can be used by a Buffer or VertexBuffer.
  67718. */
  67719. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  67720. /**
  67721. * Alias type for primitive types
  67722. * @ignorenaming
  67723. */
  67724. type Primitive = undefined | null | boolean | string | number | Function;
  67725. /**
  67726. * Type modifier to make all the properties of an object Readonly
  67727. */
  67728. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  67729. /**
  67730. * Type modifier to make all the properties of an object Readonly recursively
  67731. */
  67732. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  67733. /**
  67734. * Type modifier to make object properties readonly.
  67735. */
  67736. export type DeepImmutableObject<T> = {
  67737. readonly [K in keyof T]: DeepImmutable<T[K]>;
  67738. };
  67739. /** @hidden */
  67740. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  67741. }
  67742. }
  67743. declare module BABYLON {
  67744. /**
  67745. * A class serves as a medium between the observable and its observers
  67746. */
  67747. export class EventState {
  67748. /**
  67749. * Create a new EventState
  67750. * @param mask defines the mask associated with this state
  67751. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67752. * @param target defines the original target of the state
  67753. * @param currentTarget defines the current target of the state
  67754. */
  67755. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  67756. /**
  67757. * Initialize the current event state
  67758. * @param mask defines the mask associated with this state
  67759. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67760. * @param target defines the original target of the state
  67761. * @param currentTarget defines the current target of the state
  67762. * @returns the current event state
  67763. */
  67764. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  67765. /**
  67766. * An Observer can set this property to true to prevent subsequent observers of being notified
  67767. */
  67768. skipNextObservers: boolean;
  67769. /**
  67770. * Get the mask value that were used to trigger the event corresponding to this EventState object
  67771. */
  67772. mask: number;
  67773. /**
  67774. * The object that originally notified the event
  67775. */
  67776. target?: any;
  67777. /**
  67778. * The current object in the bubbling phase
  67779. */
  67780. currentTarget?: any;
  67781. /**
  67782. * This will be populated with the return value of the last function that was executed.
  67783. * If it is the first function in the callback chain it will be the event data.
  67784. */
  67785. lastReturnValue?: any;
  67786. }
  67787. /**
  67788. * Represent an Observer registered to a given Observable object.
  67789. */
  67790. export class Observer<T> {
  67791. /**
  67792. * Defines the callback to call when the observer is notified
  67793. */
  67794. callback: (eventData: T, eventState: EventState) => void;
  67795. /**
  67796. * Defines the mask of the observer (used to filter notifications)
  67797. */
  67798. mask: number;
  67799. /**
  67800. * Defines the current scope used to restore the JS context
  67801. */
  67802. scope: any;
  67803. /** @hidden */
  67804. _willBeUnregistered: boolean;
  67805. /**
  67806. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  67807. */
  67808. unregisterOnNextCall: boolean;
  67809. /**
  67810. * Creates a new observer
  67811. * @param callback defines the callback to call when the observer is notified
  67812. * @param mask defines the mask of the observer (used to filter notifications)
  67813. * @param scope defines the current scope used to restore the JS context
  67814. */
  67815. constructor(
  67816. /**
  67817. * Defines the callback to call when the observer is notified
  67818. */
  67819. callback: (eventData: T, eventState: EventState) => void,
  67820. /**
  67821. * Defines the mask of the observer (used to filter notifications)
  67822. */
  67823. mask: number,
  67824. /**
  67825. * Defines the current scope used to restore the JS context
  67826. */
  67827. scope?: any);
  67828. }
  67829. /**
  67830. * Represent a list of observers registered to multiple Observables object.
  67831. */
  67832. export class MultiObserver<T> {
  67833. private _observers;
  67834. private _observables;
  67835. /**
  67836. * Release associated resources
  67837. */
  67838. dispose(): void;
  67839. /**
  67840. * Raise a callback when one of the observable will notify
  67841. * @param observables defines a list of observables to watch
  67842. * @param callback defines the callback to call on notification
  67843. * @param mask defines the mask used to filter notifications
  67844. * @param scope defines the current scope used to restore the JS context
  67845. * @returns the new MultiObserver
  67846. */
  67847. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  67848. }
  67849. /**
  67850. * The Observable class is a simple implementation of the Observable pattern.
  67851. *
  67852. * 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.
  67853. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  67854. * 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).
  67855. * 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.
  67856. */
  67857. export class Observable<T> {
  67858. private _observers;
  67859. private _eventState;
  67860. private _onObserverAdded;
  67861. /**
  67862. * Gets the list of observers
  67863. */
  67864. readonly observers: Array<Observer<T>>;
  67865. /**
  67866. * Creates a new observable
  67867. * @param onObserverAdded defines a callback to call when a new observer is added
  67868. */
  67869. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  67870. /**
  67871. * Create a new Observer with the specified callback
  67872. * @param callback the callback that will be executed for that Observer
  67873. * @param mask the mask used to filter observers
  67874. * @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.
  67875. * @param scope optional scope for the callback to be called from
  67876. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  67877. * @returns the new observer created for the callback
  67878. */
  67879. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  67880. /**
  67881. * Create a new Observer with the specified callback and unregisters after the next notification
  67882. * @param callback the callback that will be executed for that Observer
  67883. * @returns the new observer created for the callback
  67884. */
  67885. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  67886. /**
  67887. * Remove an Observer from the Observable object
  67888. * @param observer the instance of the Observer to remove
  67889. * @returns false if it doesn't belong to this Observable
  67890. */
  67891. remove(observer: Nullable<Observer<T>>): boolean;
  67892. /**
  67893. * Remove a callback from the Observable object
  67894. * @param callback the callback to remove
  67895. * @param scope optional scope. If used only the callbacks with this scope will be removed
  67896. * @returns false if it doesn't belong to this Observable
  67897. */
  67898. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  67899. private _deferUnregister;
  67900. private _remove;
  67901. /**
  67902. * Moves the observable to the top of the observer list making it get called first when notified
  67903. * @param observer the observer to move
  67904. */
  67905. makeObserverTopPriority(observer: Observer<T>): void;
  67906. /**
  67907. * Moves the observable to the bottom of the observer list making it get called last when notified
  67908. * @param observer the observer to move
  67909. */
  67910. makeObserverBottomPriority(observer: Observer<T>): void;
  67911. /**
  67912. * Notify all Observers by calling their respective callback with the given data
  67913. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  67914. * @param eventData defines the data to send to all observers
  67915. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  67916. * @param target defines the original target of the state
  67917. * @param currentTarget defines the current target of the state
  67918. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  67919. */
  67920. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  67921. /**
  67922. * Calling this will execute each callback, expecting it to be a promise or return a value.
  67923. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  67924. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  67925. * and it is crucial that all callbacks will be executed.
  67926. * The order of the callbacks is kept, callbacks are not executed parallel.
  67927. *
  67928. * @param eventData The data to be sent to each callback
  67929. * @param mask is used to filter observers defaults to -1
  67930. * @param target defines the callback target (see EventState)
  67931. * @param currentTarget defines he current object in the bubbling phase
  67932. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  67933. */
  67934. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  67935. /**
  67936. * Notify a specific observer
  67937. * @param observer defines the observer to notify
  67938. * @param eventData defines the data to be sent to each callback
  67939. * @param mask is used to filter observers defaults to -1
  67940. */
  67941. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  67942. /**
  67943. * Gets a boolean indicating if the observable has at least one observer
  67944. * @returns true is the Observable has at least one Observer registered
  67945. */
  67946. hasObservers(): boolean;
  67947. /**
  67948. * Clear the list of observers
  67949. */
  67950. clear(): void;
  67951. /**
  67952. * Clone the current observable
  67953. * @returns a new observable
  67954. */
  67955. clone(): Observable<T>;
  67956. /**
  67957. * Does this observable handles observer registered with a given mask
  67958. * @param mask defines the mask to be tested
  67959. * @return whether or not one observer registered with the given mask is handeled
  67960. **/
  67961. hasSpecificMask(mask?: number): boolean;
  67962. }
  67963. }
  67964. declare module BABYLON {
  67965. /**
  67966. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  67967. * Babylon.js
  67968. */
  67969. export class DomManagement {
  67970. /**
  67971. * Checks if the window object exists
  67972. * @returns true if the window object exists
  67973. */
  67974. static IsWindowObjectExist(): boolean;
  67975. /**
  67976. * Checks if the navigator object exists
  67977. * @returns true if the navigator object exists
  67978. */
  67979. static IsNavigatorAvailable(): boolean;
  67980. /**
  67981. * Extracts text content from a DOM element hierarchy
  67982. * @param element defines the root element
  67983. * @returns a string
  67984. */
  67985. static GetDOMTextContent(element: HTMLElement): string;
  67986. }
  67987. }
  67988. declare module BABYLON {
  67989. /**
  67990. * Logger used througouht the application to allow configuration of
  67991. * the log level required for the messages.
  67992. */
  67993. export class Logger {
  67994. /**
  67995. * No log
  67996. */
  67997. static readonly NoneLogLevel: number;
  67998. /**
  67999. * Only message logs
  68000. */
  68001. static readonly MessageLogLevel: number;
  68002. /**
  68003. * Only warning logs
  68004. */
  68005. static readonly WarningLogLevel: number;
  68006. /**
  68007. * Only error logs
  68008. */
  68009. static readonly ErrorLogLevel: number;
  68010. /**
  68011. * All logs
  68012. */
  68013. static readonly AllLogLevel: number;
  68014. private static _LogCache;
  68015. /**
  68016. * Gets a value indicating the number of loading errors
  68017. * @ignorenaming
  68018. */
  68019. static errorsCount: number;
  68020. /**
  68021. * Callback called when a new log is added
  68022. */
  68023. static OnNewCacheEntry: (entry: string) => void;
  68024. private static _AddLogEntry;
  68025. private static _FormatMessage;
  68026. private static _LogDisabled;
  68027. private static _LogEnabled;
  68028. private static _WarnDisabled;
  68029. private static _WarnEnabled;
  68030. private static _ErrorDisabled;
  68031. private static _ErrorEnabled;
  68032. /**
  68033. * Log a message to the console
  68034. */
  68035. static Log: (message: string) => void;
  68036. /**
  68037. * Write a warning message to the console
  68038. */
  68039. static Warn: (message: string) => void;
  68040. /**
  68041. * Write an error message to the console
  68042. */
  68043. static Error: (message: string) => void;
  68044. /**
  68045. * Gets current log cache (list of logs)
  68046. */
  68047. static readonly LogCache: string;
  68048. /**
  68049. * Clears the log cache
  68050. */
  68051. static ClearLogCache(): void;
  68052. /**
  68053. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  68054. */
  68055. static LogLevels: number;
  68056. }
  68057. }
  68058. declare module BABYLON {
  68059. /** @hidden */
  68060. export class _TypeStore {
  68061. /** @hidden */
  68062. static RegisteredTypes: {
  68063. [key: string]: Object;
  68064. };
  68065. /** @hidden */
  68066. static GetClass(fqdn: string): any;
  68067. }
  68068. }
  68069. declare module BABYLON {
  68070. /**
  68071. * Helper to manipulate strings
  68072. */
  68073. export class StringTools {
  68074. /**
  68075. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  68076. * @param str Source string
  68077. * @param suffix Suffix to search for in the source string
  68078. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68079. */
  68080. static EndsWith(str: string, suffix: string): boolean;
  68081. /**
  68082. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  68083. * @param str Source string
  68084. * @param suffix Suffix to search for in the source string
  68085. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68086. */
  68087. static StartsWith(str: string, suffix: string): boolean;
  68088. /**
  68089. * Decodes a buffer into a string
  68090. * @param buffer The buffer to decode
  68091. * @returns The decoded string
  68092. */
  68093. static Decode(buffer: Uint8Array | Uint16Array): string;
  68094. /**
  68095. * Encode a buffer to a base64 string
  68096. * @param buffer defines the buffer to encode
  68097. * @returns the encoded string
  68098. */
  68099. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  68100. }
  68101. }
  68102. declare module BABYLON {
  68103. /**
  68104. * Class containing a set of static utilities functions for deep copy.
  68105. */
  68106. export class DeepCopier {
  68107. /**
  68108. * Tries to copy an object by duplicating every property
  68109. * @param source defines the source object
  68110. * @param destination defines the target object
  68111. * @param doNotCopyList defines a list of properties to avoid
  68112. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  68113. */
  68114. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  68115. }
  68116. }
  68117. declare module BABYLON {
  68118. /**
  68119. * Class containing a set of static utilities functions for precision date
  68120. */
  68121. export class PrecisionDate {
  68122. /**
  68123. * Gets either window.performance.now() if supported or Date.now() else
  68124. */
  68125. static readonly Now: number;
  68126. }
  68127. }
  68128. declare module BABYLON {
  68129. /** @hidden */
  68130. export class _DevTools {
  68131. static WarnImport(name: string): string;
  68132. }
  68133. }
  68134. declare module BABYLON {
  68135. /**
  68136. * Interface used to define the mechanism to get data from the network
  68137. */
  68138. export interface IWebRequest {
  68139. /**
  68140. * Returns client's response url
  68141. */
  68142. responseURL: string;
  68143. /**
  68144. * Returns client's status
  68145. */
  68146. status: number;
  68147. /**
  68148. * Returns client's status as a text
  68149. */
  68150. statusText: string;
  68151. }
  68152. }
  68153. declare module BABYLON {
  68154. /**
  68155. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  68156. */
  68157. export class WebRequest implements IWebRequest {
  68158. private _xhr;
  68159. /**
  68160. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  68161. * i.e. when loading files, where the server/service expects an Authorization header
  68162. */
  68163. static CustomRequestHeaders: {
  68164. [key: string]: string;
  68165. };
  68166. /**
  68167. * Add callback functions in this array to update all the requests before they get sent to the network
  68168. */
  68169. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  68170. private _injectCustomRequestHeaders;
  68171. /**
  68172. * Gets or sets a function to be called when loading progress changes
  68173. */
  68174. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  68175. /**
  68176. * Returns client's state
  68177. */
  68178. readonly readyState: number;
  68179. /**
  68180. * Returns client's status
  68181. */
  68182. readonly status: number;
  68183. /**
  68184. * Returns client's status as a text
  68185. */
  68186. readonly statusText: string;
  68187. /**
  68188. * Returns client's response
  68189. */
  68190. readonly response: any;
  68191. /**
  68192. * Returns client's response url
  68193. */
  68194. readonly responseURL: string;
  68195. /**
  68196. * Returns client's response as text
  68197. */
  68198. readonly responseText: string;
  68199. /**
  68200. * Gets or sets the expected response type
  68201. */
  68202. responseType: XMLHttpRequestResponseType;
  68203. /** @hidden */
  68204. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  68205. /** @hidden */
  68206. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  68207. /**
  68208. * Cancels any network activity
  68209. */
  68210. abort(): void;
  68211. /**
  68212. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  68213. * @param body defines an optional request body
  68214. */
  68215. send(body?: Document | BodyInit | null): void;
  68216. /**
  68217. * Sets the request method, request URL
  68218. * @param method defines the method to use (GET, POST, etc..)
  68219. * @param url defines the url to connect with
  68220. */
  68221. open(method: string, url: string): void;
  68222. /**
  68223. * Sets the value of a request header.
  68224. * @param name The name of the header whose value is to be set
  68225. * @param value The value to set as the body of the header
  68226. */
  68227. setRequestHeader(name: string, value: string): void;
  68228. /**
  68229. * Get the string containing the text of a particular header's value.
  68230. * @param name The name of the header
  68231. * @returns The string containing the text of the given header name
  68232. */
  68233. getResponseHeader(name: string): Nullable<string>;
  68234. }
  68235. }
  68236. declare module BABYLON {
  68237. /**
  68238. * File request interface
  68239. */
  68240. export interface IFileRequest {
  68241. /**
  68242. * Raised when the request is complete (success or error).
  68243. */
  68244. onCompleteObservable: Observable<IFileRequest>;
  68245. /**
  68246. * Aborts the request for a file.
  68247. */
  68248. abort: () => void;
  68249. }
  68250. }
  68251. declare module BABYLON {
  68252. /**
  68253. * Define options used to create a render target texture
  68254. */
  68255. export class RenderTargetCreationOptions {
  68256. /**
  68257. * Specifies is mipmaps must be generated
  68258. */
  68259. generateMipMaps?: boolean;
  68260. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  68261. generateDepthBuffer?: boolean;
  68262. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  68263. generateStencilBuffer?: boolean;
  68264. /** Defines texture type (int by default) */
  68265. type?: number;
  68266. /** Defines sampling mode (trilinear by default) */
  68267. samplingMode?: number;
  68268. /** Defines format (RGBA by default) */
  68269. format?: number;
  68270. }
  68271. }
  68272. declare module BABYLON {
  68273. /**
  68274. * @hidden
  68275. **/
  68276. export class _TimeToken {
  68277. _startTimeQuery: Nullable<WebGLQuery>;
  68278. _endTimeQuery: Nullable<WebGLQuery>;
  68279. _timeElapsedQuery: Nullable<WebGLQuery>;
  68280. _timeElapsedQueryEnded: boolean;
  68281. }
  68282. }
  68283. declare module BABYLON {
  68284. /** Defines the cross module used constants to avoid circular dependncies */
  68285. export class Constants {
  68286. /** Defines that alpha blending is disabled */
  68287. static readonly ALPHA_DISABLE: number;
  68288. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  68289. static readonly ALPHA_ADD: number;
  68290. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  68291. static readonly ALPHA_COMBINE: number;
  68292. /** Defines that alpha blending to DEST - SRC * DEST */
  68293. static readonly ALPHA_SUBTRACT: number;
  68294. /** Defines that alpha blending to SRC * DEST */
  68295. static readonly ALPHA_MULTIPLY: number;
  68296. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  68297. static readonly ALPHA_MAXIMIZED: number;
  68298. /** Defines that alpha blending to SRC + DEST */
  68299. static readonly ALPHA_ONEONE: number;
  68300. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  68301. static readonly ALPHA_PREMULTIPLIED: number;
  68302. /**
  68303. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  68304. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  68305. */
  68306. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  68307. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  68308. static readonly ALPHA_INTERPOLATE: number;
  68309. /**
  68310. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  68311. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  68312. */
  68313. static readonly ALPHA_SCREENMODE: number;
  68314. /**
  68315. * Defines that alpha blending to SRC + DST
  68316. * Alpha will be set to SRC ALPHA + DST ALPHA
  68317. */
  68318. static readonly ALPHA_ONEONE_ONEONE: number;
  68319. /**
  68320. * Defines that alpha blending to SRC * DST ALPHA + DST
  68321. * Alpha will be set to 0
  68322. */
  68323. static readonly ALPHA_ALPHATOCOLOR: number;
  68324. /**
  68325. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  68326. */
  68327. static readonly ALPHA_REVERSEONEMINUS: number;
  68328. /**
  68329. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  68330. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  68331. */
  68332. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  68333. /**
  68334. * Defines that alpha blending to SRC + DST
  68335. * Alpha will be set to SRC ALPHA
  68336. */
  68337. static readonly ALPHA_ONEONE_ONEZERO: number;
  68338. /** Defines that alpha blending equation a SUM */
  68339. static readonly ALPHA_EQUATION_ADD: number;
  68340. /** Defines that alpha blending equation a SUBSTRACTION */
  68341. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  68342. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  68343. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  68344. /** Defines that alpha blending equation a MAX operation */
  68345. static readonly ALPHA_EQUATION_MAX: number;
  68346. /** Defines that alpha blending equation a MIN operation */
  68347. static readonly ALPHA_EQUATION_MIN: number;
  68348. /**
  68349. * Defines that alpha blending equation a DARKEN operation:
  68350. * It takes the min of the src and sums the alpha channels.
  68351. */
  68352. static readonly ALPHA_EQUATION_DARKEN: number;
  68353. /** Defines that the ressource is not delayed*/
  68354. static readonly DELAYLOADSTATE_NONE: number;
  68355. /** Defines that the ressource was successfully delay loaded */
  68356. static readonly DELAYLOADSTATE_LOADED: number;
  68357. /** Defines that the ressource is currently delay loading */
  68358. static readonly DELAYLOADSTATE_LOADING: number;
  68359. /** Defines that the ressource is delayed and has not started loading */
  68360. static readonly DELAYLOADSTATE_NOTLOADED: number;
  68361. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  68362. static readonly NEVER: number;
  68363. /** 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 */
  68364. static readonly ALWAYS: number;
  68365. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  68366. static readonly LESS: number;
  68367. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  68368. static readonly EQUAL: number;
  68369. /** 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 */
  68370. static readonly LEQUAL: number;
  68371. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  68372. static readonly GREATER: number;
  68373. /** 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 */
  68374. static readonly GEQUAL: number;
  68375. /** 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 */
  68376. static readonly NOTEQUAL: number;
  68377. /** Passed to stencilOperation to specify that stencil value must be kept */
  68378. static readonly KEEP: number;
  68379. /** Passed to stencilOperation to specify that stencil value must be replaced */
  68380. static readonly REPLACE: number;
  68381. /** Passed to stencilOperation to specify that stencil value must be incremented */
  68382. static readonly INCR: number;
  68383. /** Passed to stencilOperation to specify that stencil value must be decremented */
  68384. static readonly DECR: number;
  68385. /** Passed to stencilOperation to specify that stencil value must be inverted */
  68386. static readonly INVERT: number;
  68387. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  68388. static readonly INCR_WRAP: number;
  68389. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  68390. static readonly DECR_WRAP: number;
  68391. /** Texture is not repeating outside of 0..1 UVs */
  68392. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  68393. /** Texture is repeating outside of 0..1 UVs */
  68394. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  68395. /** Texture is repeating and mirrored */
  68396. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  68397. /** ALPHA */
  68398. static readonly TEXTUREFORMAT_ALPHA: number;
  68399. /** LUMINANCE */
  68400. static readonly TEXTUREFORMAT_LUMINANCE: number;
  68401. /** LUMINANCE_ALPHA */
  68402. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  68403. /** RGB */
  68404. static readonly TEXTUREFORMAT_RGB: number;
  68405. /** RGBA */
  68406. static readonly TEXTUREFORMAT_RGBA: number;
  68407. /** RED */
  68408. static readonly TEXTUREFORMAT_RED: number;
  68409. /** RED (2nd reference) */
  68410. static readonly TEXTUREFORMAT_R: number;
  68411. /** RG */
  68412. static readonly TEXTUREFORMAT_RG: number;
  68413. /** RED_INTEGER */
  68414. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  68415. /** RED_INTEGER (2nd reference) */
  68416. static readonly TEXTUREFORMAT_R_INTEGER: number;
  68417. /** RG_INTEGER */
  68418. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  68419. /** RGB_INTEGER */
  68420. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  68421. /** RGBA_INTEGER */
  68422. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  68423. /** UNSIGNED_BYTE */
  68424. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  68425. /** UNSIGNED_BYTE (2nd reference) */
  68426. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  68427. /** FLOAT */
  68428. static readonly TEXTURETYPE_FLOAT: number;
  68429. /** HALF_FLOAT */
  68430. static readonly TEXTURETYPE_HALF_FLOAT: number;
  68431. /** BYTE */
  68432. static readonly TEXTURETYPE_BYTE: number;
  68433. /** SHORT */
  68434. static readonly TEXTURETYPE_SHORT: number;
  68435. /** UNSIGNED_SHORT */
  68436. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  68437. /** INT */
  68438. static readonly TEXTURETYPE_INT: number;
  68439. /** UNSIGNED_INT */
  68440. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  68441. /** UNSIGNED_SHORT_4_4_4_4 */
  68442. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  68443. /** UNSIGNED_SHORT_5_5_5_1 */
  68444. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  68445. /** UNSIGNED_SHORT_5_6_5 */
  68446. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  68447. /** UNSIGNED_INT_2_10_10_10_REV */
  68448. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  68449. /** UNSIGNED_INT_24_8 */
  68450. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  68451. /** UNSIGNED_INT_10F_11F_11F_REV */
  68452. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  68453. /** UNSIGNED_INT_5_9_9_9_REV */
  68454. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  68455. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  68456. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  68457. /** nearest is mag = nearest and min = nearest and mip = linear */
  68458. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  68459. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68460. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  68461. /** Trilinear is mag = linear and min = linear and mip = linear */
  68462. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  68463. /** nearest is mag = nearest and min = nearest and mip = linear */
  68464. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  68465. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68466. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  68467. /** Trilinear is mag = linear and min = linear and mip = linear */
  68468. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  68469. /** mag = nearest and min = nearest and mip = nearest */
  68470. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  68471. /** mag = nearest and min = linear and mip = nearest */
  68472. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  68473. /** mag = nearest and min = linear and mip = linear */
  68474. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  68475. /** mag = nearest and min = linear and mip = none */
  68476. static readonly TEXTURE_NEAREST_LINEAR: number;
  68477. /** mag = nearest and min = nearest and mip = none */
  68478. static readonly TEXTURE_NEAREST_NEAREST: number;
  68479. /** mag = linear and min = nearest and mip = nearest */
  68480. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  68481. /** mag = linear and min = nearest and mip = linear */
  68482. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  68483. /** mag = linear and min = linear and mip = none */
  68484. static readonly TEXTURE_LINEAR_LINEAR: number;
  68485. /** mag = linear and min = nearest and mip = none */
  68486. static readonly TEXTURE_LINEAR_NEAREST: number;
  68487. /** Explicit coordinates mode */
  68488. static readonly TEXTURE_EXPLICIT_MODE: number;
  68489. /** Spherical coordinates mode */
  68490. static readonly TEXTURE_SPHERICAL_MODE: number;
  68491. /** Planar coordinates mode */
  68492. static readonly TEXTURE_PLANAR_MODE: number;
  68493. /** Cubic coordinates mode */
  68494. static readonly TEXTURE_CUBIC_MODE: number;
  68495. /** Projection coordinates mode */
  68496. static readonly TEXTURE_PROJECTION_MODE: number;
  68497. /** Skybox coordinates mode */
  68498. static readonly TEXTURE_SKYBOX_MODE: number;
  68499. /** Inverse Cubic coordinates mode */
  68500. static readonly TEXTURE_INVCUBIC_MODE: number;
  68501. /** Equirectangular coordinates mode */
  68502. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  68503. /** Equirectangular Fixed coordinates mode */
  68504. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  68505. /** Equirectangular Fixed Mirrored coordinates mode */
  68506. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  68507. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  68508. static readonly SCALEMODE_FLOOR: number;
  68509. /** Defines that texture rescaling will look for the nearest power of 2 size */
  68510. static readonly SCALEMODE_NEAREST: number;
  68511. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  68512. static readonly SCALEMODE_CEILING: number;
  68513. /**
  68514. * The dirty texture flag value
  68515. */
  68516. static readonly MATERIAL_TextureDirtyFlag: number;
  68517. /**
  68518. * The dirty light flag value
  68519. */
  68520. static readonly MATERIAL_LightDirtyFlag: number;
  68521. /**
  68522. * The dirty fresnel flag value
  68523. */
  68524. static readonly MATERIAL_FresnelDirtyFlag: number;
  68525. /**
  68526. * The dirty attribute flag value
  68527. */
  68528. static readonly MATERIAL_AttributesDirtyFlag: number;
  68529. /**
  68530. * The dirty misc flag value
  68531. */
  68532. static readonly MATERIAL_MiscDirtyFlag: number;
  68533. /**
  68534. * The all dirty flag value
  68535. */
  68536. static readonly MATERIAL_AllDirtyFlag: number;
  68537. /**
  68538. * Returns the triangle fill mode
  68539. */
  68540. static readonly MATERIAL_TriangleFillMode: number;
  68541. /**
  68542. * Returns the wireframe mode
  68543. */
  68544. static readonly MATERIAL_WireFrameFillMode: number;
  68545. /**
  68546. * Returns the point fill mode
  68547. */
  68548. static readonly MATERIAL_PointFillMode: number;
  68549. /**
  68550. * Returns the point list draw mode
  68551. */
  68552. static readonly MATERIAL_PointListDrawMode: number;
  68553. /**
  68554. * Returns the line list draw mode
  68555. */
  68556. static readonly MATERIAL_LineListDrawMode: number;
  68557. /**
  68558. * Returns the line loop draw mode
  68559. */
  68560. static readonly MATERIAL_LineLoopDrawMode: number;
  68561. /**
  68562. * Returns the line strip draw mode
  68563. */
  68564. static readonly MATERIAL_LineStripDrawMode: number;
  68565. /**
  68566. * Returns the triangle strip draw mode
  68567. */
  68568. static readonly MATERIAL_TriangleStripDrawMode: number;
  68569. /**
  68570. * Returns the triangle fan draw mode
  68571. */
  68572. static readonly MATERIAL_TriangleFanDrawMode: number;
  68573. /**
  68574. * Stores the clock-wise side orientation
  68575. */
  68576. static readonly MATERIAL_ClockWiseSideOrientation: number;
  68577. /**
  68578. * Stores the counter clock-wise side orientation
  68579. */
  68580. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  68581. /**
  68582. * Nothing
  68583. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68584. */
  68585. static readonly ACTION_NothingTrigger: number;
  68586. /**
  68587. * On pick
  68588. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68589. */
  68590. static readonly ACTION_OnPickTrigger: number;
  68591. /**
  68592. * On left pick
  68593. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68594. */
  68595. static readonly ACTION_OnLeftPickTrigger: number;
  68596. /**
  68597. * On right pick
  68598. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68599. */
  68600. static readonly ACTION_OnRightPickTrigger: number;
  68601. /**
  68602. * On center pick
  68603. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68604. */
  68605. static readonly ACTION_OnCenterPickTrigger: number;
  68606. /**
  68607. * On pick down
  68608. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68609. */
  68610. static readonly ACTION_OnPickDownTrigger: number;
  68611. /**
  68612. * On double pick
  68613. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68614. */
  68615. static readonly ACTION_OnDoublePickTrigger: number;
  68616. /**
  68617. * On pick up
  68618. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68619. */
  68620. static readonly ACTION_OnPickUpTrigger: number;
  68621. /**
  68622. * On pick out.
  68623. * This trigger will only be raised if you also declared a OnPickDown
  68624. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68625. */
  68626. static readonly ACTION_OnPickOutTrigger: number;
  68627. /**
  68628. * On long press
  68629. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68630. */
  68631. static readonly ACTION_OnLongPressTrigger: number;
  68632. /**
  68633. * On pointer over
  68634. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68635. */
  68636. static readonly ACTION_OnPointerOverTrigger: number;
  68637. /**
  68638. * On pointer out
  68639. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68640. */
  68641. static readonly ACTION_OnPointerOutTrigger: number;
  68642. /**
  68643. * On every frame
  68644. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68645. */
  68646. static readonly ACTION_OnEveryFrameTrigger: number;
  68647. /**
  68648. * On intersection enter
  68649. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68650. */
  68651. static readonly ACTION_OnIntersectionEnterTrigger: number;
  68652. /**
  68653. * On intersection exit
  68654. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68655. */
  68656. static readonly ACTION_OnIntersectionExitTrigger: number;
  68657. /**
  68658. * On key down
  68659. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68660. */
  68661. static readonly ACTION_OnKeyDownTrigger: number;
  68662. /**
  68663. * On key up
  68664. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68665. */
  68666. static readonly ACTION_OnKeyUpTrigger: number;
  68667. /**
  68668. * Billboard mode will only apply to Y axis
  68669. */
  68670. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  68671. /**
  68672. * Billboard mode will apply to all axes
  68673. */
  68674. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  68675. /**
  68676. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  68677. */
  68678. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  68679. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  68680. * Test order :
  68681. * Is the bounding sphere outside the frustum ?
  68682. * If not, are the bounding box vertices outside the frustum ?
  68683. * It not, then the cullable object is in the frustum.
  68684. */
  68685. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  68686. /** Culling strategy : Bounding Sphere Only.
  68687. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  68688. * It's also less accurate than the standard because some not visible objects can still be selected.
  68689. * Test : is the bounding sphere outside the frustum ?
  68690. * If not, then the cullable object is in the frustum.
  68691. */
  68692. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  68693. /** Culling strategy : Optimistic Inclusion.
  68694. * This in an inclusion test first, then the standard exclusion test.
  68695. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  68696. * 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.
  68697. * Anyway, it's as accurate as the standard strategy.
  68698. * Test :
  68699. * Is the cullable object bounding sphere center in the frustum ?
  68700. * If not, apply the default culling strategy.
  68701. */
  68702. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  68703. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  68704. * This in an inclusion test first, then the bounding sphere only exclusion test.
  68705. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  68706. * 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.
  68707. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  68708. * Test :
  68709. * Is the cullable object bounding sphere center in the frustum ?
  68710. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  68711. */
  68712. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  68713. /**
  68714. * No logging while loading
  68715. */
  68716. static readonly SCENELOADER_NO_LOGGING: number;
  68717. /**
  68718. * Minimal logging while loading
  68719. */
  68720. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  68721. /**
  68722. * Summary logging while loading
  68723. */
  68724. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  68725. /**
  68726. * Detailled logging while loading
  68727. */
  68728. static readonly SCENELOADER_DETAILED_LOGGING: number;
  68729. }
  68730. }
  68731. declare module BABYLON {
  68732. /**
  68733. * This represents the required contract to create a new type of texture loader.
  68734. */
  68735. export interface IInternalTextureLoader {
  68736. /**
  68737. * Defines wether the loader supports cascade loading the different faces.
  68738. */
  68739. supportCascades: boolean;
  68740. /**
  68741. * This returns if the loader support the current file information.
  68742. * @param extension defines the file extension of the file being loaded
  68743. * @param textureFormatInUse defines the current compressed format in use iun the engine
  68744. * @param fallback defines the fallback internal texture if any
  68745. * @param isBase64 defines whether the texture is encoded as a base64
  68746. * @param isBuffer defines whether the texture data are stored as a buffer
  68747. * @returns true if the loader can load the specified file
  68748. */
  68749. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  68750. /**
  68751. * Transform the url before loading if required.
  68752. * @param rootUrl the url of the texture
  68753. * @param textureFormatInUse defines the current compressed format in use iun the engine
  68754. * @returns the transformed texture
  68755. */
  68756. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  68757. /**
  68758. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  68759. * @param rootUrl the url of the texture
  68760. * @param textureFormatInUse defines the current compressed format in use iun the engine
  68761. * @returns the fallback texture
  68762. */
  68763. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  68764. /**
  68765. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  68766. * @param data contains the texture data
  68767. * @param texture defines the BabylonJS internal texture
  68768. * @param createPolynomials will be true if polynomials have been requested
  68769. * @param onLoad defines the callback to trigger once the texture is ready
  68770. * @param onError defines the callback to trigger in case of error
  68771. */
  68772. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  68773. /**
  68774. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  68775. * @param data contains the texture data
  68776. * @param texture defines the BabylonJS internal texture
  68777. * @param callback defines the method to call once ready to upload
  68778. */
  68779. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  68780. }
  68781. }
  68782. declare module BABYLON {
  68783. /**
  68784. * Class used to store and describe the pipeline context associated with an effect
  68785. */
  68786. export interface IPipelineContext {
  68787. /**
  68788. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  68789. */
  68790. isAsync: boolean;
  68791. /**
  68792. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  68793. */
  68794. isReady: boolean;
  68795. /** @hidden */
  68796. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  68797. }
  68798. }
  68799. declare module BABYLON {
  68800. /**
  68801. * Class used to store gfx data (like WebGLBuffer)
  68802. */
  68803. export class DataBuffer {
  68804. /**
  68805. * Gets or sets the number of objects referencing this buffer
  68806. */
  68807. references: number;
  68808. /** Gets or sets the size of the underlying buffer */
  68809. capacity: number;
  68810. /**
  68811. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  68812. */
  68813. is32Bits: boolean;
  68814. /**
  68815. * Gets the underlying buffer
  68816. */
  68817. readonly underlyingResource: any;
  68818. }
  68819. }
  68820. declare module BABYLON {
  68821. /** @hidden */
  68822. export interface IShaderProcessor {
  68823. attributeProcessor?: (attribute: string) => string;
  68824. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  68825. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  68826. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  68827. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  68828. lineProcessor?: (line: string, isFragment: boolean) => string;
  68829. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68830. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68831. }
  68832. }
  68833. declare module BABYLON {
  68834. /** @hidden */
  68835. export interface ProcessingOptions {
  68836. defines: string[];
  68837. indexParameters: any;
  68838. isFragment: boolean;
  68839. shouldUseHighPrecisionShader: boolean;
  68840. supportsUniformBuffers: boolean;
  68841. shadersRepository: string;
  68842. includesShadersStore: {
  68843. [key: string]: string;
  68844. };
  68845. processor?: IShaderProcessor;
  68846. version: string;
  68847. platformName: string;
  68848. lookForClosingBracketForUniformBuffer?: boolean;
  68849. }
  68850. }
  68851. declare module BABYLON {
  68852. /** @hidden */
  68853. export class ShaderCodeNode {
  68854. line: string;
  68855. children: ShaderCodeNode[];
  68856. additionalDefineKey?: string;
  68857. additionalDefineValue?: string;
  68858. isValid(preprocessors: {
  68859. [key: string]: string;
  68860. }): boolean;
  68861. process(preprocessors: {
  68862. [key: string]: string;
  68863. }, options: ProcessingOptions): string;
  68864. }
  68865. }
  68866. declare module BABYLON {
  68867. /** @hidden */
  68868. export class ShaderCodeCursor {
  68869. private _lines;
  68870. lineIndex: number;
  68871. readonly currentLine: string;
  68872. readonly canRead: boolean;
  68873. lines: string[];
  68874. }
  68875. }
  68876. declare module BABYLON {
  68877. /** @hidden */
  68878. export class ShaderCodeConditionNode extends ShaderCodeNode {
  68879. process(preprocessors: {
  68880. [key: string]: string;
  68881. }, options: ProcessingOptions): string;
  68882. }
  68883. }
  68884. declare module BABYLON {
  68885. /** @hidden */
  68886. export class ShaderDefineExpression {
  68887. isTrue(preprocessors: {
  68888. [key: string]: string;
  68889. }): boolean;
  68890. }
  68891. }
  68892. declare module BABYLON {
  68893. /** @hidden */
  68894. export class ShaderCodeTestNode extends ShaderCodeNode {
  68895. testExpression: ShaderDefineExpression;
  68896. isValid(preprocessors: {
  68897. [key: string]: string;
  68898. }): boolean;
  68899. }
  68900. }
  68901. declare module BABYLON {
  68902. /** @hidden */
  68903. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  68904. define: string;
  68905. not: boolean;
  68906. constructor(define: string, not?: boolean);
  68907. isTrue(preprocessors: {
  68908. [key: string]: string;
  68909. }): boolean;
  68910. }
  68911. }
  68912. declare module BABYLON {
  68913. /** @hidden */
  68914. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  68915. leftOperand: ShaderDefineExpression;
  68916. rightOperand: ShaderDefineExpression;
  68917. isTrue(preprocessors: {
  68918. [key: string]: string;
  68919. }): boolean;
  68920. }
  68921. }
  68922. declare module BABYLON {
  68923. /** @hidden */
  68924. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  68925. leftOperand: ShaderDefineExpression;
  68926. rightOperand: ShaderDefineExpression;
  68927. isTrue(preprocessors: {
  68928. [key: string]: string;
  68929. }): boolean;
  68930. }
  68931. }
  68932. declare module BABYLON {
  68933. /** @hidden */
  68934. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  68935. define: string;
  68936. operand: string;
  68937. testValue: string;
  68938. constructor(define: string, operand: string, testValue: string);
  68939. isTrue(preprocessors: {
  68940. [key: string]: string;
  68941. }): boolean;
  68942. }
  68943. }
  68944. declare module BABYLON {
  68945. /**
  68946. * Class used to enable access to offline support
  68947. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  68948. */
  68949. export interface IOfflineProvider {
  68950. /**
  68951. * Gets a boolean indicating if scene must be saved in the database
  68952. */
  68953. enableSceneOffline: boolean;
  68954. /**
  68955. * Gets a boolean indicating if textures must be saved in the database
  68956. */
  68957. enableTexturesOffline: boolean;
  68958. /**
  68959. * Open the offline support and make it available
  68960. * @param successCallback defines the callback to call on success
  68961. * @param errorCallback defines the callback to call on error
  68962. */
  68963. open(successCallback: () => void, errorCallback: () => void): void;
  68964. /**
  68965. * Loads an image from the offline support
  68966. * @param url defines the url to load from
  68967. * @param image defines the target DOM image
  68968. */
  68969. loadImage(url: string, image: HTMLImageElement): void;
  68970. /**
  68971. * Loads a file from offline support
  68972. * @param url defines the URL to load from
  68973. * @param sceneLoaded defines a callback to call on success
  68974. * @param progressCallBack defines a callback to call when progress changed
  68975. * @param errorCallback defines a callback to call on error
  68976. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  68977. */
  68978. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  68979. }
  68980. }
  68981. declare module BABYLON {
  68982. /**
  68983. * Class used to help managing file picking and drag'n'drop
  68984. * File Storage
  68985. */
  68986. export class FilesInputStore {
  68987. /**
  68988. * List of files ready to be loaded
  68989. */
  68990. static FilesToLoad: {
  68991. [key: string]: File;
  68992. };
  68993. }
  68994. }
  68995. declare module BABYLON {
  68996. /**
  68997. * Class used to define a retry strategy when error happens while loading assets
  68998. */
  68999. export class RetryStrategy {
  69000. /**
  69001. * Function used to defines an exponential back off strategy
  69002. * @param maxRetries defines the maximum number of retries (3 by default)
  69003. * @param baseInterval defines the interval between retries
  69004. * @returns the strategy function to use
  69005. */
  69006. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  69007. }
  69008. }
  69009. declare module BABYLON {
  69010. /**
  69011. * @ignore
  69012. * Application error to support additional information when loading a file
  69013. */
  69014. export abstract class BaseError extends Error {
  69015. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  69016. }
  69017. }
  69018. declare module BABYLON {
  69019. /** @ignore */
  69020. export class LoadFileError extends BaseError {
  69021. request?: WebRequest;
  69022. file?: File;
  69023. /**
  69024. * Creates a new LoadFileError
  69025. * @param message defines the message of the error
  69026. * @param request defines the optional web request
  69027. * @param file defines the optional file
  69028. */
  69029. constructor(message: string, object?: WebRequest | File);
  69030. }
  69031. /** @ignore */
  69032. export class RequestFileError extends BaseError {
  69033. request: WebRequest;
  69034. /**
  69035. * Creates a new LoadFileError
  69036. * @param message defines the message of the error
  69037. * @param request defines the optional web request
  69038. */
  69039. constructor(message: string, request: WebRequest);
  69040. }
  69041. /** @ignore */
  69042. export class ReadFileError extends BaseError {
  69043. file: File;
  69044. /**
  69045. * Creates a new ReadFileError
  69046. * @param message defines the message of the error
  69047. * @param file defines the optional file
  69048. */
  69049. constructor(message: string, file: File);
  69050. }
  69051. /**
  69052. * @hidden
  69053. */
  69054. export class FileTools {
  69055. /**
  69056. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  69057. */
  69058. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  69059. /**
  69060. * Gets or sets the base URL to use to load assets
  69061. */
  69062. static BaseUrl: string;
  69063. /**
  69064. * Default behaviour for cors in the application.
  69065. * It can be a string if the expected behavior is identical in the entire app.
  69066. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  69067. */
  69068. static CorsBehavior: string | ((url: string | string[]) => string);
  69069. /**
  69070. * Gets or sets a function used to pre-process url before using them to load assets
  69071. */
  69072. static PreprocessUrl: (url: string) => string;
  69073. /**
  69074. * Removes unwanted characters from an url
  69075. * @param url defines the url to clean
  69076. * @returns the cleaned url
  69077. */
  69078. private static _CleanUrl;
  69079. /**
  69080. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  69081. * @param url define the url we are trying
  69082. * @param element define the dom element where to configure the cors policy
  69083. */
  69084. static SetCorsBehavior(url: string | string[], element: {
  69085. crossOrigin: string | null;
  69086. }): void;
  69087. /**
  69088. * Loads an image as an HTMLImageElement.
  69089. * @param input url string, ArrayBuffer, or Blob to load
  69090. * @param onLoad callback called when the image successfully loads
  69091. * @param onError callback called when the image fails to load
  69092. * @param offlineProvider offline provider for caching
  69093. * @param mimeType optional mime type
  69094. * @returns the HTMLImageElement of the loaded image
  69095. */
  69096. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  69097. /**
  69098. * Reads a file from a File object
  69099. * @param file defines the file to load
  69100. * @param onSuccess defines the callback to call when data is loaded
  69101. * @param onProgress defines the callback to call during loading process
  69102. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  69103. * @param onError defines the callback to call when an error occurs
  69104. * @returns a file request object
  69105. */
  69106. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  69107. /**
  69108. * Loads a file from a url
  69109. * @param url url to load
  69110. * @param onSuccess callback called when the file successfully loads
  69111. * @param onProgress callback called while file is loading (if the server supports this mode)
  69112. * @param offlineProvider defines the offline provider for caching
  69113. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69114. * @param onError callback called when the file fails to load
  69115. * @returns a file request object
  69116. */
  69117. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  69118. /**
  69119. * Loads a file
  69120. * @param url url to load
  69121. * @param onSuccess callback called when the file successfully loads
  69122. * @param onProgress callback called while file is loading (if the server supports this mode)
  69123. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69124. * @param onError callback called when the file fails to load
  69125. * @param onOpened callback called when the web request is opened
  69126. * @returns a file request object
  69127. */
  69128. static RequestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (event: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  69129. /**
  69130. * Checks if the loaded document was accessed via `file:`-Protocol.
  69131. * @returns boolean
  69132. */
  69133. static IsFileURL(): boolean;
  69134. }
  69135. }
  69136. declare module BABYLON {
  69137. /** @hidden */
  69138. export class ShaderProcessor {
  69139. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  69140. private static _ProcessPrecision;
  69141. private static _ExtractOperation;
  69142. private static _BuildSubExpression;
  69143. private static _BuildExpression;
  69144. private static _MoveCursorWithinIf;
  69145. private static _MoveCursor;
  69146. private static _EvaluatePreProcessors;
  69147. private static _PreparePreProcessors;
  69148. private static _ProcessShaderConversion;
  69149. private static _ProcessIncludes;
  69150. }
  69151. }
  69152. declare module BABYLON {
  69153. /**
  69154. * @hidden
  69155. */
  69156. export interface IColor4Like {
  69157. r: float;
  69158. g: float;
  69159. b: float;
  69160. a: float;
  69161. }
  69162. /**
  69163. * @hidden
  69164. */
  69165. export interface IColor3Like {
  69166. r: float;
  69167. g: float;
  69168. b: float;
  69169. }
  69170. /**
  69171. * @hidden
  69172. */
  69173. export interface IVector4Like {
  69174. x: float;
  69175. y: float;
  69176. z: float;
  69177. w: float;
  69178. }
  69179. /**
  69180. * @hidden
  69181. */
  69182. export interface IVector3Like {
  69183. x: float;
  69184. y: float;
  69185. z: float;
  69186. }
  69187. /**
  69188. * @hidden
  69189. */
  69190. export interface IVector2Like {
  69191. x: float;
  69192. y: float;
  69193. }
  69194. /**
  69195. * @hidden
  69196. */
  69197. export interface IMatrixLike {
  69198. toArray(): DeepImmutable<Float32Array>;
  69199. updateFlag: int;
  69200. }
  69201. /**
  69202. * @hidden
  69203. */
  69204. export interface IViewportLike {
  69205. x: float;
  69206. y: float;
  69207. width: float;
  69208. height: float;
  69209. }
  69210. /**
  69211. * @hidden
  69212. */
  69213. export interface IPlaneLike {
  69214. normal: IVector3Like;
  69215. d: float;
  69216. normalize(): void;
  69217. }
  69218. }
  69219. declare module BABYLON {
  69220. /**
  69221. * Interface used to define common properties for effect fallbacks
  69222. */
  69223. export interface IEffectFallbacks {
  69224. /**
  69225. * Removes the defines that should be removed when falling back.
  69226. * @param currentDefines defines the current define statements for the shader.
  69227. * @param effect defines the current effect we try to compile
  69228. * @returns The resulting defines with defines of the current rank removed.
  69229. */
  69230. reduce(currentDefines: string, effect: Effect): string;
  69231. /**
  69232. * Removes the fallback from the bound mesh.
  69233. */
  69234. unBindMesh(): void;
  69235. /**
  69236. * Checks to see if more fallbacks are still availible.
  69237. */
  69238. hasMoreFallbacks: boolean;
  69239. }
  69240. }
  69241. declare module BABYLON {
  69242. /**
  69243. * Class used to evalaute queries containing `and` and `or` operators
  69244. */
  69245. export class AndOrNotEvaluator {
  69246. /**
  69247. * Evaluate a query
  69248. * @param query defines the query to evaluate
  69249. * @param evaluateCallback defines the callback used to filter result
  69250. * @returns true if the query matches
  69251. */
  69252. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  69253. private static _HandleParenthesisContent;
  69254. private static _SimplifyNegation;
  69255. }
  69256. }
  69257. declare module BABYLON {
  69258. /**
  69259. * Class used to store custom tags
  69260. */
  69261. export class Tags {
  69262. /**
  69263. * Adds support for tags on the given object
  69264. * @param obj defines the object to use
  69265. */
  69266. static EnableFor(obj: any): void;
  69267. /**
  69268. * Removes tags support
  69269. * @param obj defines the object to use
  69270. */
  69271. static DisableFor(obj: any): void;
  69272. /**
  69273. * Gets a boolean indicating if the given object has tags
  69274. * @param obj defines the object to use
  69275. * @returns a boolean
  69276. */
  69277. static HasTags(obj: any): boolean;
  69278. /**
  69279. * Gets the tags available on a given object
  69280. * @param obj defines the object to use
  69281. * @param asString defines if the tags must be returned as a string instead of an array of strings
  69282. * @returns the tags
  69283. */
  69284. static GetTags(obj: any, asString?: boolean): any;
  69285. /**
  69286. * Adds tags to an object
  69287. * @param obj defines the object to use
  69288. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  69289. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  69290. */
  69291. static AddTagsTo(obj: any, tagsString: string): void;
  69292. /**
  69293. * @hidden
  69294. */
  69295. static _AddTagTo(obj: any, tag: string): void;
  69296. /**
  69297. * Removes specific tags from a specific object
  69298. * @param obj defines the object to use
  69299. * @param tagsString defines the tags to remove
  69300. */
  69301. static RemoveTagsFrom(obj: any, tagsString: string): void;
  69302. /**
  69303. * @hidden
  69304. */
  69305. static _RemoveTagFrom(obj: any, tag: string): void;
  69306. /**
  69307. * Defines if tags hosted on an object match a given query
  69308. * @param obj defines the object to use
  69309. * @param tagsQuery defines the tag query
  69310. * @returns a boolean
  69311. */
  69312. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  69313. }
  69314. }
  69315. declare module BABYLON {
  69316. /**
  69317. * Scalar computation library
  69318. */
  69319. export class Scalar {
  69320. /**
  69321. * Two pi constants convenient for computation.
  69322. */
  69323. static TwoPi: number;
  69324. /**
  69325. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  69326. * @param a number
  69327. * @param b number
  69328. * @param epsilon (default = 1.401298E-45)
  69329. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  69330. */
  69331. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  69332. /**
  69333. * Returns a string : the upper case translation of the number i to hexadecimal.
  69334. * @param i number
  69335. * @returns the upper case translation of the number i to hexadecimal.
  69336. */
  69337. static ToHex(i: number): string;
  69338. /**
  69339. * Returns -1 if value is negative and +1 is value is positive.
  69340. * @param value the value
  69341. * @returns the value itself if it's equal to zero.
  69342. */
  69343. static Sign(value: number): number;
  69344. /**
  69345. * Returns the value itself if it's between min and max.
  69346. * Returns min if the value is lower than min.
  69347. * Returns max if the value is greater than max.
  69348. * @param value the value to clmap
  69349. * @param min the min value to clamp to (default: 0)
  69350. * @param max the max value to clamp to (default: 1)
  69351. * @returns the clamped value
  69352. */
  69353. static Clamp(value: number, min?: number, max?: number): number;
  69354. /**
  69355. * the log2 of value.
  69356. * @param value the value to compute log2 of
  69357. * @returns the log2 of value.
  69358. */
  69359. static Log2(value: number): number;
  69360. /**
  69361. * Loops the value, so that it is never larger than length and never smaller than 0.
  69362. *
  69363. * This is similar to the modulo operator but it works with floating point numbers.
  69364. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  69365. * With t = 5 and length = 2.5, the result would be 0.0.
  69366. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  69367. * @param value the value
  69368. * @param length the length
  69369. * @returns the looped value
  69370. */
  69371. static Repeat(value: number, length: number): number;
  69372. /**
  69373. * Normalize the value between 0.0 and 1.0 using min and max values
  69374. * @param value value to normalize
  69375. * @param min max to normalize between
  69376. * @param max min to normalize between
  69377. * @returns the normalized value
  69378. */
  69379. static Normalize(value: number, min: number, max: number): number;
  69380. /**
  69381. * Denormalize the value from 0.0 and 1.0 using min and max values
  69382. * @param normalized value to denormalize
  69383. * @param min max to denormalize between
  69384. * @param max min to denormalize between
  69385. * @returns the denormalized value
  69386. */
  69387. static Denormalize(normalized: number, min: number, max: number): number;
  69388. /**
  69389. * Calculates the shortest difference between two given angles given in degrees.
  69390. * @param current current angle in degrees
  69391. * @param target target angle in degrees
  69392. * @returns the delta
  69393. */
  69394. static DeltaAngle(current: number, target: number): number;
  69395. /**
  69396. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  69397. * @param tx value
  69398. * @param length length
  69399. * @returns The returned value will move back and forth between 0 and length
  69400. */
  69401. static PingPong(tx: number, length: number): number;
  69402. /**
  69403. * Interpolates between min and max with smoothing at the limits.
  69404. *
  69405. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  69406. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  69407. * @param from from
  69408. * @param to to
  69409. * @param tx value
  69410. * @returns the smooth stepped value
  69411. */
  69412. static SmoothStep(from: number, to: number, tx: number): number;
  69413. /**
  69414. * Moves a value current towards target.
  69415. *
  69416. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  69417. * Negative values of maxDelta pushes the value away from target.
  69418. * @param current current value
  69419. * @param target target value
  69420. * @param maxDelta max distance to move
  69421. * @returns resulting value
  69422. */
  69423. static MoveTowards(current: number, target: number, maxDelta: number): number;
  69424. /**
  69425. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  69426. *
  69427. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  69428. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  69429. * @param current current value
  69430. * @param target target value
  69431. * @param maxDelta max distance to move
  69432. * @returns resulting angle
  69433. */
  69434. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  69435. /**
  69436. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  69437. * @param start start value
  69438. * @param end target value
  69439. * @param amount amount to lerp between
  69440. * @returns the lerped value
  69441. */
  69442. static Lerp(start: number, end: number, amount: number): number;
  69443. /**
  69444. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  69445. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  69446. * @param start start value
  69447. * @param end target value
  69448. * @param amount amount to lerp between
  69449. * @returns the lerped value
  69450. */
  69451. static LerpAngle(start: number, end: number, amount: number): number;
  69452. /**
  69453. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  69454. * @param a start value
  69455. * @param b target value
  69456. * @param value value between a and b
  69457. * @returns the inverseLerp value
  69458. */
  69459. static InverseLerp(a: number, b: number, value: number): number;
  69460. /**
  69461. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  69462. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  69463. * @param value1 spline value
  69464. * @param tangent1 spline value
  69465. * @param value2 spline value
  69466. * @param tangent2 spline value
  69467. * @param amount input value
  69468. * @returns hermite result
  69469. */
  69470. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  69471. /**
  69472. * Returns a random float number between and min and max values
  69473. * @param min min value of random
  69474. * @param max max value of random
  69475. * @returns random value
  69476. */
  69477. static RandomRange(min: number, max: number): number;
  69478. /**
  69479. * This function returns percentage of a number in a given range.
  69480. *
  69481. * RangeToPercent(40,20,60) will return 0.5 (50%)
  69482. * RangeToPercent(34,0,100) will return 0.34 (34%)
  69483. * @param number to convert to percentage
  69484. * @param min min range
  69485. * @param max max range
  69486. * @returns the percentage
  69487. */
  69488. static RangeToPercent(number: number, min: number, max: number): number;
  69489. /**
  69490. * This function returns number that corresponds to the percentage in a given range.
  69491. *
  69492. * PercentToRange(0.34,0,100) will return 34.
  69493. * @param percent to convert to number
  69494. * @param min min range
  69495. * @param max max range
  69496. * @returns the number
  69497. */
  69498. static PercentToRange(percent: number, min: number, max: number): number;
  69499. /**
  69500. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  69501. * @param angle The angle to normalize in radian.
  69502. * @return The converted angle.
  69503. */
  69504. static NormalizeRadians(angle: number): number;
  69505. }
  69506. }
  69507. declare module BABYLON {
  69508. /**
  69509. * Constant used to convert a value to gamma space
  69510. * @ignorenaming
  69511. */
  69512. export const ToGammaSpace: number;
  69513. /**
  69514. * Constant used to convert a value to linear space
  69515. * @ignorenaming
  69516. */
  69517. export const ToLinearSpace = 2.2;
  69518. /**
  69519. * Constant used to define the minimal number value in Babylon.js
  69520. * @ignorenaming
  69521. */
  69522. let Epsilon: number;
  69523. }
  69524. declare module BABYLON {
  69525. /**
  69526. * Class used to represent a viewport on screen
  69527. */
  69528. export class Viewport {
  69529. /** viewport left coordinate */
  69530. x: number;
  69531. /** viewport top coordinate */
  69532. y: number;
  69533. /**viewport width */
  69534. width: number;
  69535. /** viewport height */
  69536. height: number;
  69537. /**
  69538. * Creates a Viewport object located at (x, y) and sized (width, height)
  69539. * @param x defines viewport left coordinate
  69540. * @param y defines viewport top coordinate
  69541. * @param width defines the viewport width
  69542. * @param height defines the viewport height
  69543. */
  69544. constructor(
  69545. /** viewport left coordinate */
  69546. x: number,
  69547. /** viewport top coordinate */
  69548. y: number,
  69549. /**viewport width */
  69550. width: number,
  69551. /** viewport height */
  69552. height: number);
  69553. /**
  69554. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  69555. * @param renderWidth defines the rendering width
  69556. * @param renderHeight defines the rendering height
  69557. * @returns a new Viewport
  69558. */
  69559. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  69560. /**
  69561. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  69562. * @param renderWidth defines the rendering width
  69563. * @param renderHeight defines the rendering height
  69564. * @param ref defines the target viewport
  69565. * @returns the current viewport
  69566. */
  69567. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  69568. /**
  69569. * Returns a new Viewport copied from the current one
  69570. * @returns a new Viewport
  69571. */
  69572. clone(): Viewport;
  69573. }
  69574. }
  69575. declare module BABYLON {
  69576. /**
  69577. * Class containing a set of static utilities functions for arrays.
  69578. */
  69579. export class ArrayTools {
  69580. /**
  69581. * Returns an array of the given size filled with element built from the given constructor and the paramters
  69582. * @param size the number of element to construct and put in the array
  69583. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  69584. * @returns a new array filled with new objects
  69585. */
  69586. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  69587. }
  69588. }
  69589. declare module BABYLON {
  69590. /**
  69591. * Class representing a vector containing 2 coordinates
  69592. */
  69593. export class Vector2 {
  69594. /** defines the first coordinate */
  69595. x: number;
  69596. /** defines the second coordinate */
  69597. y: number;
  69598. /**
  69599. * Creates a new Vector2 from the given x and y coordinates
  69600. * @param x defines the first coordinate
  69601. * @param y defines the second coordinate
  69602. */
  69603. constructor(
  69604. /** defines the first coordinate */
  69605. x?: number,
  69606. /** defines the second coordinate */
  69607. y?: number);
  69608. /**
  69609. * Gets a string with the Vector2 coordinates
  69610. * @returns a string with the Vector2 coordinates
  69611. */
  69612. toString(): string;
  69613. /**
  69614. * Gets class name
  69615. * @returns the string "Vector2"
  69616. */
  69617. getClassName(): string;
  69618. /**
  69619. * Gets current vector hash code
  69620. * @returns the Vector2 hash code as a number
  69621. */
  69622. getHashCode(): number;
  69623. /**
  69624. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  69625. * @param array defines the source array
  69626. * @param index defines the offset in source array
  69627. * @returns the current Vector2
  69628. */
  69629. toArray(array: FloatArray, index?: number): Vector2;
  69630. /**
  69631. * Copy the current vector to an array
  69632. * @returns a new array with 2 elements: the Vector2 coordinates.
  69633. */
  69634. asArray(): number[];
  69635. /**
  69636. * Sets the Vector2 coordinates with the given Vector2 coordinates
  69637. * @param source defines the source Vector2
  69638. * @returns the current updated Vector2
  69639. */
  69640. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  69641. /**
  69642. * Sets the Vector2 coordinates with the given floats
  69643. * @param x defines the first coordinate
  69644. * @param y defines the second coordinate
  69645. * @returns the current updated Vector2
  69646. */
  69647. copyFromFloats(x: number, y: number): Vector2;
  69648. /**
  69649. * Sets the Vector2 coordinates with the given floats
  69650. * @param x defines the first coordinate
  69651. * @param y defines the second coordinate
  69652. * @returns the current updated Vector2
  69653. */
  69654. set(x: number, y: number): Vector2;
  69655. /**
  69656. * Add another vector with the current one
  69657. * @param otherVector defines the other vector
  69658. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  69659. */
  69660. add(otherVector: DeepImmutable<Vector2>): Vector2;
  69661. /**
  69662. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  69663. * @param otherVector defines the other vector
  69664. * @param result defines the target vector
  69665. * @returns the unmodified current Vector2
  69666. */
  69667. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  69668. /**
  69669. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  69670. * @param otherVector defines the other vector
  69671. * @returns the current updated Vector2
  69672. */
  69673. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  69674. /**
  69675. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  69676. * @param otherVector defines the other vector
  69677. * @returns a new Vector2
  69678. */
  69679. addVector3(otherVector: Vector3): Vector2;
  69680. /**
  69681. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  69682. * @param otherVector defines the other vector
  69683. * @returns a new Vector2
  69684. */
  69685. subtract(otherVector: Vector2): Vector2;
  69686. /**
  69687. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  69688. * @param otherVector defines the other vector
  69689. * @param result defines the target vector
  69690. * @returns the unmodified current Vector2
  69691. */
  69692. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  69693. /**
  69694. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  69695. * @param otherVector defines the other vector
  69696. * @returns the current updated Vector2
  69697. */
  69698. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  69699. /**
  69700. * Multiplies in place the current Vector2 coordinates by the given ones
  69701. * @param otherVector defines the other vector
  69702. * @returns the current updated Vector2
  69703. */
  69704. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  69705. /**
  69706. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  69707. * @param otherVector defines the other vector
  69708. * @returns a new Vector2
  69709. */
  69710. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  69711. /**
  69712. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  69713. * @param otherVector defines the other vector
  69714. * @param result defines the target vector
  69715. * @returns the unmodified current Vector2
  69716. */
  69717. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  69718. /**
  69719. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  69720. * @param x defines the first coordinate
  69721. * @param y defines the second coordinate
  69722. * @returns a new Vector2
  69723. */
  69724. multiplyByFloats(x: number, y: number): Vector2;
  69725. /**
  69726. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  69727. * @param otherVector defines the other vector
  69728. * @returns a new Vector2
  69729. */
  69730. divide(otherVector: Vector2): Vector2;
  69731. /**
  69732. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  69733. * @param otherVector defines the other vector
  69734. * @param result defines the target vector
  69735. * @returns the unmodified current Vector2
  69736. */
  69737. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  69738. /**
  69739. * Divides the current Vector2 coordinates by the given ones
  69740. * @param otherVector defines the other vector
  69741. * @returns the current updated Vector2
  69742. */
  69743. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  69744. /**
  69745. * Gets a new Vector2 with current Vector2 negated coordinates
  69746. * @returns a new Vector2
  69747. */
  69748. negate(): Vector2;
  69749. /**
  69750. * Multiply the Vector2 coordinates by scale
  69751. * @param scale defines the scaling factor
  69752. * @returns the current updated Vector2
  69753. */
  69754. scaleInPlace(scale: number): Vector2;
  69755. /**
  69756. * Returns a new Vector2 scaled by "scale" from the current Vector2
  69757. * @param scale defines the scaling factor
  69758. * @returns a new Vector2
  69759. */
  69760. scale(scale: number): Vector2;
  69761. /**
  69762. * Scale the current Vector2 values by a factor to a given Vector2
  69763. * @param scale defines the scale factor
  69764. * @param result defines the Vector2 object where to store the result
  69765. * @returns the unmodified current Vector2
  69766. */
  69767. scaleToRef(scale: number, result: Vector2): Vector2;
  69768. /**
  69769. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  69770. * @param scale defines the scale factor
  69771. * @param result defines the Vector2 object where to store the result
  69772. * @returns the unmodified current Vector2
  69773. */
  69774. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  69775. /**
  69776. * Gets a boolean if two vectors are equals
  69777. * @param otherVector defines the other vector
  69778. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  69779. */
  69780. equals(otherVector: DeepImmutable<Vector2>): boolean;
  69781. /**
  69782. * Gets a boolean if two vectors are equals (using an epsilon value)
  69783. * @param otherVector defines the other vector
  69784. * @param epsilon defines the minimal distance to consider equality
  69785. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  69786. */
  69787. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  69788. /**
  69789. * Gets a new Vector2 from current Vector2 floored values
  69790. * @returns a new Vector2
  69791. */
  69792. floor(): Vector2;
  69793. /**
  69794. * Gets a new Vector2 from current Vector2 floored values
  69795. * @returns a new Vector2
  69796. */
  69797. fract(): Vector2;
  69798. /**
  69799. * Gets the length of the vector
  69800. * @returns the vector length (float)
  69801. */
  69802. length(): number;
  69803. /**
  69804. * Gets the vector squared length
  69805. * @returns the vector squared length (float)
  69806. */
  69807. lengthSquared(): number;
  69808. /**
  69809. * Normalize the vector
  69810. * @returns the current updated Vector2
  69811. */
  69812. normalize(): Vector2;
  69813. /**
  69814. * Gets a new Vector2 copied from the Vector2
  69815. * @returns a new Vector2
  69816. */
  69817. clone(): Vector2;
  69818. /**
  69819. * Gets a new Vector2(0, 0)
  69820. * @returns a new Vector2
  69821. */
  69822. static Zero(): Vector2;
  69823. /**
  69824. * Gets a new Vector2(1, 1)
  69825. * @returns a new Vector2
  69826. */
  69827. static One(): Vector2;
  69828. /**
  69829. * Gets a new Vector2 set from the given index element of the given array
  69830. * @param array defines the data source
  69831. * @param offset defines the offset in the data source
  69832. * @returns a new Vector2
  69833. */
  69834. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  69835. /**
  69836. * Sets "result" from the given index element of the given array
  69837. * @param array defines the data source
  69838. * @param offset defines the offset in the data source
  69839. * @param result defines the target vector
  69840. */
  69841. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  69842. /**
  69843. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  69844. * @param value1 defines 1st point of control
  69845. * @param value2 defines 2nd point of control
  69846. * @param value3 defines 3rd point of control
  69847. * @param value4 defines 4th point of control
  69848. * @param amount defines the interpolation factor
  69849. * @returns a new Vector2
  69850. */
  69851. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  69852. /**
  69853. * 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".
  69854. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  69855. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  69856. * @param value defines the value to clamp
  69857. * @param min defines the lower limit
  69858. * @param max defines the upper limit
  69859. * @returns a new Vector2
  69860. */
  69861. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  69862. /**
  69863. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  69864. * @param value1 defines the 1st control point
  69865. * @param tangent1 defines the outgoing tangent
  69866. * @param value2 defines the 2nd control point
  69867. * @param tangent2 defines the incoming tangent
  69868. * @param amount defines the interpolation factor
  69869. * @returns a new Vector2
  69870. */
  69871. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  69872. /**
  69873. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  69874. * @param start defines the start vector
  69875. * @param end defines the end vector
  69876. * @param amount defines the interpolation factor
  69877. * @returns a new Vector2
  69878. */
  69879. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  69880. /**
  69881. * Gets the dot product of the vector "left" and the vector "right"
  69882. * @param left defines first vector
  69883. * @param right defines second vector
  69884. * @returns the dot product (float)
  69885. */
  69886. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  69887. /**
  69888. * Returns a new Vector2 equal to the normalized given vector
  69889. * @param vector defines the vector to normalize
  69890. * @returns a new Vector2
  69891. */
  69892. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  69893. /**
  69894. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  69895. * @param left defines 1st vector
  69896. * @param right defines 2nd vector
  69897. * @returns a new Vector2
  69898. */
  69899. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  69900. /**
  69901. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  69902. * @param left defines 1st vector
  69903. * @param right defines 2nd vector
  69904. * @returns a new Vector2
  69905. */
  69906. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  69907. /**
  69908. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  69909. * @param vector defines the vector to transform
  69910. * @param transformation defines the matrix to apply
  69911. * @returns a new Vector2
  69912. */
  69913. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  69914. /**
  69915. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  69916. * @param vector defines the vector to transform
  69917. * @param transformation defines the matrix to apply
  69918. * @param result defines the target vector
  69919. */
  69920. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  69921. /**
  69922. * Determines if a given vector is included in a triangle
  69923. * @param p defines the vector to test
  69924. * @param p0 defines 1st triangle point
  69925. * @param p1 defines 2nd triangle point
  69926. * @param p2 defines 3rd triangle point
  69927. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  69928. */
  69929. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  69930. /**
  69931. * Gets the distance between the vectors "value1" and "value2"
  69932. * @param value1 defines first vector
  69933. * @param value2 defines second vector
  69934. * @returns the distance between vectors
  69935. */
  69936. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  69937. /**
  69938. * Returns the squared distance between the vectors "value1" and "value2"
  69939. * @param value1 defines first vector
  69940. * @param value2 defines second vector
  69941. * @returns the squared distance between vectors
  69942. */
  69943. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  69944. /**
  69945. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  69946. * @param value1 defines first vector
  69947. * @param value2 defines second vector
  69948. * @returns a new Vector2
  69949. */
  69950. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  69951. /**
  69952. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  69953. * @param p defines the middle point
  69954. * @param segA defines one point of the segment
  69955. * @param segB defines the other point of the segment
  69956. * @returns the shortest distance
  69957. */
  69958. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  69959. }
  69960. /**
  69961. * Classed used to store (x,y,z) vector representation
  69962. * A Vector3 is the main object used in 3D geometry
  69963. * It can represent etiher the coordinates of a point the space, either a direction
  69964. * Reminder: js uses a left handed forward facing system
  69965. */
  69966. export class Vector3 {
  69967. /**
  69968. * Defines the first coordinates (on X axis)
  69969. */
  69970. x: number;
  69971. /**
  69972. * Defines the second coordinates (on Y axis)
  69973. */
  69974. y: number;
  69975. /**
  69976. * Defines the third coordinates (on Z axis)
  69977. */
  69978. z: number;
  69979. private static _UpReadOnly;
  69980. private static _ZeroReadOnly;
  69981. /**
  69982. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  69983. * @param x defines the first coordinates (on X axis)
  69984. * @param y defines the second coordinates (on Y axis)
  69985. * @param z defines the third coordinates (on Z axis)
  69986. */
  69987. constructor(
  69988. /**
  69989. * Defines the first coordinates (on X axis)
  69990. */
  69991. x?: number,
  69992. /**
  69993. * Defines the second coordinates (on Y axis)
  69994. */
  69995. y?: number,
  69996. /**
  69997. * Defines the third coordinates (on Z axis)
  69998. */
  69999. z?: number);
  70000. /**
  70001. * Creates a string representation of the Vector3
  70002. * @returns a string with the Vector3 coordinates.
  70003. */
  70004. toString(): string;
  70005. /**
  70006. * Gets the class name
  70007. * @returns the string "Vector3"
  70008. */
  70009. getClassName(): string;
  70010. /**
  70011. * Creates the Vector3 hash code
  70012. * @returns a number which tends to be unique between Vector3 instances
  70013. */
  70014. getHashCode(): number;
  70015. /**
  70016. * Creates an array containing three elements : the coordinates of the Vector3
  70017. * @returns a new array of numbers
  70018. */
  70019. asArray(): number[];
  70020. /**
  70021. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  70022. * @param array defines the destination array
  70023. * @param index defines the offset in the destination array
  70024. * @returns the current Vector3
  70025. */
  70026. toArray(array: FloatArray, index?: number): Vector3;
  70027. /**
  70028. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  70029. * @returns a new Quaternion object, computed from the Vector3 coordinates
  70030. */
  70031. toQuaternion(): Quaternion;
  70032. /**
  70033. * Adds the given vector to the current Vector3
  70034. * @param otherVector defines the second operand
  70035. * @returns the current updated Vector3
  70036. */
  70037. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70038. /**
  70039. * Adds the given coordinates to the current Vector3
  70040. * @param x defines the x coordinate of the operand
  70041. * @param y defines the y coordinate of the operand
  70042. * @param z defines the z coordinate of the operand
  70043. * @returns the current updated Vector3
  70044. */
  70045. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70046. /**
  70047. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  70048. * @param otherVector defines the second operand
  70049. * @returns the resulting Vector3
  70050. */
  70051. add(otherVector: DeepImmutable<Vector3>): Vector3;
  70052. /**
  70053. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  70054. * @param otherVector defines the second operand
  70055. * @param result defines the Vector3 object where to store the result
  70056. * @returns the current Vector3
  70057. */
  70058. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70059. /**
  70060. * Subtract the given vector from the current Vector3
  70061. * @param otherVector defines the second operand
  70062. * @returns the current updated Vector3
  70063. */
  70064. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70065. /**
  70066. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  70067. * @param otherVector defines the second operand
  70068. * @returns the resulting Vector3
  70069. */
  70070. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  70071. /**
  70072. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  70073. * @param otherVector defines the second operand
  70074. * @param result defines the Vector3 object where to store the result
  70075. * @returns the current Vector3
  70076. */
  70077. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70078. /**
  70079. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  70080. * @param x defines the x coordinate of the operand
  70081. * @param y defines the y coordinate of the operand
  70082. * @param z defines the z coordinate of the operand
  70083. * @returns the resulting Vector3
  70084. */
  70085. subtractFromFloats(x: number, y: number, z: number): Vector3;
  70086. /**
  70087. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  70088. * @param x defines the x coordinate of the operand
  70089. * @param y defines the y coordinate of the operand
  70090. * @param z defines the z coordinate of the operand
  70091. * @param result defines the Vector3 object where to store the result
  70092. * @returns the current Vector3
  70093. */
  70094. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  70095. /**
  70096. * Gets a new Vector3 set with the current Vector3 negated coordinates
  70097. * @returns a new Vector3
  70098. */
  70099. negate(): Vector3;
  70100. /**
  70101. * Multiplies the Vector3 coordinates by the float "scale"
  70102. * @param scale defines the multiplier factor
  70103. * @returns the current updated Vector3
  70104. */
  70105. scaleInPlace(scale: number): Vector3;
  70106. /**
  70107. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  70108. * @param scale defines the multiplier factor
  70109. * @returns a new Vector3
  70110. */
  70111. scale(scale: number): Vector3;
  70112. /**
  70113. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  70114. * @param scale defines the multiplier factor
  70115. * @param result defines the Vector3 object where to store the result
  70116. * @returns the current Vector3
  70117. */
  70118. scaleToRef(scale: number, result: Vector3): Vector3;
  70119. /**
  70120. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  70121. * @param scale defines the scale factor
  70122. * @param result defines the Vector3 object where to store the result
  70123. * @returns the unmodified current Vector3
  70124. */
  70125. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  70126. /**
  70127. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  70128. * @param otherVector defines the second operand
  70129. * @returns true if both vectors are equals
  70130. */
  70131. equals(otherVector: DeepImmutable<Vector3>): boolean;
  70132. /**
  70133. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  70134. * @param otherVector defines the second operand
  70135. * @param epsilon defines the minimal distance to define values as equals
  70136. * @returns true if both vectors are distant less than epsilon
  70137. */
  70138. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  70139. /**
  70140. * Returns true if the current Vector3 coordinates equals the given floats
  70141. * @param x defines the x coordinate of the operand
  70142. * @param y defines the y coordinate of the operand
  70143. * @param z defines the z coordinate of the operand
  70144. * @returns true if both vectors are equals
  70145. */
  70146. equalsToFloats(x: number, y: number, z: number): boolean;
  70147. /**
  70148. * Multiplies the current Vector3 coordinates by the given ones
  70149. * @param otherVector defines the second operand
  70150. * @returns the current updated Vector3
  70151. */
  70152. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70153. /**
  70154. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  70155. * @param otherVector defines the second operand
  70156. * @returns the new Vector3
  70157. */
  70158. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  70159. /**
  70160. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  70161. * @param otherVector defines the second operand
  70162. * @param result defines the Vector3 object where to store the result
  70163. * @returns the current Vector3
  70164. */
  70165. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70166. /**
  70167. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  70168. * @param x defines the x coordinate of the operand
  70169. * @param y defines the y coordinate of the operand
  70170. * @param z defines the z coordinate of the operand
  70171. * @returns the new Vector3
  70172. */
  70173. multiplyByFloats(x: number, y: number, z: number): Vector3;
  70174. /**
  70175. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  70176. * @param otherVector defines the second operand
  70177. * @returns the new Vector3
  70178. */
  70179. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  70180. /**
  70181. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  70182. * @param otherVector defines the second operand
  70183. * @param result defines the Vector3 object where to store the result
  70184. * @returns the current Vector3
  70185. */
  70186. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70187. /**
  70188. * Divides the current Vector3 coordinates by the given ones.
  70189. * @param otherVector defines the second operand
  70190. * @returns the current updated Vector3
  70191. */
  70192. divideInPlace(otherVector: Vector3): Vector3;
  70193. /**
  70194. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  70195. * @param other defines the second operand
  70196. * @returns the current updated Vector3
  70197. */
  70198. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  70199. /**
  70200. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  70201. * @param other defines the second operand
  70202. * @returns the current updated Vector3
  70203. */
  70204. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  70205. /**
  70206. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  70207. * @param x defines the x coordinate of the operand
  70208. * @param y defines the y coordinate of the operand
  70209. * @param z defines the z coordinate of the operand
  70210. * @returns the current updated Vector3
  70211. */
  70212. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70213. /**
  70214. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  70215. * @param x defines the x coordinate of the operand
  70216. * @param y defines the y coordinate of the operand
  70217. * @param z defines the z coordinate of the operand
  70218. * @returns the current updated Vector3
  70219. */
  70220. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70221. /**
  70222. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  70223. * Check if is non uniform within a certain amount of decimal places to account for this
  70224. * @param epsilon the amount the values can differ
  70225. * @returns if the the vector is non uniform to a certain number of decimal places
  70226. */
  70227. isNonUniformWithinEpsilon(epsilon: number): boolean;
  70228. /**
  70229. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  70230. */
  70231. readonly isNonUniform: boolean;
  70232. /**
  70233. * Gets a new Vector3 from current Vector3 floored values
  70234. * @returns a new Vector3
  70235. */
  70236. floor(): Vector3;
  70237. /**
  70238. * Gets a new Vector3 from current Vector3 floored values
  70239. * @returns a new Vector3
  70240. */
  70241. fract(): Vector3;
  70242. /**
  70243. * Gets the length of the Vector3
  70244. * @returns the length of the Vector3
  70245. */
  70246. length(): number;
  70247. /**
  70248. * Gets the squared length of the Vector3
  70249. * @returns squared length of the Vector3
  70250. */
  70251. lengthSquared(): number;
  70252. /**
  70253. * Normalize the current Vector3.
  70254. * Please note that this is an in place operation.
  70255. * @returns the current updated Vector3
  70256. */
  70257. normalize(): Vector3;
  70258. /**
  70259. * Reorders the x y z properties of the vector in place
  70260. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  70261. * @returns the current updated vector
  70262. */
  70263. reorderInPlace(order: string): this;
  70264. /**
  70265. * Rotates the vector around 0,0,0 by a quaternion
  70266. * @param quaternion the rotation quaternion
  70267. * @param result vector to store the result
  70268. * @returns the resulting vector
  70269. */
  70270. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  70271. /**
  70272. * Rotates a vector around a given point
  70273. * @param quaternion the rotation quaternion
  70274. * @param point the point to rotate around
  70275. * @param result vector to store the result
  70276. * @returns the resulting vector
  70277. */
  70278. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  70279. /**
  70280. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  70281. * The cross product is then orthogonal to both current and "other"
  70282. * @param other defines the right operand
  70283. * @returns the cross product
  70284. */
  70285. cross(other: Vector3): Vector3;
  70286. /**
  70287. * Normalize the current Vector3 with the given input length.
  70288. * Please note that this is an in place operation.
  70289. * @param len the length of the vector
  70290. * @returns the current updated Vector3
  70291. */
  70292. normalizeFromLength(len: number): Vector3;
  70293. /**
  70294. * Normalize the current Vector3 to a new vector
  70295. * @returns the new Vector3
  70296. */
  70297. normalizeToNew(): Vector3;
  70298. /**
  70299. * Normalize the current Vector3 to the reference
  70300. * @param reference define the Vector3 to update
  70301. * @returns the updated Vector3
  70302. */
  70303. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  70304. /**
  70305. * Creates a new Vector3 copied from the current Vector3
  70306. * @returns the new Vector3
  70307. */
  70308. clone(): Vector3;
  70309. /**
  70310. * Copies the given vector coordinates to the current Vector3 ones
  70311. * @param source defines the source Vector3
  70312. * @returns the current updated Vector3
  70313. */
  70314. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  70315. /**
  70316. * Copies the given floats to the current Vector3 coordinates
  70317. * @param x defines the x coordinate of the operand
  70318. * @param y defines the y coordinate of the operand
  70319. * @param z defines the z coordinate of the operand
  70320. * @returns the current updated Vector3
  70321. */
  70322. copyFromFloats(x: number, y: number, z: number): Vector3;
  70323. /**
  70324. * Copies the given floats to the current Vector3 coordinates
  70325. * @param x defines the x coordinate of the operand
  70326. * @param y defines the y coordinate of the operand
  70327. * @param z defines the z coordinate of the operand
  70328. * @returns the current updated Vector3
  70329. */
  70330. set(x: number, y: number, z: number): Vector3;
  70331. /**
  70332. * Copies the given float to the current Vector3 coordinates
  70333. * @param v defines the x, y and z coordinates of the operand
  70334. * @returns the current updated Vector3
  70335. */
  70336. setAll(v: number): Vector3;
  70337. /**
  70338. * Get the clip factor between two vectors
  70339. * @param vector0 defines the first operand
  70340. * @param vector1 defines the second operand
  70341. * @param axis defines the axis to use
  70342. * @param size defines the size along the axis
  70343. * @returns the clip factor
  70344. */
  70345. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  70346. /**
  70347. * Get angle between two vectors
  70348. * @param vector0 angle between vector0 and vector1
  70349. * @param vector1 angle between vector0 and vector1
  70350. * @param normal direction of the normal
  70351. * @return the angle between vector0 and vector1
  70352. */
  70353. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  70354. /**
  70355. * Returns a new Vector3 set from the index "offset" of the given array
  70356. * @param array defines the source array
  70357. * @param offset defines the offset in the source array
  70358. * @returns the new Vector3
  70359. */
  70360. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  70361. /**
  70362. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  70363. * This function is deprecated. Use FromArray instead
  70364. * @param array defines the source array
  70365. * @param offset defines the offset in the source array
  70366. * @returns the new Vector3
  70367. */
  70368. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  70369. /**
  70370. * Sets the given vector "result" with the element values from the index "offset" of the given array
  70371. * @param array defines the source array
  70372. * @param offset defines the offset in the source array
  70373. * @param result defines the Vector3 where to store the result
  70374. */
  70375. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  70376. /**
  70377. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  70378. * This function is deprecated. Use FromArrayToRef instead.
  70379. * @param array defines the source array
  70380. * @param offset defines the offset in the source array
  70381. * @param result defines the Vector3 where to store the result
  70382. */
  70383. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  70384. /**
  70385. * Sets the given vector "result" with the given floats.
  70386. * @param x defines the x coordinate of the source
  70387. * @param y defines the y coordinate of the source
  70388. * @param z defines the z coordinate of the source
  70389. * @param result defines the Vector3 where to store the result
  70390. */
  70391. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  70392. /**
  70393. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  70394. * @returns a new empty Vector3
  70395. */
  70396. static Zero(): Vector3;
  70397. /**
  70398. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  70399. * @returns a new unit Vector3
  70400. */
  70401. static One(): Vector3;
  70402. /**
  70403. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  70404. * @returns a new up Vector3
  70405. */
  70406. static Up(): Vector3;
  70407. /**
  70408. * Gets a up Vector3 that must not be updated
  70409. */
  70410. static readonly UpReadOnly: DeepImmutable<Vector3>;
  70411. /**
  70412. * Gets a zero Vector3 that must not be updated
  70413. */
  70414. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  70415. /**
  70416. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  70417. * @returns a new down Vector3
  70418. */
  70419. static Down(): Vector3;
  70420. /**
  70421. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  70422. * @returns a new forward Vector3
  70423. */
  70424. static Forward(): Vector3;
  70425. /**
  70426. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  70427. * @returns a new forward Vector3
  70428. */
  70429. static Backward(): Vector3;
  70430. /**
  70431. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  70432. * @returns a new right Vector3
  70433. */
  70434. static Right(): Vector3;
  70435. /**
  70436. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  70437. * @returns a new left Vector3
  70438. */
  70439. static Left(): Vector3;
  70440. /**
  70441. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  70442. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  70443. * @param vector defines the Vector3 to transform
  70444. * @param transformation defines the transformation matrix
  70445. * @returns the transformed Vector3
  70446. */
  70447. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  70448. /**
  70449. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  70450. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  70451. * @param vector defines the Vector3 to transform
  70452. * @param transformation defines the transformation matrix
  70453. * @param result defines the Vector3 where to store the result
  70454. */
  70455. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70456. /**
  70457. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  70458. * This method computes tranformed coordinates only, not transformed direction vectors
  70459. * @param x define the x coordinate of the source vector
  70460. * @param y define the y coordinate of the source vector
  70461. * @param z define the z coordinate of the source vector
  70462. * @param transformation defines the transformation matrix
  70463. * @param result defines the Vector3 where to store the result
  70464. */
  70465. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70466. /**
  70467. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  70468. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  70469. * @param vector defines the Vector3 to transform
  70470. * @param transformation defines the transformation matrix
  70471. * @returns the new Vector3
  70472. */
  70473. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  70474. /**
  70475. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  70476. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  70477. * @param vector defines the Vector3 to transform
  70478. * @param transformation defines the transformation matrix
  70479. * @param result defines the Vector3 where to store the result
  70480. */
  70481. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70482. /**
  70483. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  70484. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  70485. * @param x define the x coordinate of the source vector
  70486. * @param y define the y coordinate of the source vector
  70487. * @param z define the z coordinate of the source vector
  70488. * @param transformation defines the transformation matrix
  70489. * @param result defines the Vector3 where to store the result
  70490. */
  70491. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70492. /**
  70493. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  70494. * @param value1 defines the first control point
  70495. * @param value2 defines the second control point
  70496. * @param value3 defines the third control point
  70497. * @param value4 defines the fourth control point
  70498. * @param amount defines the amount on the spline to use
  70499. * @returns the new Vector3
  70500. */
  70501. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  70502. /**
  70503. * 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"
  70504. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  70505. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  70506. * @param value defines the current value
  70507. * @param min defines the lower range value
  70508. * @param max defines the upper range value
  70509. * @returns the new Vector3
  70510. */
  70511. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  70512. /**
  70513. * 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"
  70514. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  70515. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  70516. * @param value defines the current value
  70517. * @param min defines the lower range value
  70518. * @param max defines the upper range value
  70519. * @param result defines the Vector3 where to store the result
  70520. */
  70521. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  70522. /**
  70523. * Checks if a given vector is inside a specific range
  70524. * @param v defines the vector to test
  70525. * @param min defines the minimum range
  70526. * @param max defines the maximum range
  70527. */
  70528. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  70529. /**
  70530. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  70531. * @param value1 defines the first control point
  70532. * @param tangent1 defines the first tangent vector
  70533. * @param value2 defines the second control point
  70534. * @param tangent2 defines the second tangent vector
  70535. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  70536. * @returns the new Vector3
  70537. */
  70538. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  70539. /**
  70540. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  70541. * @param start defines the start value
  70542. * @param end defines the end value
  70543. * @param amount max defines amount between both (between 0 and 1)
  70544. * @returns the new Vector3
  70545. */
  70546. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  70547. /**
  70548. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  70549. * @param start defines the start value
  70550. * @param end defines the end value
  70551. * @param amount max defines amount between both (between 0 and 1)
  70552. * @param result defines the Vector3 where to store the result
  70553. */
  70554. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  70555. /**
  70556. * Returns the dot product (float) between the vectors "left" and "right"
  70557. * @param left defines the left operand
  70558. * @param right defines the right operand
  70559. * @returns the dot product
  70560. */
  70561. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  70562. /**
  70563. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  70564. * The cross product is then orthogonal to both "left" and "right"
  70565. * @param left defines the left operand
  70566. * @param right defines the right operand
  70567. * @returns the cross product
  70568. */
  70569. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  70570. /**
  70571. * Sets the given vector "result" with the cross product of "left" and "right"
  70572. * The cross product is then orthogonal to both "left" and "right"
  70573. * @param left defines the left operand
  70574. * @param right defines the right operand
  70575. * @param result defines the Vector3 where to store the result
  70576. */
  70577. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  70578. /**
  70579. * Returns a new Vector3 as the normalization of the given vector
  70580. * @param vector defines the Vector3 to normalize
  70581. * @returns the new Vector3
  70582. */
  70583. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  70584. /**
  70585. * Sets the given vector "result" with the normalization of the given first vector
  70586. * @param vector defines the Vector3 to normalize
  70587. * @param result defines the Vector3 where to store the result
  70588. */
  70589. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  70590. /**
  70591. * Project a Vector3 onto screen space
  70592. * @param vector defines the Vector3 to project
  70593. * @param world defines the world matrix to use
  70594. * @param transform defines the transform (view x projection) matrix to use
  70595. * @param viewport defines the screen viewport to use
  70596. * @returns the new Vector3
  70597. */
  70598. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  70599. /** @hidden */
  70600. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  70601. /**
  70602. * Unproject from screen space to object space
  70603. * @param source defines the screen space Vector3 to use
  70604. * @param viewportWidth defines the current width of the viewport
  70605. * @param viewportHeight defines the current height of the viewport
  70606. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70607. * @param transform defines the transform (view x projection) matrix to use
  70608. * @returns the new Vector3
  70609. */
  70610. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  70611. /**
  70612. * Unproject from screen space to object space
  70613. * @param source defines the screen space Vector3 to use
  70614. * @param viewportWidth defines the current width of the viewport
  70615. * @param viewportHeight defines the current height of the viewport
  70616. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70617. * @param view defines the view matrix to use
  70618. * @param projection defines the projection matrix to use
  70619. * @returns the new Vector3
  70620. */
  70621. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  70622. /**
  70623. * Unproject from screen space to object space
  70624. * @param source defines the screen space Vector3 to use
  70625. * @param viewportWidth defines the current width of the viewport
  70626. * @param viewportHeight defines the current height of the viewport
  70627. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70628. * @param view defines the view matrix to use
  70629. * @param projection defines the projection matrix to use
  70630. * @param result defines the Vector3 where to store the result
  70631. */
  70632. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  70633. /**
  70634. * Unproject from screen space to object space
  70635. * @param sourceX defines the screen space x coordinate to use
  70636. * @param sourceY defines the screen space y coordinate to use
  70637. * @param sourceZ defines the screen space z coordinate to use
  70638. * @param viewportWidth defines the current width of the viewport
  70639. * @param viewportHeight defines the current height of the viewport
  70640. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70641. * @param view defines the view matrix to use
  70642. * @param projection defines the projection matrix to use
  70643. * @param result defines the Vector3 where to store the result
  70644. */
  70645. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  70646. /**
  70647. * Gets the minimal coordinate values between two Vector3
  70648. * @param left defines the first operand
  70649. * @param right defines the second operand
  70650. * @returns the new Vector3
  70651. */
  70652. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  70653. /**
  70654. * Gets the maximal coordinate values between two Vector3
  70655. * @param left defines the first operand
  70656. * @param right defines the second operand
  70657. * @returns the new Vector3
  70658. */
  70659. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  70660. /**
  70661. * Returns the distance between the vectors "value1" and "value2"
  70662. * @param value1 defines the first operand
  70663. * @param value2 defines the second operand
  70664. * @returns the distance
  70665. */
  70666. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  70667. /**
  70668. * Returns the squared distance between the vectors "value1" and "value2"
  70669. * @param value1 defines the first operand
  70670. * @param value2 defines the second operand
  70671. * @returns the squared distance
  70672. */
  70673. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  70674. /**
  70675. * Returns a new Vector3 located at the center between "value1" and "value2"
  70676. * @param value1 defines the first operand
  70677. * @param value2 defines the second operand
  70678. * @returns the new Vector3
  70679. */
  70680. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  70681. /**
  70682. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  70683. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  70684. * to something in order to rotate it from its local system to the given target system
  70685. * Note: axis1, axis2 and axis3 are normalized during this operation
  70686. * @param axis1 defines the first axis
  70687. * @param axis2 defines the second axis
  70688. * @param axis3 defines the third axis
  70689. * @returns a new Vector3
  70690. */
  70691. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  70692. /**
  70693. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  70694. * @param axis1 defines the first axis
  70695. * @param axis2 defines the second axis
  70696. * @param axis3 defines the third axis
  70697. * @param ref defines the Vector3 where to store the result
  70698. */
  70699. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  70700. }
  70701. /**
  70702. * Vector4 class created for EulerAngle class conversion to Quaternion
  70703. */
  70704. export class Vector4 {
  70705. /** x value of the vector */
  70706. x: number;
  70707. /** y value of the vector */
  70708. y: number;
  70709. /** z value of the vector */
  70710. z: number;
  70711. /** w value of the vector */
  70712. w: number;
  70713. /**
  70714. * Creates a Vector4 object from the given floats.
  70715. * @param x x value of the vector
  70716. * @param y y value of the vector
  70717. * @param z z value of the vector
  70718. * @param w w value of the vector
  70719. */
  70720. constructor(
  70721. /** x value of the vector */
  70722. x: number,
  70723. /** y value of the vector */
  70724. y: number,
  70725. /** z value of the vector */
  70726. z: number,
  70727. /** w value of the vector */
  70728. w: number);
  70729. /**
  70730. * Returns the string with the Vector4 coordinates.
  70731. * @returns a string containing all the vector values
  70732. */
  70733. toString(): string;
  70734. /**
  70735. * Returns the string "Vector4".
  70736. * @returns "Vector4"
  70737. */
  70738. getClassName(): string;
  70739. /**
  70740. * Returns the Vector4 hash code.
  70741. * @returns a unique hash code
  70742. */
  70743. getHashCode(): number;
  70744. /**
  70745. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  70746. * @returns the resulting array
  70747. */
  70748. asArray(): number[];
  70749. /**
  70750. * Populates the given array from the given index with the Vector4 coordinates.
  70751. * @param array array to populate
  70752. * @param index index of the array to start at (default: 0)
  70753. * @returns the Vector4.
  70754. */
  70755. toArray(array: FloatArray, index?: number): Vector4;
  70756. /**
  70757. * Adds the given vector to the current Vector4.
  70758. * @param otherVector the vector to add
  70759. * @returns the updated Vector4.
  70760. */
  70761. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  70762. /**
  70763. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  70764. * @param otherVector the vector to add
  70765. * @returns the resulting vector
  70766. */
  70767. add(otherVector: DeepImmutable<Vector4>): Vector4;
  70768. /**
  70769. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  70770. * @param otherVector the vector to add
  70771. * @param result the vector to store the result
  70772. * @returns the current Vector4.
  70773. */
  70774. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  70775. /**
  70776. * Subtract in place the given vector from the current Vector4.
  70777. * @param otherVector the vector to subtract
  70778. * @returns the updated Vector4.
  70779. */
  70780. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  70781. /**
  70782. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  70783. * @param otherVector the vector to add
  70784. * @returns the new vector with the result
  70785. */
  70786. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  70787. /**
  70788. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  70789. * @param otherVector the vector to subtract
  70790. * @param result the vector to store the result
  70791. * @returns the current Vector4.
  70792. */
  70793. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  70794. /**
  70795. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  70796. */
  70797. /**
  70798. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  70799. * @param x value to subtract
  70800. * @param y value to subtract
  70801. * @param z value to subtract
  70802. * @param w value to subtract
  70803. * @returns new vector containing the result
  70804. */
  70805. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  70806. /**
  70807. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  70808. * @param x value to subtract
  70809. * @param y value to subtract
  70810. * @param z value to subtract
  70811. * @param w value to subtract
  70812. * @param result the vector to store the result in
  70813. * @returns the current Vector4.
  70814. */
  70815. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  70816. /**
  70817. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  70818. * @returns a new vector with the negated values
  70819. */
  70820. negate(): Vector4;
  70821. /**
  70822. * Multiplies the current Vector4 coordinates by scale (float).
  70823. * @param scale the number to scale with
  70824. * @returns the updated Vector4.
  70825. */
  70826. scaleInPlace(scale: number): Vector4;
  70827. /**
  70828. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  70829. * @param scale the number to scale with
  70830. * @returns a new vector with the result
  70831. */
  70832. scale(scale: number): Vector4;
  70833. /**
  70834. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  70835. * @param scale the number to scale with
  70836. * @param result a vector to store the result in
  70837. * @returns the current Vector4.
  70838. */
  70839. scaleToRef(scale: number, result: Vector4): Vector4;
  70840. /**
  70841. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  70842. * @param scale defines the scale factor
  70843. * @param result defines the Vector4 object where to store the result
  70844. * @returns the unmodified current Vector4
  70845. */
  70846. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  70847. /**
  70848. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  70849. * @param otherVector the vector to compare against
  70850. * @returns true if they are equal
  70851. */
  70852. equals(otherVector: DeepImmutable<Vector4>): boolean;
  70853. /**
  70854. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  70855. * @param otherVector vector to compare against
  70856. * @param epsilon (Default: very small number)
  70857. * @returns true if they are equal
  70858. */
  70859. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  70860. /**
  70861. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  70862. * @param x x value to compare against
  70863. * @param y y value to compare against
  70864. * @param z z value to compare against
  70865. * @param w w value to compare against
  70866. * @returns true if equal
  70867. */
  70868. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  70869. /**
  70870. * Multiplies in place the current Vector4 by the given one.
  70871. * @param otherVector vector to multiple with
  70872. * @returns the updated Vector4.
  70873. */
  70874. multiplyInPlace(otherVector: Vector4): Vector4;
  70875. /**
  70876. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  70877. * @param otherVector vector to multiple with
  70878. * @returns resulting new vector
  70879. */
  70880. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  70881. /**
  70882. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  70883. * @param otherVector vector to multiple with
  70884. * @param result vector to store the result
  70885. * @returns the current Vector4.
  70886. */
  70887. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  70888. /**
  70889. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  70890. * @param x x value multiply with
  70891. * @param y y value multiply with
  70892. * @param z z value multiply with
  70893. * @param w w value multiply with
  70894. * @returns resulting new vector
  70895. */
  70896. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  70897. /**
  70898. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  70899. * @param otherVector vector to devide with
  70900. * @returns resulting new vector
  70901. */
  70902. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  70903. /**
  70904. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  70905. * @param otherVector vector to devide with
  70906. * @param result vector to store the result
  70907. * @returns the current Vector4.
  70908. */
  70909. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  70910. /**
  70911. * Divides the current Vector3 coordinates by the given ones.
  70912. * @param otherVector vector to devide with
  70913. * @returns the updated Vector3.
  70914. */
  70915. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  70916. /**
  70917. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  70918. * @param other defines the second operand
  70919. * @returns the current updated Vector4
  70920. */
  70921. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  70922. /**
  70923. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  70924. * @param other defines the second operand
  70925. * @returns the current updated Vector4
  70926. */
  70927. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  70928. /**
  70929. * Gets a new Vector4 from current Vector4 floored values
  70930. * @returns a new Vector4
  70931. */
  70932. floor(): Vector4;
  70933. /**
  70934. * Gets a new Vector4 from current Vector3 floored values
  70935. * @returns a new Vector4
  70936. */
  70937. fract(): Vector4;
  70938. /**
  70939. * Returns the Vector4 length (float).
  70940. * @returns the length
  70941. */
  70942. length(): number;
  70943. /**
  70944. * Returns the Vector4 squared length (float).
  70945. * @returns the length squared
  70946. */
  70947. lengthSquared(): number;
  70948. /**
  70949. * Normalizes in place the Vector4.
  70950. * @returns the updated Vector4.
  70951. */
  70952. normalize(): Vector4;
  70953. /**
  70954. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  70955. * @returns this converted to a new vector3
  70956. */
  70957. toVector3(): Vector3;
  70958. /**
  70959. * Returns a new Vector4 copied from the current one.
  70960. * @returns the new cloned vector
  70961. */
  70962. clone(): Vector4;
  70963. /**
  70964. * Updates the current Vector4 with the given one coordinates.
  70965. * @param source the source vector to copy from
  70966. * @returns the updated Vector4.
  70967. */
  70968. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  70969. /**
  70970. * Updates the current Vector4 coordinates with the given floats.
  70971. * @param x float to copy from
  70972. * @param y float to copy from
  70973. * @param z float to copy from
  70974. * @param w float to copy from
  70975. * @returns the updated Vector4.
  70976. */
  70977. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  70978. /**
  70979. * Updates the current Vector4 coordinates with the given floats.
  70980. * @param x float to set from
  70981. * @param y float to set from
  70982. * @param z float to set from
  70983. * @param w float to set from
  70984. * @returns the updated Vector4.
  70985. */
  70986. set(x: number, y: number, z: number, w: number): Vector4;
  70987. /**
  70988. * Copies the given float to the current Vector3 coordinates
  70989. * @param v defines the x, y, z and w coordinates of the operand
  70990. * @returns the current updated Vector3
  70991. */
  70992. setAll(v: number): Vector4;
  70993. /**
  70994. * Returns a new Vector4 set from the starting index of the given array.
  70995. * @param array the array to pull values from
  70996. * @param offset the offset into the array to start at
  70997. * @returns the new vector
  70998. */
  70999. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  71000. /**
  71001. * Updates the given vector "result" from the starting index of the given array.
  71002. * @param array the array to pull values from
  71003. * @param offset the offset into the array to start at
  71004. * @param result the vector to store the result in
  71005. */
  71006. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  71007. /**
  71008. * Updates the given vector "result" from the starting index of the given Float32Array.
  71009. * @param array the array to pull values from
  71010. * @param offset the offset into the array to start at
  71011. * @param result the vector to store the result in
  71012. */
  71013. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  71014. /**
  71015. * Updates the given vector "result" coordinates from the given floats.
  71016. * @param x float to set from
  71017. * @param y float to set from
  71018. * @param z float to set from
  71019. * @param w float to set from
  71020. * @param result the vector to the floats in
  71021. */
  71022. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  71023. /**
  71024. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  71025. * @returns the new vector
  71026. */
  71027. static Zero(): Vector4;
  71028. /**
  71029. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  71030. * @returns the new vector
  71031. */
  71032. static One(): Vector4;
  71033. /**
  71034. * Returns a new normalized Vector4 from the given one.
  71035. * @param vector the vector to normalize
  71036. * @returns the vector
  71037. */
  71038. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  71039. /**
  71040. * Updates the given vector "result" from the normalization of the given one.
  71041. * @param vector the vector to normalize
  71042. * @param result the vector to store the result in
  71043. */
  71044. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  71045. /**
  71046. * Returns a vector with the minimum values from the left and right vectors
  71047. * @param left left vector to minimize
  71048. * @param right right vector to minimize
  71049. * @returns a new vector with the minimum of the left and right vector values
  71050. */
  71051. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71052. /**
  71053. * Returns a vector with the maximum values from the left and right vectors
  71054. * @param left left vector to maximize
  71055. * @param right right vector to maximize
  71056. * @returns a new vector with the maximum of the left and right vector values
  71057. */
  71058. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71059. /**
  71060. * Returns the distance (float) between the vectors "value1" and "value2".
  71061. * @param value1 value to calulate the distance between
  71062. * @param value2 value to calulate the distance between
  71063. * @return the distance between the two vectors
  71064. */
  71065. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71066. /**
  71067. * Returns the squared distance (float) between the vectors "value1" and "value2".
  71068. * @param value1 value to calulate the distance between
  71069. * @param value2 value to calulate the distance between
  71070. * @return the distance between the two vectors squared
  71071. */
  71072. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71073. /**
  71074. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  71075. * @param value1 value to calulate the center between
  71076. * @param value2 value to calulate the center between
  71077. * @return the center between the two vectors
  71078. */
  71079. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  71080. /**
  71081. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  71082. * This methods computes transformed normalized direction vectors only.
  71083. * @param vector the vector to transform
  71084. * @param transformation the transformation matrix to apply
  71085. * @returns the new vector
  71086. */
  71087. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  71088. /**
  71089. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  71090. * This methods computes transformed normalized direction vectors only.
  71091. * @param vector the vector to transform
  71092. * @param transformation the transformation matrix to apply
  71093. * @param result the vector to store the result in
  71094. */
  71095. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71096. /**
  71097. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  71098. * This methods computes transformed normalized direction vectors only.
  71099. * @param x value to transform
  71100. * @param y value to transform
  71101. * @param z value to transform
  71102. * @param w value to transform
  71103. * @param transformation the transformation matrix to apply
  71104. * @param result the vector to store the results in
  71105. */
  71106. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71107. /**
  71108. * Creates a new Vector4 from a Vector3
  71109. * @param source defines the source data
  71110. * @param w defines the 4th component (default is 0)
  71111. * @returns a new Vector4
  71112. */
  71113. static FromVector3(source: Vector3, w?: number): Vector4;
  71114. }
  71115. /**
  71116. * Class used to store quaternion data
  71117. * @see https://en.wikipedia.org/wiki/Quaternion
  71118. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  71119. */
  71120. export class Quaternion {
  71121. /** defines the first component (0 by default) */
  71122. x: number;
  71123. /** defines the second component (0 by default) */
  71124. y: number;
  71125. /** defines the third component (0 by default) */
  71126. z: number;
  71127. /** defines the fourth component (1.0 by default) */
  71128. w: number;
  71129. /**
  71130. * Creates a new Quaternion from the given floats
  71131. * @param x defines the first component (0 by default)
  71132. * @param y defines the second component (0 by default)
  71133. * @param z defines the third component (0 by default)
  71134. * @param w defines the fourth component (1.0 by default)
  71135. */
  71136. constructor(
  71137. /** defines the first component (0 by default) */
  71138. x?: number,
  71139. /** defines the second component (0 by default) */
  71140. y?: number,
  71141. /** defines the third component (0 by default) */
  71142. z?: number,
  71143. /** defines the fourth component (1.0 by default) */
  71144. w?: number);
  71145. /**
  71146. * Gets a string representation for the current quaternion
  71147. * @returns a string with the Quaternion coordinates
  71148. */
  71149. toString(): string;
  71150. /**
  71151. * Gets the class name of the quaternion
  71152. * @returns the string "Quaternion"
  71153. */
  71154. getClassName(): string;
  71155. /**
  71156. * Gets a hash code for this quaternion
  71157. * @returns the quaternion hash code
  71158. */
  71159. getHashCode(): number;
  71160. /**
  71161. * Copy the quaternion to an array
  71162. * @returns a new array populated with 4 elements from the quaternion coordinates
  71163. */
  71164. asArray(): number[];
  71165. /**
  71166. * Check if two quaternions are equals
  71167. * @param otherQuaternion defines the second operand
  71168. * @return true if the current quaternion and the given one coordinates are strictly equals
  71169. */
  71170. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  71171. /**
  71172. * Clone the current quaternion
  71173. * @returns a new quaternion copied from the current one
  71174. */
  71175. clone(): Quaternion;
  71176. /**
  71177. * Copy a quaternion to the current one
  71178. * @param other defines the other quaternion
  71179. * @returns the updated current quaternion
  71180. */
  71181. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  71182. /**
  71183. * Updates the current quaternion with the given float coordinates
  71184. * @param x defines the x coordinate
  71185. * @param y defines the y coordinate
  71186. * @param z defines the z coordinate
  71187. * @param w defines the w coordinate
  71188. * @returns the updated current quaternion
  71189. */
  71190. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  71191. /**
  71192. * Updates the current quaternion from the given float coordinates
  71193. * @param x defines the x coordinate
  71194. * @param y defines the y coordinate
  71195. * @param z defines the z coordinate
  71196. * @param w defines the w coordinate
  71197. * @returns the updated current quaternion
  71198. */
  71199. set(x: number, y: number, z: number, w: number): Quaternion;
  71200. /**
  71201. * Adds two quaternions
  71202. * @param other defines the second operand
  71203. * @returns a new quaternion as the addition result of the given one and the current quaternion
  71204. */
  71205. add(other: DeepImmutable<Quaternion>): Quaternion;
  71206. /**
  71207. * Add a quaternion to the current one
  71208. * @param other defines the quaternion to add
  71209. * @returns the current quaternion
  71210. */
  71211. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  71212. /**
  71213. * Subtract two quaternions
  71214. * @param other defines the second operand
  71215. * @returns a new quaternion as the subtraction result of the given one from the current one
  71216. */
  71217. subtract(other: Quaternion): Quaternion;
  71218. /**
  71219. * Multiplies the current quaternion by a scale factor
  71220. * @param value defines the scale factor
  71221. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  71222. */
  71223. scale(value: number): Quaternion;
  71224. /**
  71225. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  71226. * @param scale defines the scale factor
  71227. * @param result defines the Quaternion object where to store the result
  71228. * @returns the unmodified current quaternion
  71229. */
  71230. scaleToRef(scale: number, result: Quaternion): Quaternion;
  71231. /**
  71232. * Multiplies in place the current quaternion by a scale factor
  71233. * @param value defines the scale factor
  71234. * @returns the current modified quaternion
  71235. */
  71236. scaleInPlace(value: number): Quaternion;
  71237. /**
  71238. * Scale the current quaternion values by a factor and add the result to a given quaternion
  71239. * @param scale defines the scale factor
  71240. * @param result defines the Quaternion object where to store the result
  71241. * @returns the unmodified current quaternion
  71242. */
  71243. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  71244. /**
  71245. * Multiplies two quaternions
  71246. * @param q1 defines the second operand
  71247. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  71248. */
  71249. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  71250. /**
  71251. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  71252. * @param q1 defines the second operand
  71253. * @param result defines the target quaternion
  71254. * @returns the current quaternion
  71255. */
  71256. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  71257. /**
  71258. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  71259. * @param q1 defines the second operand
  71260. * @returns the currentupdated quaternion
  71261. */
  71262. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  71263. /**
  71264. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  71265. * @param ref defines the target quaternion
  71266. * @returns the current quaternion
  71267. */
  71268. conjugateToRef(ref: Quaternion): Quaternion;
  71269. /**
  71270. * Conjugates in place (1-q) the current quaternion
  71271. * @returns the current updated quaternion
  71272. */
  71273. conjugateInPlace(): Quaternion;
  71274. /**
  71275. * Conjugates in place (1-q) the current quaternion
  71276. * @returns a new quaternion
  71277. */
  71278. conjugate(): Quaternion;
  71279. /**
  71280. * Gets length of current quaternion
  71281. * @returns the quaternion length (float)
  71282. */
  71283. length(): number;
  71284. /**
  71285. * Normalize in place the current quaternion
  71286. * @returns the current updated quaternion
  71287. */
  71288. normalize(): Quaternion;
  71289. /**
  71290. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  71291. * @param order is a reserved parameter and is ignore for now
  71292. * @returns a new Vector3 containing the Euler angles
  71293. */
  71294. toEulerAngles(order?: string): Vector3;
  71295. /**
  71296. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  71297. * @param result defines the vector which will be filled with the Euler angles
  71298. * @param order is a reserved parameter and is ignore for now
  71299. * @returns the current unchanged quaternion
  71300. */
  71301. toEulerAnglesToRef(result: Vector3): Quaternion;
  71302. /**
  71303. * Updates the given rotation matrix with the current quaternion values
  71304. * @param result defines the target matrix
  71305. * @returns the current unchanged quaternion
  71306. */
  71307. toRotationMatrix(result: Matrix): Quaternion;
  71308. /**
  71309. * Updates the current quaternion from the given rotation matrix values
  71310. * @param matrix defines the source matrix
  71311. * @returns the current updated quaternion
  71312. */
  71313. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  71314. /**
  71315. * Creates a new quaternion from a rotation matrix
  71316. * @param matrix defines the source matrix
  71317. * @returns a new quaternion created from the given rotation matrix values
  71318. */
  71319. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  71320. /**
  71321. * Updates the given quaternion with the given rotation matrix values
  71322. * @param matrix defines the source matrix
  71323. * @param result defines the target quaternion
  71324. */
  71325. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  71326. /**
  71327. * Returns the dot product (float) between the quaternions "left" and "right"
  71328. * @param left defines the left operand
  71329. * @param right defines the right operand
  71330. * @returns the dot product
  71331. */
  71332. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  71333. /**
  71334. * Checks if the two quaternions are close to each other
  71335. * @param quat0 defines the first quaternion to check
  71336. * @param quat1 defines the second quaternion to check
  71337. * @returns true if the two quaternions are close to each other
  71338. */
  71339. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  71340. /**
  71341. * Creates an empty quaternion
  71342. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  71343. */
  71344. static Zero(): Quaternion;
  71345. /**
  71346. * Inverse a given quaternion
  71347. * @param q defines the source quaternion
  71348. * @returns a new quaternion as the inverted current quaternion
  71349. */
  71350. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  71351. /**
  71352. * Inverse a given quaternion
  71353. * @param q defines the source quaternion
  71354. * @param result the quaternion the result will be stored in
  71355. * @returns the result quaternion
  71356. */
  71357. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  71358. /**
  71359. * Creates an identity quaternion
  71360. * @returns the identity quaternion
  71361. */
  71362. static Identity(): Quaternion;
  71363. /**
  71364. * Gets a boolean indicating if the given quaternion is identity
  71365. * @param quaternion defines the quaternion to check
  71366. * @returns true if the quaternion is identity
  71367. */
  71368. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  71369. /**
  71370. * Creates a quaternion from a rotation around an axis
  71371. * @param axis defines the axis to use
  71372. * @param angle defines the angle to use
  71373. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  71374. */
  71375. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  71376. /**
  71377. * Creates a rotation around an axis and stores it into the given quaternion
  71378. * @param axis defines the axis to use
  71379. * @param angle defines the angle to use
  71380. * @param result defines the target quaternion
  71381. * @returns the target quaternion
  71382. */
  71383. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  71384. /**
  71385. * Creates a new quaternion from data stored into an array
  71386. * @param array defines the data source
  71387. * @param offset defines the offset in the source array where the data starts
  71388. * @returns a new quaternion
  71389. */
  71390. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  71391. /**
  71392. * Create a quaternion from Euler rotation angles
  71393. * @param x Pitch
  71394. * @param y Yaw
  71395. * @param z Roll
  71396. * @returns the new Quaternion
  71397. */
  71398. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  71399. /**
  71400. * Updates a quaternion from Euler rotation angles
  71401. * @param x Pitch
  71402. * @param y Yaw
  71403. * @param z Roll
  71404. * @param result the quaternion to store the result
  71405. * @returns the updated quaternion
  71406. */
  71407. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  71408. /**
  71409. * Create a quaternion from Euler rotation vector
  71410. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  71411. * @returns the new Quaternion
  71412. */
  71413. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  71414. /**
  71415. * Updates a quaternion from Euler rotation vector
  71416. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  71417. * @param result the quaternion to store the result
  71418. * @returns the updated quaternion
  71419. */
  71420. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  71421. /**
  71422. * Creates a new quaternion from the given Euler float angles (y, x, z)
  71423. * @param yaw defines the rotation around Y axis
  71424. * @param pitch defines the rotation around X axis
  71425. * @param roll defines the rotation around Z axis
  71426. * @returns the new quaternion
  71427. */
  71428. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  71429. /**
  71430. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  71431. * @param yaw defines the rotation around Y axis
  71432. * @param pitch defines the rotation around X axis
  71433. * @param roll defines the rotation around Z axis
  71434. * @param result defines the target quaternion
  71435. */
  71436. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  71437. /**
  71438. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  71439. * @param alpha defines the rotation around first axis
  71440. * @param beta defines the rotation around second axis
  71441. * @param gamma defines the rotation around third axis
  71442. * @returns the new quaternion
  71443. */
  71444. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  71445. /**
  71446. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  71447. * @param alpha defines the rotation around first axis
  71448. * @param beta defines the rotation around second axis
  71449. * @param gamma defines the rotation around third axis
  71450. * @param result defines the target quaternion
  71451. */
  71452. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  71453. /**
  71454. * 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)
  71455. * @param axis1 defines the first axis
  71456. * @param axis2 defines the second axis
  71457. * @param axis3 defines the third axis
  71458. * @returns the new quaternion
  71459. */
  71460. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  71461. /**
  71462. * 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
  71463. * @param axis1 defines the first axis
  71464. * @param axis2 defines the second axis
  71465. * @param axis3 defines the third axis
  71466. * @param ref defines the target quaternion
  71467. */
  71468. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  71469. /**
  71470. * Interpolates between two quaternions
  71471. * @param left defines first quaternion
  71472. * @param right defines second quaternion
  71473. * @param amount defines the gradient to use
  71474. * @returns the new interpolated quaternion
  71475. */
  71476. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  71477. /**
  71478. * Interpolates between two quaternions and stores it into a target quaternion
  71479. * @param left defines first quaternion
  71480. * @param right defines second quaternion
  71481. * @param amount defines the gradient to use
  71482. * @param result defines the target quaternion
  71483. */
  71484. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  71485. /**
  71486. * Interpolate between two quaternions using Hermite interpolation
  71487. * @param value1 defines first quaternion
  71488. * @param tangent1 defines the incoming tangent
  71489. * @param value2 defines second quaternion
  71490. * @param tangent2 defines the outgoing tangent
  71491. * @param amount defines the target quaternion
  71492. * @returns the new interpolated quaternion
  71493. */
  71494. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  71495. }
  71496. /**
  71497. * Class used to store matrix data (4x4)
  71498. */
  71499. export class Matrix {
  71500. private static _updateFlagSeed;
  71501. private static _identityReadOnly;
  71502. private _isIdentity;
  71503. private _isIdentityDirty;
  71504. private _isIdentity3x2;
  71505. private _isIdentity3x2Dirty;
  71506. /**
  71507. * Gets the update flag of the matrix which is an unique number for the matrix.
  71508. * It will be incremented every time the matrix data change.
  71509. * You can use it to speed the comparison between two versions of the same matrix.
  71510. */
  71511. updateFlag: number;
  71512. private readonly _m;
  71513. /**
  71514. * Gets the internal data of the matrix
  71515. */
  71516. readonly m: DeepImmutable<Float32Array>;
  71517. /** @hidden */
  71518. _markAsUpdated(): void;
  71519. /** @hidden */
  71520. private _updateIdentityStatus;
  71521. /**
  71522. * Creates an empty matrix (filled with zeros)
  71523. */
  71524. constructor();
  71525. /**
  71526. * Check if the current matrix is identity
  71527. * @returns true is the matrix is the identity matrix
  71528. */
  71529. isIdentity(): boolean;
  71530. /**
  71531. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  71532. * @returns true is the matrix is the identity matrix
  71533. */
  71534. isIdentityAs3x2(): boolean;
  71535. /**
  71536. * Gets the determinant of the matrix
  71537. * @returns the matrix determinant
  71538. */
  71539. determinant(): number;
  71540. /**
  71541. * Returns the matrix as a Float32Array
  71542. * @returns the matrix underlying array
  71543. */
  71544. toArray(): DeepImmutable<Float32Array>;
  71545. /**
  71546. * Returns the matrix as a Float32Array
  71547. * @returns the matrix underlying array.
  71548. */
  71549. asArray(): DeepImmutable<Float32Array>;
  71550. /**
  71551. * Inverts the current matrix in place
  71552. * @returns the current inverted matrix
  71553. */
  71554. invert(): Matrix;
  71555. /**
  71556. * Sets all the matrix elements to zero
  71557. * @returns the current matrix
  71558. */
  71559. reset(): Matrix;
  71560. /**
  71561. * Adds the current matrix with a second one
  71562. * @param other defines the matrix to add
  71563. * @returns a new matrix as the addition of the current matrix and the given one
  71564. */
  71565. add(other: DeepImmutable<Matrix>): Matrix;
  71566. /**
  71567. * Sets the given matrix "result" to the addition of the current matrix and the given one
  71568. * @param other defines the matrix to add
  71569. * @param result defines the target matrix
  71570. * @returns the current matrix
  71571. */
  71572. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  71573. /**
  71574. * Adds in place the given matrix to the current matrix
  71575. * @param other defines the second operand
  71576. * @returns the current updated matrix
  71577. */
  71578. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  71579. /**
  71580. * Sets the given matrix to the current inverted Matrix
  71581. * @param other defines the target matrix
  71582. * @returns the unmodified current matrix
  71583. */
  71584. invertToRef(other: Matrix): Matrix;
  71585. /**
  71586. * add a value at the specified position in the current Matrix
  71587. * @param index the index of the value within the matrix. between 0 and 15.
  71588. * @param value the value to be added
  71589. * @returns the current updated matrix
  71590. */
  71591. addAtIndex(index: number, value: number): Matrix;
  71592. /**
  71593. * mutiply the specified position in the current Matrix by a value
  71594. * @param index the index of the value within the matrix. between 0 and 15.
  71595. * @param value the value to be added
  71596. * @returns the current updated matrix
  71597. */
  71598. multiplyAtIndex(index: number, value: number): Matrix;
  71599. /**
  71600. * Inserts the translation vector (using 3 floats) in the current matrix
  71601. * @param x defines the 1st component of the translation
  71602. * @param y defines the 2nd component of the translation
  71603. * @param z defines the 3rd component of the translation
  71604. * @returns the current updated matrix
  71605. */
  71606. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  71607. /**
  71608. * Adds the translation vector (using 3 floats) in the current matrix
  71609. * @param x defines the 1st component of the translation
  71610. * @param y defines the 2nd component of the translation
  71611. * @param z defines the 3rd component of the translation
  71612. * @returns the current updated matrix
  71613. */
  71614. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  71615. /**
  71616. * Inserts the translation vector in the current matrix
  71617. * @param vector3 defines the translation to insert
  71618. * @returns the current updated matrix
  71619. */
  71620. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  71621. /**
  71622. * Gets the translation value of the current matrix
  71623. * @returns a new Vector3 as the extracted translation from the matrix
  71624. */
  71625. getTranslation(): Vector3;
  71626. /**
  71627. * Fill a Vector3 with the extracted translation from the matrix
  71628. * @param result defines the Vector3 where to store the translation
  71629. * @returns the current matrix
  71630. */
  71631. getTranslationToRef(result: Vector3): Matrix;
  71632. /**
  71633. * Remove rotation and scaling part from the matrix
  71634. * @returns the updated matrix
  71635. */
  71636. removeRotationAndScaling(): Matrix;
  71637. /**
  71638. * Multiply two matrices
  71639. * @param other defines the second operand
  71640. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  71641. */
  71642. multiply(other: DeepImmutable<Matrix>): Matrix;
  71643. /**
  71644. * Copy the current matrix from the given one
  71645. * @param other defines the source matrix
  71646. * @returns the current updated matrix
  71647. */
  71648. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  71649. /**
  71650. * Populates the given array from the starting index with the current matrix values
  71651. * @param array defines the target array
  71652. * @param offset defines the offset in the target array where to start storing values
  71653. * @returns the current matrix
  71654. */
  71655. copyToArray(array: Float32Array, offset?: number): Matrix;
  71656. /**
  71657. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  71658. * @param other defines the second operand
  71659. * @param result defines the matrix where to store the multiplication
  71660. * @returns the current matrix
  71661. */
  71662. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  71663. /**
  71664. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  71665. * @param other defines the second operand
  71666. * @param result defines the array where to store the multiplication
  71667. * @param offset defines the offset in the target array where to start storing values
  71668. * @returns the current matrix
  71669. */
  71670. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  71671. /**
  71672. * Check equality between this matrix and a second one
  71673. * @param value defines the second matrix to compare
  71674. * @returns true is the current matrix and the given one values are strictly equal
  71675. */
  71676. equals(value: DeepImmutable<Matrix>): boolean;
  71677. /**
  71678. * Clone the current matrix
  71679. * @returns a new matrix from the current matrix
  71680. */
  71681. clone(): Matrix;
  71682. /**
  71683. * Returns the name of the current matrix class
  71684. * @returns the string "Matrix"
  71685. */
  71686. getClassName(): string;
  71687. /**
  71688. * Gets the hash code of the current matrix
  71689. * @returns the hash code
  71690. */
  71691. getHashCode(): number;
  71692. /**
  71693. * Decomposes the current Matrix into a translation, rotation and scaling components
  71694. * @param scale defines the scale vector3 given as a reference to update
  71695. * @param rotation defines the rotation quaternion given as a reference to update
  71696. * @param translation defines the translation vector3 given as a reference to update
  71697. * @returns true if operation was successful
  71698. */
  71699. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  71700. /**
  71701. * Gets specific row of the matrix
  71702. * @param index defines the number of the row to get
  71703. * @returns the index-th row of the current matrix as a new Vector4
  71704. */
  71705. getRow(index: number): Nullable<Vector4>;
  71706. /**
  71707. * Sets the index-th row of the current matrix to the vector4 values
  71708. * @param index defines the number of the row to set
  71709. * @param row defines the target vector4
  71710. * @returns the updated current matrix
  71711. */
  71712. setRow(index: number, row: Vector4): Matrix;
  71713. /**
  71714. * Compute the transpose of the matrix
  71715. * @returns the new transposed matrix
  71716. */
  71717. transpose(): Matrix;
  71718. /**
  71719. * Compute the transpose of the matrix and store it in a given matrix
  71720. * @param result defines the target matrix
  71721. * @returns the current matrix
  71722. */
  71723. transposeToRef(result: Matrix): Matrix;
  71724. /**
  71725. * Sets the index-th row of the current matrix with the given 4 x float values
  71726. * @param index defines the row index
  71727. * @param x defines the x component to set
  71728. * @param y defines the y component to set
  71729. * @param z defines the z component to set
  71730. * @param w defines the w component to set
  71731. * @returns the updated current matrix
  71732. */
  71733. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  71734. /**
  71735. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  71736. * @param scale defines the scale factor
  71737. * @returns a new matrix
  71738. */
  71739. scale(scale: number): Matrix;
  71740. /**
  71741. * Scale the current matrix values by a factor to a given result matrix
  71742. * @param scale defines the scale factor
  71743. * @param result defines the matrix to store the result
  71744. * @returns the current matrix
  71745. */
  71746. scaleToRef(scale: number, result: Matrix): Matrix;
  71747. /**
  71748. * Scale the current matrix values by a factor and add the result to a given matrix
  71749. * @param scale defines the scale factor
  71750. * @param result defines the Matrix to store the result
  71751. * @returns the current matrix
  71752. */
  71753. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  71754. /**
  71755. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  71756. * @param ref matrix to store the result
  71757. */
  71758. toNormalMatrix(ref: Matrix): void;
  71759. /**
  71760. * Gets only rotation part of the current matrix
  71761. * @returns a new matrix sets to the extracted rotation matrix from the current one
  71762. */
  71763. getRotationMatrix(): Matrix;
  71764. /**
  71765. * Extracts the rotation matrix from the current one and sets it as the given "result"
  71766. * @param result defines the target matrix to store data to
  71767. * @returns the current matrix
  71768. */
  71769. getRotationMatrixToRef(result: Matrix): Matrix;
  71770. /**
  71771. * Toggles model matrix from being right handed to left handed in place and vice versa
  71772. */
  71773. toggleModelMatrixHandInPlace(): void;
  71774. /**
  71775. * Toggles projection matrix from being right handed to left handed in place and vice versa
  71776. */
  71777. toggleProjectionMatrixHandInPlace(): void;
  71778. /**
  71779. * Creates a matrix from an array
  71780. * @param array defines the source array
  71781. * @param offset defines an offset in the source array
  71782. * @returns a new Matrix set from the starting index of the given array
  71783. */
  71784. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  71785. /**
  71786. * Copy the content of an array into a given matrix
  71787. * @param array defines the source array
  71788. * @param offset defines an offset in the source array
  71789. * @param result defines the target matrix
  71790. */
  71791. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  71792. /**
  71793. * Stores an array into a matrix after having multiplied each component by a given factor
  71794. * @param array defines the source array
  71795. * @param offset defines the offset in the source array
  71796. * @param scale defines the scaling factor
  71797. * @param result defines the target matrix
  71798. */
  71799. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  71800. /**
  71801. * Gets an identity matrix that must not be updated
  71802. */
  71803. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  71804. /**
  71805. * Stores a list of values (16) inside a given matrix
  71806. * @param initialM11 defines 1st value of 1st row
  71807. * @param initialM12 defines 2nd value of 1st row
  71808. * @param initialM13 defines 3rd value of 1st row
  71809. * @param initialM14 defines 4th value of 1st row
  71810. * @param initialM21 defines 1st value of 2nd row
  71811. * @param initialM22 defines 2nd value of 2nd row
  71812. * @param initialM23 defines 3rd value of 2nd row
  71813. * @param initialM24 defines 4th value of 2nd row
  71814. * @param initialM31 defines 1st value of 3rd row
  71815. * @param initialM32 defines 2nd value of 3rd row
  71816. * @param initialM33 defines 3rd value of 3rd row
  71817. * @param initialM34 defines 4th value of 3rd row
  71818. * @param initialM41 defines 1st value of 4th row
  71819. * @param initialM42 defines 2nd value of 4th row
  71820. * @param initialM43 defines 3rd value of 4th row
  71821. * @param initialM44 defines 4th value of 4th row
  71822. * @param result defines the target matrix
  71823. */
  71824. 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;
  71825. /**
  71826. * Creates new matrix from a list of values (16)
  71827. * @param initialM11 defines 1st value of 1st row
  71828. * @param initialM12 defines 2nd value of 1st row
  71829. * @param initialM13 defines 3rd value of 1st row
  71830. * @param initialM14 defines 4th value of 1st row
  71831. * @param initialM21 defines 1st value of 2nd row
  71832. * @param initialM22 defines 2nd value of 2nd row
  71833. * @param initialM23 defines 3rd value of 2nd row
  71834. * @param initialM24 defines 4th value of 2nd row
  71835. * @param initialM31 defines 1st value of 3rd row
  71836. * @param initialM32 defines 2nd value of 3rd row
  71837. * @param initialM33 defines 3rd value of 3rd row
  71838. * @param initialM34 defines 4th value of 3rd row
  71839. * @param initialM41 defines 1st value of 4th row
  71840. * @param initialM42 defines 2nd value of 4th row
  71841. * @param initialM43 defines 3rd value of 4th row
  71842. * @param initialM44 defines 4th value of 4th row
  71843. * @returns the new matrix
  71844. */
  71845. 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;
  71846. /**
  71847. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  71848. * @param scale defines the scale vector3
  71849. * @param rotation defines the rotation quaternion
  71850. * @param translation defines the translation vector3
  71851. * @returns a new matrix
  71852. */
  71853. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  71854. /**
  71855. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  71856. * @param scale defines the scale vector3
  71857. * @param rotation defines the rotation quaternion
  71858. * @param translation defines the translation vector3
  71859. * @param result defines the target matrix
  71860. */
  71861. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  71862. /**
  71863. * Creates a new identity matrix
  71864. * @returns a new identity matrix
  71865. */
  71866. static Identity(): Matrix;
  71867. /**
  71868. * Creates a new identity matrix and stores the result in a given matrix
  71869. * @param result defines the target matrix
  71870. */
  71871. static IdentityToRef(result: Matrix): void;
  71872. /**
  71873. * Creates a new zero matrix
  71874. * @returns a new zero matrix
  71875. */
  71876. static Zero(): Matrix;
  71877. /**
  71878. * Creates a new rotation matrix for "angle" radians around the X axis
  71879. * @param angle defines the angle (in radians) to use
  71880. * @return the new matrix
  71881. */
  71882. static RotationX(angle: number): Matrix;
  71883. /**
  71884. * Creates a new matrix as the invert of a given matrix
  71885. * @param source defines the source matrix
  71886. * @returns the new matrix
  71887. */
  71888. static Invert(source: DeepImmutable<Matrix>): Matrix;
  71889. /**
  71890. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  71891. * @param angle defines the angle (in radians) to use
  71892. * @param result defines the target matrix
  71893. */
  71894. static RotationXToRef(angle: number, result: Matrix): void;
  71895. /**
  71896. * Creates a new rotation matrix for "angle" radians around the Y axis
  71897. * @param angle defines the angle (in radians) to use
  71898. * @return the new matrix
  71899. */
  71900. static RotationY(angle: number): Matrix;
  71901. /**
  71902. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  71903. * @param angle defines the angle (in radians) to use
  71904. * @param result defines the target matrix
  71905. */
  71906. static RotationYToRef(angle: number, result: Matrix): void;
  71907. /**
  71908. * Creates a new rotation matrix for "angle" radians around the Z axis
  71909. * @param angle defines the angle (in radians) to use
  71910. * @return the new matrix
  71911. */
  71912. static RotationZ(angle: number): Matrix;
  71913. /**
  71914. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  71915. * @param angle defines the angle (in radians) to use
  71916. * @param result defines the target matrix
  71917. */
  71918. static RotationZToRef(angle: number, result: Matrix): void;
  71919. /**
  71920. * Creates a new rotation matrix for "angle" radians around the given axis
  71921. * @param axis defines the axis to use
  71922. * @param angle defines the angle (in radians) to use
  71923. * @return the new matrix
  71924. */
  71925. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  71926. /**
  71927. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  71928. * @param axis defines the axis to use
  71929. * @param angle defines the angle (in radians) to use
  71930. * @param result defines the target matrix
  71931. */
  71932. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  71933. /**
  71934. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  71935. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  71936. * @param from defines the vector to align
  71937. * @param to defines the vector to align to
  71938. * @param result defines the target matrix
  71939. */
  71940. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  71941. /**
  71942. * Creates a rotation matrix
  71943. * @param yaw defines the yaw angle in radians (Y axis)
  71944. * @param pitch defines the pitch angle in radians (X axis)
  71945. * @param roll defines the roll angle in radians (X axis)
  71946. * @returns the new rotation matrix
  71947. */
  71948. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  71949. /**
  71950. * Creates a rotation matrix and stores it in a given matrix
  71951. * @param yaw defines the yaw angle in radians (Y axis)
  71952. * @param pitch defines the pitch angle in radians (X axis)
  71953. * @param roll defines the roll angle in radians (X axis)
  71954. * @param result defines the target matrix
  71955. */
  71956. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  71957. /**
  71958. * Creates a scaling matrix
  71959. * @param x defines the scale factor on X axis
  71960. * @param y defines the scale factor on Y axis
  71961. * @param z defines the scale factor on Z axis
  71962. * @returns the new matrix
  71963. */
  71964. static Scaling(x: number, y: number, z: number): Matrix;
  71965. /**
  71966. * Creates a scaling matrix and stores it in a given matrix
  71967. * @param x defines the scale factor on X axis
  71968. * @param y defines the scale factor on Y axis
  71969. * @param z defines the scale factor on Z axis
  71970. * @param result defines the target matrix
  71971. */
  71972. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  71973. /**
  71974. * Creates a translation matrix
  71975. * @param x defines the translation on X axis
  71976. * @param y defines the translation on Y axis
  71977. * @param z defines the translationon Z axis
  71978. * @returns the new matrix
  71979. */
  71980. static Translation(x: number, y: number, z: number): Matrix;
  71981. /**
  71982. * Creates a translation matrix and stores it in a given matrix
  71983. * @param x defines the translation on X axis
  71984. * @param y defines the translation on Y axis
  71985. * @param z defines the translationon Z axis
  71986. * @param result defines the target matrix
  71987. */
  71988. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  71989. /**
  71990. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  71991. * @param startValue defines the start value
  71992. * @param endValue defines the end value
  71993. * @param gradient defines the gradient factor
  71994. * @returns the new matrix
  71995. */
  71996. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  71997. /**
  71998. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  71999. * @param startValue defines the start value
  72000. * @param endValue defines the end value
  72001. * @param gradient defines the gradient factor
  72002. * @param result defines the Matrix object where to store data
  72003. */
  72004. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72005. /**
  72006. * Builds a new matrix whose values are computed by:
  72007. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72008. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72009. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72010. * @param startValue defines the first matrix
  72011. * @param endValue defines the second matrix
  72012. * @param gradient defines the gradient between the two matrices
  72013. * @returns the new matrix
  72014. */
  72015. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72016. /**
  72017. * Update a matrix to values which are computed by:
  72018. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72019. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72020. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72021. * @param startValue defines the first matrix
  72022. * @param endValue defines the second matrix
  72023. * @param gradient defines the gradient between the two matrices
  72024. * @param result defines the target matrix
  72025. */
  72026. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72027. /**
  72028. * 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"
  72029. * This function works in left handed mode
  72030. * @param eye defines the final position of the entity
  72031. * @param target defines where the entity should look at
  72032. * @param up defines the up vector for the entity
  72033. * @returns the new matrix
  72034. */
  72035. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72036. /**
  72037. * 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".
  72038. * This function works in left handed mode
  72039. * @param eye defines the final position of the entity
  72040. * @param target defines where the entity should look at
  72041. * @param up defines the up vector for the entity
  72042. * @param result defines the target matrix
  72043. */
  72044. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72045. /**
  72046. * 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"
  72047. * This function works in right handed mode
  72048. * @param eye defines the final position of the entity
  72049. * @param target defines where the entity should look at
  72050. * @param up defines the up vector for the entity
  72051. * @returns the new matrix
  72052. */
  72053. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72054. /**
  72055. * 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".
  72056. * This function works in right handed mode
  72057. * @param eye defines the final position of the entity
  72058. * @param target defines where the entity should look at
  72059. * @param up defines the up vector for the entity
  72060. * @param result defines the target matrix
  72061. */
  72062. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72063. /**
  72064. * Create a left-handed orthographic projection matrix
  72065. * @param width defines the viewport width
  72066. * @param height defines the viewport height
  72067. * @param znear defines the near clip plane
  72068. * @param zfar defines the far clip plane
  72069. * @returns a new matrix as a left-handed orthographic projection matrix
  72070. */
  72071. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  72072. /**
  72073. * Store a left-handed orthographic projection to a given matrix
  72074. * @param width defines the viewport width
  72075. * @param height defines the viewport height
  72076. * @param znear defines the near clip plane
  72077. * @param zfar defines the far clip plane
  72078. * @param result defines the target matrix
  72079. */
  72080. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  72081. /**
  72082. * Create a left-handed orthographic projection matrix
  72083. * @param left defines the viewport left coordinate
  72084. * @param right defines the viewport right coordinate
  72085. * @param bottom defines the viewport bottom coordinate
  72086. * @param top defines the viewport top coordinate
  72087. * @param znear defines the near clip plane
  72088. * @param zfar defines the far clip plane
  72089. * @returns a new matrix as a left-handed orthographic projection matrix
  72090. */
  72091. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72092. /**
  72093. * Stores a left-handed orthographic projection into a given matrix
  72094. * @param left defines the viewport left coordinate
  72095. * @param right defines the viewport right coordinate
  72096. * @param bottom defines the viewport bottom coordinate
  72097. * @param top defines the viewport top coordinate
  72098. * @param znear defines the near clip plane
  72099. * @param zfar defines the far clip plane
  72100. * @param result defines the target matrix
  72101. */
  72102. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  72103. /**
  72104. * Creates a right-handed orthographic projection matrix
  72105. * @param left defines the viewport left coordinate
  72106. * @param right defines the viewport right coordinate
  72107. * @param bottom defines the viewport bottom coordinate
  72108. * @param top defines the viewport top coordinate
  72109. * @param znear defines the near clip plane
  72110. * @param zfar defines the far clip plane
  72111. * @returns a new matrix as a right-handed orthographic projection matrix
  72112. */
  72113. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72114. /**
  72115. * Stores a right-handed orthographic projection into a given matrix
  72116. * @param left defines the viewport left coordinate
  72117. * @param right defines the viewport right coordinate
  72118. * @param bottom defines the viewport bottom coordinate
  72119. * @param top defines the viewport top coordinate
  72120. * @param znear defines the near clip plane
  72121. * @param zfar defines the far clip plane
  72122. * @param result defines the target matrix
  72123. */
  72124. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  72125. /**
  72126. * Creates a left-handed perspective projection matrix
  72127. * @param width defines the viewport width
  72128. * @param height defines the viewport height
  72129. * @param znear defines the near clip plane
  72130. * @param zfar defines the far clip plane
  72131. * @returns a new matrix as a left-handed perspective projection matrix
  72132. */
  72133. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  72134. /**
  72135. * Creates a left-handed perspective projection matrix
  72136. * @param fov defines the horizontal field of view
  72137. * @param aspect defines the aspect ratio
  72138. * @param znear defines the near clip plane
  72139. * @param zfar defines the far clip plane
  72140. * @returns a new matrix as a left-handed perspective projection matrix
  72141. */
  72142. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  72143. /**
  72144. * Stores a left-handed perspective projection into a given matrix
  72145. * @param fov defines the horizontal field of view
  72146. * @param aspect defines the aspect ratio
  72147. * @param znear defines the near clip plane
  72148. * @param zfar defines the far clip plane
  72149. * @param result defines the target matrix
  72150. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72151. */
  72152. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72153. /**
  72154. * Creates a right-handed perspective projection matrix
  72155. * @param fov defines the horizontal field of view
  72156. * @param aspect defines the aspect ratio
  72157. * @param znear defines the near clip plane
  72158. * @param zfar defines the far clip plane
  72159. * @returns a new matrix as a right-handed perspective projection matrix
  72160. */
  72161. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  72162. /**
  72163. * Stores a right-handed perspective projection into a given matrix
  72164. * @param fov defines the horizontal field of view
  72165. * @param aspect defines the aspect ratio
  72166. * @param znear defines the near clip plane
  72167. * @param zfar defines the far clip plane
  72168. * @param result defines the target matrix
  72169. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72170. */
  72171. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72172. /**
  72173. * Stores a perspective projection for WebVR info a given matrix
  72174. * @param fov defines the field of view
  72175. * @param znear defines the near clip plane
  72176. * @param zfar defines the far clip plane
  72177. * @param result defines the target matrix
  72178. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  72179. */
  72180. static PerspectiveFovWebVRToRef(fov: {
  72181. upDegrees: number;
  72182. downDegrees: number;
  72183. leftDegrees: number;
  72184. rightDegrees: number;
  72185. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  72186. /**
  72187. * Computes a complete transformation matrix
  72188. * @param viewport defines the viewport to use
  72189. * @param world defines the world matrix
  72190. * @param view defines the view matrix
  72191. * @param projection defines the projection matrix
  72192. * @param zmin defines the near clip plane
  72193. * @param zmax defines the far clip plane
  72194. * @returns the transformation matrix
  72195. */
  72196. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  72197. /**
  72198. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  72199. * @param matrix defines the matrix to use
  72200. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  72201. */
  72202. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  72203. /**
  72204. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  72205. * @param matrix defines the matrix to use
  72206. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  72207. */
  72208. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  72209. /**
  72210. * Compute the transpose of a given matrix
  72211. * @param matrix defines the matrix to transpose
  72212. * @returns the new matrix
  72213. */
  72214. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  72215. /**
  72216. * Compute the transpose of a matrix and store it in a target matrix
  72217. * @param matrix defines the matrix to transpose
  72218. * @param result defines the target matrix
  72219. */
  72220. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  72221. /**
  72222. * Computes a reflection matrix from a plane
  72223. * @param plane defines the reflection plane
  72224. * @returns a new matrix
  72225. */
  72226. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  72227. /**
  72228. * Computes a reflection matrix from a plane
  72229. * @param plane defines the reflection plane
  72230. * @param result defines the target matrix
  72231. */
  72232. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  72233. /**
  72234. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  72235. * @param xaxis defines the value of the 1st axis
  72236. * @param yaxis defines the value of the 2nd axis
  72237. * @param zaxis defines the value of the 3rd axis
  72238. * @param result defines the target matrix
  72239. */
  72240. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  72241. /**
  72242. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  72243. * @param quat defines the quaternion to use
  72244. * @param result defines the target matrix
  72245. */
  72246. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  72247. }
  72248. /**
  72249. * @hidden
  72250. */
  72251. export class TmpVectors {
  72252. static Vector2: Vector2[];
  72253. static Vector3: Vector3[];
  72254. static Vector4: Vector4[];
  72255. static Quaternion: Quaternion[];
  72256. static Matrix: Matrix[];
  72257. }
  72258. }
  72259. declare module BABYLON {
  72260. /**
  72261. * Defines potential orientation for back face culling
  72262. */
  72263. export enum Orientation {
  72264. /**
  72265. * Clockwise
  72266. */
  72267. CW = 0,
  72268. /** Counter clockwise */
  72269. CCW = 1
  72270. }
  72271. /** Class used to represent a Bezier curve */
  72272. export class BezierCurve {
  72273. /**
  72274. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  72275. * @param t defines the time
  72276. * @param x1 defines the left coordinate on X axis
  72277. * @param y1 defines the left coordinate on Y axis
  72278. * @param x2 defines the right coordinate on X axis
  72279. * @param y2 defines the right coordinate on Y axis
  72280. * @returns the interpolated value
  72281. */
  72282. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  72283. }
  72284. /**
  72285. * Defines angle representation
  72286. */
  72287. export class Angle {
  72288. private _radians;
  72289. /**
  72290. * Creates an Angle object of "radians" radians (float).
  72291. * @param radians the angle in radians
  72292. */
  72293. constructor(radians: number);
  72294. /**
  72295. * Get value in degrees
  72296. * @returns the Angle value in degrees (float)
  72297. */
  72298. degrees(): number;
  72299. /**
  72300. * Get value in radians
  72301. * @returns the Angle value in radians (float)
  72302. */
  72303. radians(): number;
  72304. /**
  72305. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  72306. * @param a defines first vector
  72307. * @param b defines second vector
  72308. * @returns a new Angle
  72309. */
  72310. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  72311. /**
  72312. * Gets a new Angle object from the given float in radians
  72313. * @param radians defines the angle value in radians
  72314. * @returns a new Angle
  72315. */
  72316. static FromRadians(radians: number): Angle;
  72317. /**
  72318. * Gets a new Angle object from the given float in degrees
  72319. * @param degrees defines the angle value in degrees
  72320. * @returns a new Angle
  72321. */
  72322. static FromDegrees(degrees: number): Angle;
  72323. }
  72324. /**
  72325. * This represents an arc in a 2d space.
  72326. */
  72327. export class Arc2 {
  72328. /** Defines the start point of the arc */
  72329. startPoint: Vector2;
  72330. /** Defines the mid point of the arc */
  72331. midPoint: Vector2;
  72332. /** Defines the end point of the arc */
  72333. endPoint: Vector2;
  72334. /**
  72335. * Defines the center point of the arc.
  72336. */
  72337. centerPoint: Vector2;
  72338. /**
  72339. * Defines the radius of the arc.
  72340. */
  72341. radius: number;
  72342. /**
  72343. * Defines the angle of the arc (from mid point to end point).
  72344. */
  72345. angle: Angle;
  72346. /**
  72347. * Defines the start angle of the arc (from start point to middle point).
  72348. */
  72349. startAngle: Angle;
  72350. /**
  72351. * Defines the orientation of the arc (clock wise/counter clock wise).
  72352. */
  72353. orientation: Orientation;
  72354. /**
  72355. * Creates an Arc object from the three given points : start, middle and end.
  72356. * @param startPoint Defines the start point of the arc
  72357. * @param midPoint Defines the midlle point of the arc
  72358. * @param endPoint Defines the end point of the arc
  72359. */
  72360. constructor(
  72361. /** Defines the start point of the arc */
  72362. startPoint: Vector2,
  72363. /** Defines the mid point of the arc */
  72364. midPoint: Vector2,
  72365. /** Defines the end point of the arc */
  72366. endPoint: Vector2);
  72367. }
  72368. /**
  72369. * Represents a 2D path made up of multiple 2D points
  72370. */
  72371. export class Path2 {
  72372. private _points;
  72373. private _length;
  72374. /**
  72375. * If the path start and end point are the same
  72376. */
  72377. closed: boolean;
  72378. /**
  72379. * Creates a Path2 object from the starting 2D coordinates x and y.
  72380. * @param x the starting points x value
  72381. * @param y the starting points y value
  72382. */
  72383. constructor(x: number, y: number);
  72384. /**
  72385. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  72386. * @param x the added points x value
  72387. * @param y the added points y value
  72388. * @returns the updated Path2.
  72389. */
  72390. addLineTo(x: number, y: number): Path2;
  72391. /**
  72392. * 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.
  72393. * @param midX middle point x value
  72394. * @param midY middle point y value
  72395. * @param endX end point x value
  72396. * @param endY end point y value
  72397. * @param numberOfSegments (default: 36)
  72398. * @returns the updated Path2.
  72399. */
  72400. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  72401. /**
  72402. * Closes the Path2.
  72403. * @returns the Path2.
  72404. */
  72405. close(): Path2;
  72406. /**
  72407. * Gets the sum of the distance between each sequential point in the path
  72408. * @returns the Path2 total length (float).
  72409. */
  72410. length(): number;
  72411. /**
  72412. * Gets the points which construct the path
  72413. * @returns the Path2 internal array of points.
  72414. */
  72415. getPoints(): Vector2[];
  72416. /**
  72417. * Retreives the point at the distance aways from the starting point
  72418. * @param normalizedLengthPosition the length along the path to retreive the point from
  72419. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  72420. */
  72421. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  72422. /**
  72423. * Creates a new path starting from an x and y position
  72424. * @param x starting x value
  72425. * @param y starting y value
  72426. * @returns a new Path2 starting at the coordinates (x, y).
  72427. */
  72428. static StartingAt(x: number, y: number): Path2;
  72429. }
  72430. /**
  72431. * Represents a 3D path made up of multiple 3D points
  72432. */
  72433. export class Path3D {
  72434. /**
  72435. * an array of Vector3, the curve axis of the Path3D
  72436. */
  72437. path: Vector3[];
  72438. private _curve;
  72439. private _distances;
  72440. private _tangents;
  72441. private _normals;
  72442. private _binormals;
  72443. private _raw;
  72444. /**
  72445. * new Path3D(path, normal, raw)
  72446. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  72447. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  72448. * @param path an array of Vector3, the curve axis of the Path3D
  72449. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  72450. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  72451. */
  72452. constructor(
  72453. /**
  72454. * an array of Vector3, the curve axis of the Path3D
  72455. */
  72456. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  72457. /**
  72458. * Returns the Path3D array of successive Vector3 designing its curve.
  72459. * @returns the Path3D array of successive Vector3 designing its curve.
  72460. */
  72461. getCurve(): Vector3[];
  72462. /**
  72463. * Returns an array populated with tangent vectors on each Path3D curve point.
  72464. * @returns an array populated with tangent vectors on each Path3D curve point.
  72465. */
  72466. getTangents(): Vector3[];
  72467. /**
  72468. * Returns an array populated with normal vectors on each Path3D curve point.
  72469. * @returns an array populated with normal vectors on each Path3D curve point.
  72470. */
  72471. getNormals(): Vector3[];
  72472. /**
  72473. * Returns an array populated with binormal vectors on each Path3D curve point.
  72474. * @returns an array populated with binormal vectors on each Path3D curve point.
  72475. */
  72476. getBinormals(): Vector3[];
  72477. /**
  72478. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  72479. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  72480. */
  72481. getDistances(): number[];
  72482. /**
  72483. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  72484. * @param path path which all values are copied into the curves points
  72485. * @param firstNormal which should be projected onto the curve
  72486. * @returns the same object updated.
  72487. */
  72488. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  72489. private _compute;
  72490. private _getFirstNonNullVector;
  72491. private _getLastNonNullVector;
  72492. private _normalVector;
  72493. }
  72494. /**
  72495. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  72496. * A Curve3 is designed from a series of successive Vector3.
  72497. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  72498. */
  72499. export class Curve3 {
  72500. private _points;
  72501. private _length;
  72502. /**
  72503. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  72504. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  72505. * @param v1 (Vector3) the control point
  72506. * @param v2 (Vector3) the end point of the Quadratic Bezier
  72507. * @param nbPoints (integer) the wanted number of points in the curve
  72508. * @returns the created Curve3
  72509. */
  72510. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  72511. /**
  72512. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  72513. * @param v0 (Vector3) the origin point of the Cubic Bezier
  72514. * @param v1 (Vector3) the first control point
  72515. * @param v2 (Vector3) the second control point
  72516. * @param v3 (Vector3) the end point of the Cubic Bezier
  72517. * @param nbPoints (integer) the wanted number of points in the curve
  72518. * @returns the created Curve3
  72519. */
  72520. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  72521. /**
  72522. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  72523. * @param p1 (Vector3) the origin point of the Hermite Spline
  72524. * @param t1 (Vector3) the tangent vector at the origin point
  72525. * @param p2 (Vector3) the end point of the Hermite Spline
  72526. * @param t2 (Vector3) the tangent vector at the end point
  72527. * @param nbPoints (integer) the wanted number of points in the curve
  72528. * @returns the created Curve3
  72529. */
  72530. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  72531. /**
  72532. * Returns a Curve3 object along a CatmullRom Spline curve :
  72533. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  72534. * @param nbPoints (integer) the wanted number of points between each curve control points
  72535. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  72536. * @returns the created Curve3
  72537. */
  72538. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  72539. /**
  72540. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  72541. * A Curve3 is designed from a series of successive Vector3.
  72542. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  72543. * @param points points which make up the curve
  72544. */
  72545. constructor(points: Vector3[]);
  72546. /**
  72547. * @returns the Curve3 stored array of successive Vector3
  72548. */
  72549. getPoints(): Vector3[];
  72550. /**
  72551. * @returns the computed length (float) of the curve.
  72552. */
  72553. length(): number;
  72554. /**
  72555. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  72556. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  72557. * curveA and curveB keep unchanged.
  72558. * @param curve the curve to continue from this curve
  72559. * @returns the newly constructed curve
  72560. */
  72561. continue(curve: DeepImmutable<Curve3>): Curve3;
  72562. private _computeLength;
  72563. }
  72564. }
  72565. declare module BABYLON {
  72566. /**
  72567. * This represents the main contract an easing function should follow.
  72568. * Easing functions are used throughout the animation system.
  72569. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72570. */
  72571. export interface IEasingFunction {
  72572. /**
  72573. * Given an input gradient between 0 and 1, this returns the corrseponding value
  72574. * of the easing function.
  72575. * The link below provides some of the most common examples of easing functions.
  72576. * @see https://easings.net/
  72577. * @param gradient Defines the value between 0 and 1 we want the easing value for
  72578. * @returns the corresponding value on the curve defined by the easing function
  72579. */
  72580. ease(gradient: number): number;
  72581. }
  72582. /**
  72583. * Base class used for every default easing function.
  72584. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72585. */
  72586. export class EasingFunction implements IEasingFunction {
  72587. /**
  72588. * Interpolation follows the mathematical formula associated with the easing function.
  72589. */
  72590. static readonly EASINGMODE_EASEIN: number;
  72591. /**
  72592. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  72593. */
  72594. static readonly EASINGMODE_EASEOUT: number;
  72595. /**
  72596. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  72597. */
  72598. static readonly EASINGMODE_EASEINOUT: number;
  72599. private _easingMode;
  72600. /**
  72601. * Sets the easing mode of the current function.
  72602. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  72603. */
  72604. setEasingMode(easingMode: number): void;
  72605. /**
  72606. * Gets the current easing mode.
  72607. * @returns the easing mode
  72608. */
  72609. getEasingMode(): number;
  72610. /**
  72611. * @hidden
  72612. */
  72613. easeInCore(gradient: number): number;
  72614. /**
  72615. * Given an input gradient between 0 and 1, this returns the corresponding value
  72616. * of the easing function.
  72617. * @param gradient Defines the value between 0 and 1 we want the easing value for
  72618. * @returns the corresponding value on the curve defined by the easing function
  72619. */
  72620. ease(gradient: number): number;
  72621. }
  72622. /**
  72623. * Easing function with a circle shape (see link below).
  72624. * @see https://easings.net/#easeInCirc
  72625. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72626. */
  72627. export class CircleEase extends EasingFunction implements IEasingFunction {
  72628. /** @hidden */
  72629. easeInCore(gradient: number): number;
  72630. }
  72631. /**
  72632. * Easing function with a ease back shape (see link below).
  72633. * @see https://easings.net/#easeInBack
  72634. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72635. */
  72636. export class BackEase extends EasingFunction implements IEasingFunction {
  72637. /** Defines the amplitude of the function */
  72638. amplitude: number;
  72639. /**
  72640. * Instantiates a back ease easing
  72641. * @see https://easings.net/#easeInBack
  72642. * @param amplitude Defines the amplitude of the function
  72643. */
  72644. constructor(
  72645. /** Defines the amplitude of the function */
  72646. amplitude?: number);
  72647. /** @hidden */
  72648. easeInCore(gradient: number): number;
  72649. }
  72650. /**
  72651. * Easing function with a bouncing shape (see link below).
  72652. * @see https://easings.net/#easeInBounce
  72653. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72654. */
  72655. export class BounceEase extends EasingFunction implements IEasingFunction {
  72656. /** Defines the number of bounces */
  72657. bounces: number;
  72658. /** Defines the amplitude of the bounce */
  72659. bounciness: number;
  72660. /**
  72661. * Instantiates a bounce easing
  72662. * @see https://easings.net/#easeInBounce
  72663. * @param bounces Defines the number of bounces
  72664. * @param bounciness Defines the amplitude of the bounce
  72665. */
  72666. constructor(
  72667. /** Defines the number of bounces */
  72668. bounces?: number,
  72669. /** Defines the amplitude of the bounce */
  72670. bounciness?: number);
  72671. /** @hidden */
  72672. easeInCore(gradient: number): number;
  72673. }
  72674. /**
  72675. * Easing function with a power of 3 shape (see link below).
  72676. * @see https://easings.net/#easeInCubic
  72677. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72678. */
  72679. export class CubicEase extends EasingFunction implements IEasingFunction {
  72680. /** @hidden */
  72681. easeInCore(gradient: number): number;
  72682. }
  72683. /**
  72684. * Easing function with an elastic shape (see link below).
  72685. * @see https://easings.net/#easeInElastic
  72686. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72687. */
  72688. export class ElasticEase extends EasingFunction implements IEasingFunction {
  72689. /** Defines the number of oscillations*/
  72690. oscillations: number;
  72691. /** Defines the amplitude of the oscillations*/
  72692. springiness: number;
  72693. /**
  72694. * Instantiates an elastic easing function
  72695. * @see https://easings.net/#easeInElastic
  72696. * @param oscillations Defines the number of oscillations
  72697. * @param springiness Defines the amplitude of the oscillations
  72698. */
  72699. constructor(
  72700. /** Defines the number of oscillations*/
  72701. oscillations?: number,
  72702. /** Defines the amplitude of the oscillations*/
  72703. springiness?: number);
  72704. /** @hidden */
  72705. easeInCore(gradient: number): number;
  72706. }
  72707. /**
  72708. * Easing function with an exponential shape (see link below).
  72709. * @see https://easings.net/#easeInExpo
  72710. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72711. */
  72712. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  72713. /** Defines the exponent of the function */
  72714. exponent: number;
  72715. /**
  72716. * Instantiates an exponential easing function
  72717. * @see https://easings.net/#easeInExpo
  72718. * @param exponent Defines the exponent of the function
  72719. */
  72720. constructor(
  72721. /** Defines the exponent of the function */
  72722. exponent?: number);
  72723. /** @hidden */
  72724. easeInCore(gradient: number): number;
  72725. }
  72726. /**
  72727. * Easing function with a power shape (see link below).
  72728. * @see https://easings.net/#easeInQuad
  72729. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72730. */
  72731. export class PowerEase extends EasingFunction implements IEasingFunction {
  72732. /** Defines the power of the function */
  72733. power: number;
  72734. /**
  72735. * Instantiates an power base easing function
  72736. * @see https://easings.net/#easeInQuad
  72737. * @param power Defines the power of the function
  72738. */
  72739. constructor(
  72740. /** Defines the power of the function */
  72741. power?: number);
  72742. /** @hidden */
  72743. easeInCore(gradient: number): number;
  72744. }
  72745. /**
  72746. * Easing function with a power of 2 shape (see link below).
  72747. * @see https://easings.net/#easeInQuad
  72748. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72749. */
  72750. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  72751. /** @hidden */
  72752. easeInCore(gradient: number): number;
  72753. }
  72754. /**
  72755. * Easing function with a power of 4 shape (see link below).
  72756. * @see https://easings.net/#easeInQuart
  72757. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72758. */
  72759. export class QuarticEase extends EasingFunction implements IEasingFunction {
  72760. /** @hidden */
  72761. easeInCore(gradient: number): number;
  72762. }
  72763. /**
  72764. * Easing function with a power of 5 shape (see link below).
  72765. * @see https://easings.net/#easeInQuint
  72766. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72767. */
  72768. export class QuinticEase extends EasingFunction implements IEasingFunction {
  72769. /** @hidden */
  72770. easeInCore(gradient: number): number;
  72771. }
  72772. /**
  72773. * Easing function with a sin shape (see link below).
  72774. * @see https://easings.net/#easeInSine
  72775. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72776. */
  72777. export class SineEase extends EasingFunction implements IEasingFunction {
  72778. /** @hidden */
  72779. easeInCore(gradient: number): number;
  72780. }
  72781. /**
  72782. * Easing function with a bezier shape (see link below).
  72783. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  72784. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72785. */
  72786. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  72787. /** Defines the x component of the start tangent in the bezier curve */
  72788. x1: number;
  72789. /** Defines the y component of the start tangent in the bezier curve */
  72790. y1: number;
  72791. /** Defines the x component of the end tangent in the bezier curve */
  72792. x2: number;
  72793. /** Defines the y component of the end tangent in the bezier curve */
  72794. y2: number;
  72795. /**
  72796. * Instantiates a bezier function
  72797. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  72798. * @param x1 Defines the x component of the start tangent in the bezier curve
  72799. * @param y1 Defines the y component of the start tangent in the bezier curve
  72800. * @param x2 Defines the x component of the end tangent in the bezier curve
  72801. * @param y2 Defines the y component of the end tangent in the bezier curve
  72802. */
  72803. constructor(
  72804. /** Defines the x component of the start tangent in the bezier curve */
  72805. x1?: number,
  72806. /** Defines the y component of the start tangent in the bezier curve */
  72807. y1?: number,
  72808. /** Defines the x component of the end tangent in the bezier curve */
  72809. x2?: number,
  72810. /** Defines the y component of the end tangent in the bezier curve */
  72811. y2?: number);
  72812. /** @hidden */
  72813. easeInCore(gradient: number): number;
  72814. }
  72815. }
  72816. declare module BABYLON {
  72817. /**
  72818. * Class used to hold a RBG color
  72819. */
  72820. export class Color3 {
  72821. /**
  72822. * Defines the red component (between 0 and 1, default is 0)
  72823. */
  72824. r: number;
  72825. /**
  72826. * Defines the green component (between 0 and 1, default is 0)
  72827. */
  72828. g: number;
  72829. /**
  72830. * Defines the blue component (between 0 and 1, default is 0)
  72831. */
  72832. b: number;
  72833. /**
  72834. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  72835. * @param r defines the red component (between 0 and 1, default is 0)
  72836. * @param g defines the green component (between 0 and 1, default is 0)
  72837. * @param b defines the blue component (between 0 and 1, default is 0)
  72838. */
  72839. constructor(
  72840. /**
  72841. * Defines the red component (between 0 and 1, default is 0)
  72842. */
  72843. r?: number,
  72844. /**
  72845. * Defines the green component (between 0 and 1, default is 0)
  72846. */
  72847. g?: number,
  72848. /**
  72849. * Defines the blue component (between 0 and 1, default is 0)
  72850. */
  72851. b?: number);
  72852. /**
  72853. * Creates a string with the Color3 current values
  72854. * @returns the string representation of the Color3 object
  72855. */
  72856. toString(): string;
  72857. /**
  72858. * Returns the string "Color3"
  72859. * @returns "Color3"
  72860. */
  72861. getClassName(): string;
  72862. /**
  72863. * Compute the Color3 hash code
  72864. * @returns an unique number that can be used to hash Color3 objects
  72865. */
  72866. getHashCode(): number;
  72867. /**
  72868. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  72869. * @param array defines the array where to store the r,g,b components
  72870. * @param index defines an optional index in the target array to define where to start storing values
  72871. * @returns the current Color3 object
  72872. */
  72873. toArray(array: FloatArray, index?: number): Color3;
  72874. /**
  72875. * Returns a new Color4 object from the current Color3 and the given alpha
  72876. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  72877. * @returns a new Color4 object
  72878. */
  72879. toColor4(alpha?: number): Color4;
  72880. /**
  72881. * Returns a new array populated with 3 numeric elements : red, green and blue values
  72882. * @returns the new array
  72883. */
  72884. asArray(): number[];
  72885. /**
  72886. * Returns the luminance value
  72887. * @returns a float value
  72888. */
  72889. toLuminance(): number;
  72890. /**
  72891. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  72892. * @param otherColor defines the second operand
  72893. * @returns the new Color3 object
  72894. */
  72895. multiply(otherColor: DeepImmutable<Color3>): Color3;
  72896. /**
  72897. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  72898. * @param otherColor defines the second operand
  72899. * @param result defines the Color3 object where to store the result
  72900. * @returns the current Color3
  72901. */
  72902. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  72903. /**
  72904. * Determines equality between Color3 objects
  72905. * @param otherColor defines the second operand
  72906. * @returns true if the rgb values are equal to the given ones
  72907. */
  72908. equals(otherColor: DeepImmutable<Color3>): boolean;
  72909. /**
  72910. * Determines equality between the current Color3 object and a set of r,b,g values
  72911. * @param r defines the red component to check
  72912. * @param g defines the green component to check
  72913. * @param b defines the blue component to check
  72914. * @returns true if the rgb values are equal to the given ones
  72915. */
  72916. equalsFloats(r: number, g: number, b: number): boolean;
  72917. /**
  72918. * Multiplies in place each rgb value by scale
  72919. * @param scale defines the scaling factor
  72920. * @returns the updated Color3
  72921. */
  72922. scale(scale: number): Color3;
  72923. /**
  72924. * Multiplies the rgb values by scale and stores the result into "result"
  72925. * @param scale defines the scaling factor
  72926. * @param result defines the Color3 object where to store the result
  72927. * @returns the unmodified current Color3
  72928. */
  72929. scaleToRef(scale: number, result: Color3): Color3;
  72930. /**
  72931. * Scale the current Color3 values by a factor and add the result to a given Color3
  72932. * @param scale defines the scale factor
  72933. * @param result defines color to store the result into
  72934. * @returns the unmodified current Color3
  72935. */
  72936. scaleAndAddToRef(scale: number, result: Color3): Color3;
  72937. /**
  72938. * Clamps the rgb values by the min and max values and stores the result into "result"
  72939. * @param min defines minimum clamping value (default is 0)
  72940. * @param max defines maximum clamping value (default is 1)
  72941. * @param result defines color to store the result into
  72942. * @returns the original Color3
  72943. */
  72944. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  72945. /**
  72946. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  72947. * @param otherColor defines the second operand
  72948. * @returns the new Color3
  72949. */
  72950. add(otherColor: DeepImmutable<Color3>): Color3;
  72951. /**
  72952. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  72953. * @param otherColor defines the second operand
  72954. * @param result defines Color3 object to store the result into
  72955. * @returns the unmodified current Color3
  72956. */
  72957. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  72958. /**
  72959. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  72960. * @param otherColor defines the second operand
  72961. * @returns the new Color3
  72962. */
  72963. subtract(otherColor: DeepImmutable<Color3>): Color3;
  72964. /**
  72965. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  72966. * @param otherColor defines the second operand
  72967. * @param result defines Color3 object to store the result into
  72968. * @returns the unmodified current Color3
  72969. */
  72970. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  72971. /**
  72972. * Copy the current object
  72973. * @returns a new Color3 copied the current one
  72974. */
  72975. clone(): Color3;
  72976. /**
  72977. * Copies the rgb values from the source in the current Color3
  72978. * @param source defines the source Color3 object
  72979. * @returns the updated Color3 object
  72980. */
  72981. copyFrom(source: DeepImmutable<Color3>): Color3;
  72982. /**
  72983. * Updates the Color3 rgb values from the given floats
  72984. * @param r defines the red component to read from
  72985. * @param g defines the green component to read from
  72986. * @param b defines the blue component to read from
  72987. * @returns the current Color3 object
  72988. */
  72989. copyFromFloats(r: number, g: number, b: number): Color3;
  72990. /**
  72991. * Updates the Color3 rgb values from the given floats
  72992. * @param r defines the red component to read from
  72993. * @param g defines the green component to read from
  72994. * @param b defines the blue component to read from
  72995. * @returns the current Color3 object
  72996. */
  72997. set(r: number, g: number, b: number): Color3;
  72998. /**
  72999. * Compute the Color3 hexadecimal code as a string
  73000. * @returns a string containing the hexadecimal representation of the Color3 object
  73001. */
  73002. toHexString(): string;
  73003. /**
  73004. * Computes a new Color3 converted from the current one to linear space
  73005. * @returns a new Color3 object
  73006. */
  73007. toLinearSpace(): Color3;
  73008. /**
  73009. * Converts current color in rgb space to HSV values
  73010. * @returns a new color3 representing the HSV values
  73011. */
  73012. toHSV(): Color3;
  73013. /**
  73014. * Converts current color in rgb space to HSV values
  73015. * @param result defines the Color3 where to store the HSV values
  73016. */
  73017. toHSVToRef(result: Color3): void;
  73018. /**
  73019. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  73020. * @param convertedColor defines the Color3 object where to store the linear space version
  73021. * @returns the unmodified Color3
  73022. */
  73023. toLinearSpaceToRef(convertedColor: Color3): Color3;
  73024. /**
  73025. * Computes a new Color3 converted from the current one to gamma space
  73026. * @returns a new Color3 object
  73027. */
  73028. toGammaSpace(): Color3;
  73029. /**
  73030. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  73031. * @param convertedColor defines the Color3 object where to store the gamma space version
  73032. * @returns the unmodified Color3
  73033. */
  73034. toGammaSpaceToRef(convertedColor: Color3): Color3;
  73035. private static _BlackReadOnly;
  73036. /**
  73037. * Convert Hue, saturation and value to a Color3 (RGB)
  73038. * @param hue defines the hue
  73039. * @param saturation defines the saturation
  73040. * @param value defines the value
  73041. * @param result defines the Color3 where to store the RGB values
  73042. */
  73043. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  73044. /**
  73045. * Creates a new Color3 from the string containing valid hexadecimal values
  73046. * @param hex defines a string containing valid hexadecimal values
  73047. * @returns a new Color3 object
  73048. */
  73049. static FromHexString(hex: string): Color3;
  73050. /**
  73051. * Creates a new Color3 from the starting index of the given array
  73052. * @param array defines the source array
  73053. * @param offset defines an offset in the source array
  73054. * @returns a new Color3 object
  73055. */
  73056. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  73057. /**
  73058. * Creates a new Color3 from integer values (< 256)
  73059. * @param r defines the red component to read from (value between 0 and 255)
  73060. * @param g defines the green component to read from (value between 0 and 255)
  73061. * @param b defines the blue component to read from (value between 0 and 255)
  73062. * @returns a new Color3 object
  73063. */
  73064. static FromInts(r: number, g: number, b: number): Color3;
  73065. /**
  73066. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  73067. * @param start defines the start Color3 value
  73068. * @param end defines the end Color3 value
  73069. * @param amount defines the gradient value between start and end
  73070. * @returns a new Color3 object
  73071. */
  73072. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  73073. /**
  73074. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  73075. * @param left defines the start value
  73076. * @param right defines the end value
  73077. * @param amount defines the gradient factor
  73078. * @param result defines the Color3 object where to store the result
  73079. */
  73080. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  73081. /**
  73082. * Returns a Color3 value containing a red color
  73083. * @returns a new Color3 object
  73084. */
  73085. static Red(): Color3;
  73086. /**
  73087. * Returns a Color3 value containing a green color
  73088. * @returns a new Color3 object
  73089. */
  73090. static Green(): Color3;
  73091. /**
  73092. * Returns a Color3 value containing a blue color
  73093. * @returns a new Color3 object
  73094. */
  73095. static Blue(): Color3;
  73096. /**
  73097. * Returns a Color3 value containing a black color
  73098. * @returns a new Color3 object
  73099. */
  73100. static Black(): Color3;
  73101. /**
  73102. * Gets a Color3 value containing a black color that must not be updated
  73103. */
  73104. static readonly BlackReadOnly: DeepImmutable<Color3>;
  73105. /**
  73106. * Returns a Color3 value containing a white color
  73107. * @returns a new Color3 object
  73108. */
  73109. static White(): Color3;
  73110. /**
  73111. * Returns a Color3 value containing a purple color
  73112. * @returns a new Color3 object
  73113. */
  73114. static Purple(): Color3;
  73115. /**
  73116. * Returns a Color3 value containing a magenta color
  73117. * @returns a new Color3 object
  73118. */
  73119. static Magenta(): Color3;
  73120. /**
  73121. * Returns a Color3 value containing a yellow color
  73122. * @returns a new Color3 object
  73123. */
  73124. static Yellow(): Color3;
  73125. /**
  73126. * Returns a Color3 value containing a gray color
  73127. * @returns a new Color3 object
  73128. */
  73129. static Gray(): Color3;
  73130. /**
  73131. * Returns a Color3 value containing a teal color
  73132. * @returns a new Color3 object
  73133. */
  73134. static Teal(): Color3;
  73135. /**
  73136. * Returns a Color3 value containing a random color
  73137. * @returns a new Color3 object
  73138. */
  73139. static Random(): Color3;
  73140. }
  73141. /**
  73142. * Class used to hold a RBGA color
  73143. */
  73144. export class Color4 {
  73145. /**
  73146. * Defines the red component (between 0 and 1, default is 0)
  73147. */
  73148. r: number;
  73149. /**
  73150. * Defines the green component (between 0 and 1, default is 0)
  73151. */
  73152. g: number;
  73153. /**
  73154. * Defines the blue component (between 0 and 1, default is 0)
  73155. */
  73156. b: number;
  73157. /**
  73158. * Defines the alpha component (between 0 and 1, default is 1)
  73159. */
  73160. a: number;
  73161. /**
  73162. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  73163. * @param r defines the red component (between 0 and 1, default is 0)
  73164. * @param g defines the green component (between 0 and 1, default is 0)
  73165. * @param b defines the blue component (between 0 and 1, default is 0)
  73166. * @param a defines the alpha component (between 0 and 1, default is 1)
  73167. */
  73168. constructor(
  73169. /**
  73170. * Defines the red component (between 0 and 1, default is 0)
  73171. */
  73172. r?: number,
  73173. /**
  73174. * Defines the green component (between 0 and 1, default is 0)
  73175. */
  73176. g?: number,
  73177. /**
  73178. * Defines the blue component (between 0 and 1, default is 0)
  73179. */
  73180. b?: number,
  73181. /**
  73182. * Defines the alpha component (between 0 and 1, default is 1)
  73183. */
  73184. a?: number);
  73185. /**
  73186. * Adds in place the given Color4 values to the current Color4 object
  73187. * @param right defines the second operand
  73188. * @returns the current updated Color4 object
  73189. */
  73190. addInPlace(right: DeepImmutable<Color4>): Color4;
  73191. /**
  73192. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  73193. * @returns the new array
  73194. */
  73195. asArray(): number[];
  73196. /**
  73197. * Stores from the starting index in the given array the Color4 successive values
  73198. * @param array defines the array where to store the r,g,b components
  73199. * @param index defines an optional index in the target array to define where to start storing values
  73200. * @returns the current Color4 object
  73201. */
  73202. toArray(array: number[], index?: number): Color4;
  73203. /**
  73204. * Determines equality between Color4 objects
  73205. * @param otherColor defines the second operand
  73206. * @returns true if the rgba values are equal to the given ones
  73207. */
  73208. equals(otherColor: DeepImmutable<Color4>): boolean;
  73209. /**
  73210. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  73211. * @param right defines the second operand
  73212. * @returns a new Color4 object
  73213. */
  73214. add(right: DeepImmutable<Color4>): Color4;
  73215. /**
  73216. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  73217. * @param right defines the second operand
  73218. * @returns a new Color4 object
  73219. */
  73220. subtract(right: DeepImmutable<Color4>): Color4;
  73221. /**
  73222. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  73223. * @param right defines the second operand
  73224. * @param result defines the Color4 object where to store the result
  73225. * @returns the current Color4 object
  73226. */
  73227. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  73228. /**
  73229. * Creates a new Color4 with the current Color4 values multiplied by scale
  73230. * @param scale defines the scaling factor to apply
  73231. * @returns a new Color4 object
  73232. */
  73233. scale(scale: number): Color4;
  73234. /**
  73235. * Multiplies the current Color4 values by scale and stores the result in "result"
  73236. * @param scale defines the scaling factor to apply
  73237. * @param result defines the Color4 object where to store the result
  73238. * @returns the current unmodified Color4
  73239. */
  73240. scaleToRef(scale: number, result: Color4): Color4;
  73241. /**
  73242. * Scale the current Color4 values by a factor and add the result to a given Color4
  73243. * @param scale defines the scale factor
  73244. * @param result defines the Color4 object where to store the result
  73245. * @returns the unmodified current Color4
  73246. */
  73247. scaleAndAddToRef(scale: number, result: Color4): Color4;
  73248. /**
  73249. * Clamps the rgb values by the min and max values and stores the result into "result"
  73250. * @param min defines minimum clamping value (default is 0)
  73251. * @param max defines maximum clamping value (default is 1)
  73252. * @param result defines color to store the result into.
  73253. * @returns the cuurent Color4
  73254. */
  73255. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  73256. /**
  73257. * Multipy an Color4 value by another and return a new Color4 object
  73258. * @param color defines the Color4 value to multiply by
  73259. * @returns a new Color4 object
  73260. */
  73261. multiply(color: Color4): Color4;
  73262. /**
  73263. * Multipy a Color4 value by another and push the result in a reference value
  73264. * @param color defines the Color4 value to multiply by
  73265. * @param result defines the Color4 to fill the result in
  73266. * @returns the result Color4
  73267. */
  73268. multiplyToRef(color: Color4, result: Color4): Color4;
  73269. /**
  73270. * Creates a string with the Color4 current values
  73271. * @returns the string representation of the Color4 object
  73272. */
  73273. toString(): string;
  73274. /**
  73275. * Returns the string "Color4"
  73276. * @returns "Color4"
  73277. */
  73278. getClassName(): string;
  73279. /**
  73280. * Compute the Color4 hash code
  73281. * @returns an unique number that can be used to hash Color4 objects
  73282. */
  73283. getHashCode(): number;
  73284. /**
  73285. * Creates a new Color4 copied from the current one
  73286. * @returns a new Color4 object
  73287. */
  73288. clone(): Color4;
  73289. /**
  73290. * Copies the given Color4 values into the current one
  73291. * @param source defines the source Color4 object
  73292. * @returns the current updated Color4 object
  73293. */
  73294. copyFrom(source: Color4): Color4;
  73295. /**
  73296. * Copies the given float values into the current one
  73297. * @param r defines the red component to read from
  73298. * @param g defines the green component to read from
  73299. * @param b defines the blue component to read from
  73300. * @param a defines the alpha component to read from
  73301. * @returns the current updated Color4 object
  73302. */
  73303. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  73304. /**
  73305. * Copies the given float values into the current one
  73306. * @param r defines the red component to read from
  73307. * @param g defines the green component to read from
  73308. * @param b defines the blue component to read from
  73309. * @param a defines the alpha component to read from
  73310. * @returns the current updated Color4 object
  73311. */
  73312. set(r: number, g: number, b: number, a: number): Color4;
  73313. /**
  73314. * Compute the Color4 hexadecimal code as a string
  73315. * @returns a string containing the hexadecimal representation of the Color4 object
  73316. */
  73317. toHexString(): string;
  73318. /**
  73319. * Computes a new Color4 converted from the current one to linear space
  73320. * @returns a new Color4 object
  73321. */
  73322. toLinearSpace(): Color4;
  73323. /**
  73324. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  73325. * @param convertedColor defines the Color4 object where to store the linear space version
  73326. * @returns the unmodified Color4
  73327. */
  73328. toLinearSpaceToRef(convertedColor: Color4): Color4;
  73329. /**
  73330. * Computes a new Color4 converted from the current one to gamma space
  73331. * @returns a new Color4 object
  73332. */
  73333. toGammaSpace(): Color4;
  73334. /**
  73335. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  73336. * @param convertedColor defines the Color4 object where to store the gamma space version
  73337. * @returns the unmodified Color4
  73338. */
  73339. toGammaSpaceToRef(convertedColor: Color4): Color4;
  73340. /**
  73341. * Creates a new Color4 from the string containing valid hexadecimal values
  73342. * @param hex defines a string containing valid hexadecimal values
  73343. * @returns a new Color4 object
  73344. */
  73345. static FromHexString(hex: string): Color4;
  73346. /**
  73347. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  73348. * @param left defines the start value
  73349. * @param right defines the end value
  73350. * @param amount defines the gradient factor
  73351. * @returns a new Color4 object
  73352. */
  73353. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  73354. /**
  73355. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  73356. * @param left defines the start value
  73357. * @param right defines the end value
  73358. * @param amount defines the gradient factor
  73359. * @param result defines the Color4 object where to store data
  73360. */
  73361. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  73362. /**
  73363. * Creates a new Color4 from a Color3 and an alpha value
  73364. * @param color3 defines the source Color3 to read from
  73365. * @param alpha defines the alpha component (1.0 by default)
  73366. * @returns a new Color4 object
  73367. */
  73368. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  73369. /**
  73370. * Creates a new Color4 from the starting index element of the given array
  73371. * @param array defines the source array to read from
  73372. * @param offset defines the offset in the source array
  73373. * @returns a new Color4 object
  73374. */
  73375. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  73376. /**
  73377. * Creates a new Color3 from integer values (< 256)
  73378. * @param r defines the red component to read from (value between 0 and 255)
  73379. * @param g defines the green component to read from (value between 0 and 255)
  73380. * @param b defines the blue component to read from (value between 0 and 255)
  73381. * @param a defines the alpha component to read from (value between 0 and 255)
  73382. * @returns a new Color3 object
  73383. */
  73384. static FromInts(r: number, g: number, b: number, a: number): Color4;
  73385. /**
  73386. * Check the content of a given array and convert it to an array containing RGBA data
  73387. * If the original array was already containing count * 4 values then it is returned directly
  73388. * @param colors defines the array to check
  73389. * @param count defines the number of RGBA data to expect
  73390. * @returns an array containing count * 4 values (RGBA)
  73391. */
  73392. static CheckColors4(colors: number[], count: number): number[];
  73393. }
  73394. /**
  73395. * @hidden
  73396. */
  73397. export class TmpColors {
  73398. static Color3: Color3[];
  73399. static Color4: Color4[];
  73400. }
  73401. }
  73402. declare module BABYLON {
  73403. /**
  73404. * Defines an interface which represents an animation key frame
  73405. */
  73406. export interface IAnimationKey {
  73407. /**
  73408. * Frame of the key frame
  73409. */
  73410. frame: number;
  73411. /**
  73412. * Value at the specifies key frame
  73413. */
  73414. value: any;
  73415. /**
  73416. * The input tangent for the cubic hermite spline
  73417. */
  73418. inTangent?: any;
  73419. /**
  73420. * The output tangent for the cubic hermite spline
  73421. */
  73422. outTangent?: any;
  73423. /**
  73424. * The animation interpolation type
  73425. */
  73426. interpolation?: AnimationKeyInterpolation;
  73427. }
  73428. /**
  73429. * Enum for the animation key frame interpolation type
  73430. */
  73431. export enum AnimationKeyInterpolation {
  73432. /**
  73433. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  73434. */
  73435. STEP = 1
  73436. }
  73437. }
  73438. declare module BABYLON {
  73439. /**
  73440. * Represents the range of an animation
  73441. */
  73442. export class AnimationRange {
  73443. /**The name of the animation range**/
  73444. name: string;
  73445. /**The starting frame of the animation */
  73446. from: number;
  73447. /**The ending frame of the animation*/
  73448. to: number;
  73449. /**
  73450. * Initializes the range of an animation
  73451. * @param name The name of the animation range
  73452. * @param from The starting frame of the animation
  73453. * @param to The ending frame of the animation
  73454. */
  73455. constructor(
  73456. /**The name of the animation range**/
  73457. name: string,
  73458. /**The starting frame of the animation */
  73459. from: number,
  73460. /**The ending frame of the animation*/
  73461. to: number);
  73462. /**
  73463. * Makes a copy of the animation range
  73464. * @returns A copy of the animation range
  73465. */
  73466. clone(): AnimationRange;
  73467. }
  73468. }
  73469. declare module BABYLON {
  73470. /**
  73471. * Composed of a frame, and an action function
  73472. */
  73473. export class AnimationEvent {
  73474. /** The frame for which the event is triggered **/
  73475. frame: number;
  73476. /** The event to perform when triggered **/
  73477. action: (currentFrame: number) => void;
  73478. /** Specifies if the event should be triggered only once**/
  73479. onlyOnce?: boolean | undefined;
  73480. /**
  73481. * Specifies if the animation event is done
  73482. */
  73483. isDone: boolean;
  73484. /**
  73485. * Initializes the animation event
  73486. * @param frame The frame for which the event is triggered
  73487. * @param action The event to perform when triggered
  73488. * @param onlyOnce Specifies if the event should be triggered only once
  73489. */
  73490. constructor(
  73491. /** The frame for which the event is triggered **/
  73492. frame: number,
  73493. /** The event to perform when triggered **/
  73494. action: (currentFrame: number) => void,
  73495. /** Specifies if the event should be triggered only once**/
  73496. onlyOnce?: boolean | undefined);
  73497. /** @hidden */
  73498. _clone(): AnimationEvent;
  73499. }
  73500. }
  73501. declare module BABYLON {
  73502. /**
  73503. * Interface used to define a behavior
  73504. */
  73505. export interface Behavior<T> {
  73506. /** gets or sets behavior's name */
  73507. name: string;
  73508. /**
  73509. * Function called when the behavior needs to be initialized (after attaching it to a target)
  73510. */
  73511. init(): void;
  73512. /**
  73513. * Called when the behavior is attached to a target
  73514. * @param target defines the target where the behavior is attached to
  73515. */
  73516. attach(target: T): void;
  73517. /**
  73518. * Called when the behavior is detached from its target
  73519. */
  73520. detach(): void;
  73521. }
  73522. /**
  73523. * Interface implemented by classes supporting behaviors
  73524. */
  73525. export interface IBehaviorAware<T> {
  73526. /**
  73527. * Attach a behavior
  73528. * @param behavior defines the behavior to attach
  73529. * @returns the current host
  73530. */
  73531. addBehavior(behavior: Behavior<T>): T;
  73532. /**
  73533. * Remove a behavior from the current object
  73534. * @param behavior defines the behavior to detach
  73535. * @returns the current host
  73536. */
  73537. removeBehavior(behavior: Behavior<T>): T;
  73538. /**
  73539. * Gets a behavior using its name to search
  73540. * @param name defines the name to search
  73541. * @returns the behavior or null if not found
  73542. */
  73543. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  73544. }
  73545. }
  73546. declare module BABYLON {
  73547. /**
  73548. * Defines an array and its length.
  73549. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  73550. */
  73551. export interface ISmartArrayLike<T> {
  73552. /**
  73553. * The data of the array.
  73554. */
  73555. data: Array<T>;
  73556. /**
  73557. * The active length of the array.
  73558. */
  73559. length: number;
  73560. }
  73561. /**
  73562. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  73563. */
  73564. export class SmartArray<T> implements ISmartArrayLike<T> {
  73565. /**
  73566. * The full set of data from the array.
  73567. */
  73568. data: Array<T>;
  73569. /**
  73570. * The active length of the array.
  73571. */
  73572. length: number;
  73573. protected _id: number;
  73574. /**
  73575. * Instantiates a Smart Array.
  73576. * @param capacity defines the default capacity of the array.
  73577. */
  73578. constructor(capacity: number);
  73579. /**
  73580. * Pushes a value at the end of the active data.
  73581. * @param value defines the object to push in the array.
  73582. */
  73583. push(value: T): void;
  73584. /**
  73585. * Iterates over the active data and apply the lambda to them.
  73586. * @param func defines the action to apply on each value.
  73587. */
  73588. forEach(func: (content: T) => void): void;
  73589. /**
  73590. * Sorts the full sets of data.
  73591. * @param compareFn defines the comparison function to apply.
  73592. */
  73593. sort(compareFn: (a: T, b: T) => number): void;
  73594. /**
  73595. * Resets the active data to an empty array.
  73596. */
  73597. reset(): void;
  73598. /**
  73599. * Releases all the data from the array as well as the array.
  73600. */
  73601. dispose(): void;
  73602. /**
  73603. * Concats the active data with a given array.
  73604. * @param array defines the data to concatenate with.
  73605. */
  73606. concat(array: any): void;
  73607. /**
  73608. * Returns the position of a value in the active data.
  73609. * @param value defines the value to find the index for
  73610. * @returns the index if found in the active data otherwise -1
  73611. */
  73612. indexOf(value: T): number;
  73613. /**
  73614. * Returns whether an element is part of the active data.
  73615. * @param value defines the value to look for
  73616. * @returns true if found in the active data otherwise false
  73617. */
  73618. contains(value: T): boolean;
  73619. private static _GlobalId;
  73620. }
  73621. /**
  73622. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  73623. * The data in this array can only be present once
  73624. */
  73625. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  73626. private _duplicateId;
  73627. /**
  73628. * Pushes a value at the end of the active data.
  73629. * THIS DOES NOT PREVENT DUPPLICATE DATA
  73630. * @param value defines the object to push in the array.
  73631. */
  73632. push(value: T): void;
  73633. /**
  73634. * Pushes a value at the end of the active data.
  73635. * If the data is already present, it won t be added again
  73636. * @param value defines the object to push in the array.
  73637. * @returns true if added false if it was already present
  73638. */
  73639. pushNoDuplicate(value: T): boolean;
  73640. /**
  73641. * Resets the active data to an empty array.
  73642. */
  73643. reset(): void;
  73644. /**
  73645. * Concats the active data with a given array.
  73646. * This ensures no dupplicate will be present in the result.
  73647. * @param array defines the data to concatenate with.
  73648. */
  73649. concatWithNoDuplicate(array: any): void;
  73650. }
  73651. }
  73652. declare module BABYLON {
  73653. /**
  73654. * @ignore
  73655. * This is a list of all the different input types that are available in the application.
  73656. * Fo instance: ArcRotateCameraGamepadInput...
  73657. */
  73658. export var CameraInputTypes: {};
  73659. /**
  73660. * This is the contract to implement in order to create a new input class.
  73661. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  73662. */
  73663. export interface ICameraInput<TCamera extends Camera> {
  73664. /**
  73665. * Defines the camera the input is attached to.
  73666. */
  73667. camera: Nullable<TCamera>;
  73668. /**
  73669. * Gets the class name of the current intput.
  73670. * @returns the class name
  73671. */
  73672. getClassName(): string;
  73673. /**
  73674. * Get the friendly name associated with the input class.
  73675. * @returns the input friendly name
  73676. */
  73677. getSimpleName(): string;
  73678. /**
  73679. * Attach the input controls to a specific dom element to get the input from.
  73680. * @param element Defines the element the controls should be listened from
  73681. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73682. */
  73683. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  73684. /**
  73685. * Detach the current controls from the specified dom element.
  73686. * @param element Defines the element to stop listening the inputs from
  73687. */
  73688. detachControl(element: Nullable<HTMLElement>): void;
  73689. /**
  73690. * Update the current camera state depending on the inputs that have been used this frame.
  73691. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  73692. */
  73693. checkInputs?: () => void;
  73694. }
  73695. /**
  73696. * Represents a map of input types to input instance or input index to input instance.
  73697. */
  73698. export interface CameraInputsMap<TCamera extends Camera> {
  73699. /**
  73700. * Accessor to the input by input type.
  73701. */
  73702. [name: string]: ICameraInput<TCamera>;
  73703. /**
  73704. * Accessor to the input by input index.
  73705. */
  73706. [idx: number]: ICameraInput<TCamera>;
  73707. }
  73708. /**
  73709. * This represents the input manager used within a camera.
  73710. * It helps dealing with all the different kind of input attached to a camera.
  73711. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  73712. */
  73713. export class CameraInputsManager<TCamera extends Camera> {
  73714. /**
  73715. * Defines the list of inputs attahed to the camera.
  73716. */
  73717. attached: CameraInputsMap<TCamera>;
  73718. /**
  73719. * Defines the dom element the camera is collecting inputs from.
  73720. * This is null if the controls have not been attached.
  73721. */
  73722. attachedElement: Nullable<HTMLElement>;
  73723. /**
  73724. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73725. */
  73726. noPreventDefault: boolean;
  73727. /**
  73728. * Defined the camera the input manager belongs to.
  73729. */
  73730. camera: TCamera;
  73731. /**
  73732. * Update the current camera state depending on the inputs that have been used this frame.
  73733. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  73734. */
  73735. checkInputs: () => void;
  73736. /**
  73737. * Instantiate a new Camera Input Manager.
  73738. * @param camera Defines the camera the input manager blongs to
  73739. */
  73740. constructor(camera: TCamera);
  73741. /**
  73742. * Add an input method to a camera
  73743. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  73744. * @param input camera input method
  73745. */
  73746. add(input: ICameraInput<TCamera>): void;
  73747. /**
  73748. * Remove a specific input method from a camera
  73749. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  73750. * @param inputToRemove camera input method
  73751. */
  73752. remove(inputToRemove: ICameraInput<TCamera>): void;
  73753. /**
  73754. * Remove a specific input type from a camera
  73755. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  73756. * @param inputType the type of the input to remove
  73757. */
  73758. removeByType(inputType: string): void;
  73759. private _addCheckInputs;
  73760. /**
  73761. * Attach the input controls to the currently attached dom element to listen the events from.
  73762. * @param input Defines the input to attach
  73763. */
  73764. attachInput(input: ICameraInput<TCamera>): void;
  73765. /**
  73766. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  73767. * @param element Defines the dom element to collect the events from
  73768. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73769. */
  73770. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  73771. /**
  73772. * Detach the current manager inputs controls from a specific dom element.
  73773. * @param element Defines the dom element to collect the events from
  73774. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  73775. */
  73776. detachElement(element: HTMLElement, disconnect?: boolean): void;
  73777. /**
  73778. * Rebuild the dynamic inputCheck function from the current list of
  73779. * defined inputs in the manager.
  73780. */
  73781. rebuildInputCheck(): void;
  73782. /**
  73783. * Remove all attached input methods from a camera
  73784. */
  73785. clear(): void;
  73786. /**
  73787. * Serialize the current input manager attached to a camera.
  73788. * This ensures than once parsed,
  73789. * the input associated to the camera will be identical to the current ones
  73790. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  73791. */
  73792. serialize(serializedCamera: any): void;
  73793. /**
  73794. * Parses an input manager serialized JSON to restore the previous list of inputs
  73795. * and states associated to a camera.
  73796. * @param parsedCamera Defines the JSON to parse
  73797. */
  73798. parse(parsedCamera: any): void;
  73799. }
  73800. }
  73801. declare module BABYLON {
  73802. /**
  73803. * Class used to store data that will be store in GPU memory
  73804. */
  73805. export class Buffer {
  73806. private _engine;
  73807. private _buffer;
  73808. /** @hidden */
  73809. _data: Nullable<DataArray>;
  73810. private _updatable;
  73811. private _instanced;
  73812. private _divisor;
  73813. /**
  73814. * Gets the byte stride.
  73815. */
  73816. readonly byteStride: number;
  73817. /**
  73818. * Constructor
  73819. * @param engine the engine
  73820. * @param data the data to use for this buffer
  73821. * @param updatable whether the data is updatable
  73822. * @param stride the stride (optional)
  73823. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  73824. * @param instanced whether the buffer is instanced (optional)
  73825. * @param useBytes set to true if the stride in in bytes (optional)
  73826. * @param divisor sets an optional divisor for instances (1 by default)
  73827. */
  73828. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  73829. /**
  73830. * Create a new VertexBuffer based on the current buffer
  73831. * @param kind defines the vertex buffer kind (position, normal, etc.)
  73832. * @param offset defines offset in the buffer (0 by default)
  73833. * @param size defines the size in floats of attributes (position is 3 for instance)
  73834. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  73835. * @param instanced defines if the vertex buffer contains indexed data
  73836. * @param useBytes defines if the offset and stride are in bytes *
  73837. * @param divisor sets an optional divisor for instances (1 by default)
  73838. * @returns the new vertex buffer
  73839. */
  73840. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  73841. /**
  73842. * Gets a boolean indicating if the Buffer is updatable?
  73843. * @returns true if the buffer is updatable
  73844. */
  73845. isUpdatable(): boolean;
  73846. /**
  73847. * Gets current buffer's data
  73848. * @returns a DataArray or null
  73849. */
  73850. getData(): Nullable<DataArray>;
  73851. /**
  73852. * Gets underlying native buffer
  73853. * @returns underlying native buffer
  73854. */
  73855. getBuffer(): Nullable<DataBuffer>;
  73856. /**
  73857. * Gets the stride in float32 units (i.e. byte stride / 4).
  73858. * May not be an integer if the byte stride is not divisible by 4.
  73859. * DEPRECATED. Use byteStride instead.
  73860. * @returns the stride in float32 units
  73861. */
  73862. getStrideSize(): number;
  73863. /**
  73864. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  73865. * @param data defines the data to store
  73866. */
  73867. create(data?: Nullable<DataArray>): void;
  73868. /** @hidden */
  73869. _rebuild(): void;
  73870. /**
  73871. * Update current buffer data
  73872. * @param data defines the data to store
  73873. */
  73874. update(data: DataArray): void;
  73875. /**
  73876. * Updates the data directly.
  73877. * @param data the new data
  73878. * @param offset the new offset
  73879. * @param vertexCount the vertex count (optional)
  73880. * @param useBytes set to true if the offset is in bytes
  73881. */
  73882. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  73883. /**
  73884. * Release all resources
  73885. */
  73886. dispose(): void;
  73887. }
  73888. /**
  73889. * Specialized buffer used to store vertex data
  73890. */
  73891. export class VertexBuffer {
  73892. /** @hidden */
  73893. _buffer: Buffer;
  73894. private _kind;
  73895. private _size;
  73896. private _ownsBuffer;
  73897. private _instanced;
  73898. private _instanceDivisor;
  73899. /**
  73900. * The byte type.
  73901. */
  73902. static readonly BYTE: number;
  73903. /**
  73904. * The unsigned byte type.
  73905. */
  73906. static readonly UNSIGNED_BYTE: number;
  73907. /**
  73908. * The short type.
  73909. */
  73910. static readonly SHORT: number;
  73911. /**
  73912. * The unsigned short type.
  73913. */
  73914. static readonly UNSIGNED_SHORT: number;
  73915. /**
  73916. * The integer type.
  73917. */
  73918. static readonly INT: number;
  73919. /**
  73920. * The unsigned integer type.
  73921. */
  73922. static readonly UNSIGNED_INT: number;
  73923. /**
  73924. * The float type.
  73925. */
  73926. static readonly FLOAT: number;
  73927. /**
  73928. * Gets or sets the instance divisor when in instanced mode
  73929. */
  73930. instanceDivisor: number;
  73931. /**
  73932. * Gets the byte stride.
  73933. */
  73934. readonly byteStride: number;
  73935. /**
  73936. * Gets the byte offset.
  73937. */
  73938. readonly byteOffset: number;
  73939. /**
  73940. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  73941. */
  73942. readonly normalized: boolean;
  73943. /**
  73944. * Gets the data type of each component in the array.
  73945. */
  73946. readonly type: number;
  73947. /**
  73948. * Constructor
  73949. * @param engine the engine
  73950. * @param data the data to use for this vertex buffer
  73951. * @param kind the vertex buffer kind
  73952. * @param updatable whether the data is updatable
  73953. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  73954. * @param stride the stride (optional)
  73955. * @param instanced whether the buffer is instanced (optional)
  73956. * @param offset the offset of the data (optional)
  73957. * @param size the number of components (optional)
  73958. * @param type the type of the component (optional)
  73959. * @param normalized whether the data contains normalized data (optional)
  73960. * @param useBytes set to true if stride and offset are in bytes (optional)
  73961. * @param divisor defines the instance divisor to use (1 by default)
  73962. */
  73963. 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, divisor?: number);
  73964. /** @hidden */
  73965. _rebuild(): void;
  73966. /**
  73967. * Returns the kind of the VertexBuffer (string)
  73968. * @returns a string
  73969. */
  73970. getKind(): string;
  73971. /**
  73972. * Gets a boolean indicating if the VertexBuffer is updatable?
  73973. * @returns true if the buffer is updatable
  73974. */
  73975. isUpdatable(): boolean;
  73976. /**
  73977. * Gets current buffer's data
  73978. * @returns a DataArray or null
  73979. */
  73980. getData(): Nullable<DataArray>;
  73981. /**
  73982. * Gets underlying native buffer
  73983. * @returns underlying native buffer
  73984. */
  73985. getBuffer(): Nullable<DataBuffer>;
  73986. /**
  73987. * Gets the stride in float32 units (i.e. byte stride / 4).
  73988. * May not be an integer if the byte stride is not divisible by 4.
  73989. * DEPRECATED. Use byteStride instead.
  73990. * @returns the stride in float32 units
  73991. */
  73992. getStrideSize(): number;
  73993. /**
  73994. * Returns the offset as a multiple of the type byte length.
  73995. * DEPRECATED. Use byteOffset instead.
  73996. * @returns the offset in bytes
  73997. */
  73998. getOffset(): number;
  73999. /**
  74000. * Returns the number of components per vertex attribute (integer)
  74001. * @returns the size in float
  74002. */
  74003. getSize(): number;
  74004. /**
  74005. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  74006. * @returns true if this buffer is instanced
  74007. */
  74008. getIsInstanced(): boolean;
  74009. /**
  74010. * Returns the instancing divisor, zero for non-instanced (integer).
  74011. * @returns a number
  74012. */
  74013. getInstanceDivisor(): number;
  74014. /**
  74015. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  74016. * @param data defines the data to store
  74017. */
  74018. create(data?: DataArray): void;
  74019. /**
  74020. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  74021. * This function will create a new buffer if the current one is not updatable
  74022. * @param data defines the data to store
  74023. */
  74024. update(data: DataArray): void;
  74025. /**
  74026. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  74027. * Returns the directly updated WebGLBuffer.
  74028. * @param data the new data
  74029. * @param offset the new offset
  74030. * @param useBytes set to true if the offset is in bytes
  74031. */
  74032. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  74033. /**
  74034. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  74035. */
  74036. dispose(): void;
  74037. /**
  74038. * Enumerates each value of this vertex buffer as numbers.
  74039. * @param count the number of values to enumerate
  74040. * @param callback the callback function called for each value
  74041. */
  74042. forEach(count: number, callback: (value: number, index: number) => void): void;
  74043. /**
  74044. * Positions
  74045. */
  74046. static readonly PositionKind: string;
  74047. /**
  74048. * Normals
  74049. */
  74050. static readonly NormalKind: string;
  74051. /**
  74052. * Tangents
  74053. */
  74054. static readonly TangentKind: string;
  74055. /**
  74056. * Texture coordinates
  74057. */
  74058. static readonly UVKind: string;
  74059. /**
  74060. * Texture coordinates 2
  74061. */
  74062. static readonly UV2Kind: string;
  74063. /**
  74064. * Texture coordinates 3
  74065. */
  74066. static readonly UV3Kind: string;
  74067. /**
  74068. * Texture coordinates 4
  74069. */
  74070. static readonly UV4Kind: string;
  74071. /**
  74072. * Texture coordinates 5
  74073. */
  74074. static readonly UV5Kind: string;
  74075. /**
  74076. * Texture coordinates 6
  74077. */
  74078. static readonly UV6Kind: string;
  74079. /**
  74080. * Colors
  74081. */
  74082. static readonly ColorKind: string;
  74083. /**
  74084. * Matrix indices (for bones)
  74085. */
  74086. static readonly MatricesIndicesKind: string;
  74087. /**
  74088. * Matrix weights (for bones)
  74089. */
  74090. static readonly MatricesWeightsKind: string;
  74091. /**
  74092. * Additional matrix indices (for bones)
  74093. */
  74094. static readonly MatricesIndicesExtraKind: string;
  74095. /**
  74096. * Additional matrix weights (for bones)
  74097. */
  74098. static readonly MatricesWeightsExtraKind: string;
  74099. /**
  74100. * Deduces the stride given a kind.
  74101. * @param kind The kind string to deduce
  74102. * @returns The deduced stride
  74103. */
  74104. static DeduceStride(kind: string): number;
  74105. /**
  74106. * Gets the byte length of the given type.
  74107. * @param type the type
  74108. * @returns the number of bytes
  74109. */
  74110. static GetTypeByteLength(type: number): number;
  74111. /**
  74112. * Enumerates each value of the given parameters as numbers.
  74113. * @param data the data to enumerate
  74114. * @param byteOffset the byte offset of the data
  74115. * @param byteStride the byte stride of the data
  74116. * @param componentCount the number of components per element
  74117. * @param componentType the type of the component
  74118. * @param count the number of values to enumerate
  74119. * @param normalized whether the data is normalized
  74120. * @param callback the callback function called for each value
  74121. */
  74122. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  74123. private static _GetFloatValue;
  74124. }
  74125. }
  74126. declare module BABYLON {
  74127. /**
  74128. * @hidden
  74129. */
  74130. export class IntersectionInfo {
  74131. bu: Nullable<number>;
  74132. bv: Nullable<number>;
  74133. distance: number;
  74134. faceId: number;
  74135. subMeshId: number;
  74136. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  74137. }
  74138. }
  74139. declare module BABYLON {
  74140. /**
  74141. * Represens a plane by the equation ax + by + cz + d = 0
  74142. */
  74143. export class Plane {
  74144. private static _TmpMatrix;
  74145. /**
  74146. * Normal of the plane (a,b,c)
  74147. */
  74148. normal: Vector3;
  74149. /**
  74150. * d component of the plane
  74151. */
  74152. d: number;
  74153. /**
  74154. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  74155. * @param a a component of the plane
  74156. * @param b b component of the plane
  74157. * @param c c component of the plane
  74158. * @param d d component of the plane
  74159. */
  74160. constructor(a: number, b: number, c: number, d: number);
  74161. /**
  74162. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  74163. */
  74164. asArray(): number[];
  74165. /**
  74166. * @returns a new plane copied from the current Plane.
  74167. */
  74168. clone(): Plane;
  74169. /**
  74170. * @returns the string "Plane".
  74171. */
  74172. getClassName(): string;
  74173. /**
  74174. * @returns the Plane hash code.
  74175. */
  74176. getHashCode(): number;
  74177. /**
  74178. * Normalize the current Plane in place.
  74179. * @returns the updated Plane.
  74180. */
  74181. normalize(): Plane;
  74182. /**
  74183. * Applies a transformation the plane and returns the result
  74184. * @param transformation the transformation matrix to be applied to the plane
  74185. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  74186. */
  74187. transform(transformation: DeepImmutable<Matrix>): Plane;
  74188. /**
  74189. * Calcualtte the dot product between the point and the plane normal
  74190. * @param point point to calculate the dot product with
  74191. * @returns the dot product (float) of the point coordinates and the plane normal.
  74192. */
  74193. dotCoordinate(point: DeepImmutable<Vector3>): number;
  74194. /**
  74195. * Updates the current Plane from the plane defined by the three given points.
  74196. * @param point1 one of the points used to contruct the plane
  74197. * @param point2 one of the points used to contruct the plane
  74198. * @param point3 one of the points used to contruct the plane
  74199. * @returns the updated Plane.
  74200. */
  74201. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  74202. /**
  74203. * Checks if the plane is facing a given direction
  74204. * @param direction the direction to check if the plane is facing
  74205. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  74206. * @returns True is the vector "direction" is the same side than the plane normal.
  74207. */
  74208. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  74209. /**
  74210. * Calculates the distance to a point
  74211. * @param point point to calculate distance to
  74212. * @returns the signed distance (float) from the given point to the Plane.
  74213. */
  74214. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  74215. /**
  74216. * Creates a plane from an array
  74217. * @param array the array to create a plane from
  74218. * @returns a new Plane from the given array.
  74219. */
  74220. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  74221. /**
  74222. * Creates a plane from three points
  74223. * @param point1 point used to create the plane
  74224. * @param point2 point used to create the plane
  74225. * @param point3 point used to create the plane
  74226. * @returns a new Plane defined by the three given points.
  74227. */
  74228. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  74229. /**
  74230. * Creates a plane from an origin point and a normal
  74231. * @param origin origin of the plane to be constructed
  74232. * @param normal normal of the plane to be constructed
  74233. * @returns a new Plane the normal vector to this plane at the given origin point.
  74234. * Note : the vector "normal" is updated because normalized.
  74235. */
  74236. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  74237. /**
  74238. * Calculates the distance from a plane and a point
  74239. * @param origin origin of the plane to be constructed
  74240. * @param normal normal of the plane to be constructed
  74241. * @param point point to calculate distance to
  74242. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  74243. */
  74244. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  74245. }
  74246. }
  74247. declare module BABYLON {
  74248. /**
  74249. * Class used to store bounding sphere information
  74250. */
  74251. export class BoundingSphere {
  74252. /**
  74253. * Gets the center of the bounding sphere in local space
  74254. */
  74255. readonly center: Vector3;
  74256. /**
  74257. * Radius of the bounding sphere in local space
  74258. */
  74259. radius: number;
  74260. /**
  74261. * Gets the center of the bounding sphere in world space
  74262. */
  74263. readonly centerWorld: Vector3;
  74264. /**
  74265. * Radius of the bounding sphere in world space
  74266. */
  74267. radiusWorld: number;
  74268. /**
  74269. * Gets the minimum vector in local space
  74270. */
  74271. readonly minimum: Vector3;
  74272. /**
  74273. * Gets the maximum vector in local space
  74274. */
  74275. readonly maximum: Vector3;
  74276. private _worldMatrix;
  74277. private static readonly TmpVector3;
  74278. /**
  74279. * Creates a new bounding sphere
  74280. * @param min defines the minimum vector (in local space)
  74281. * @param max defines the maximum vector (in local space)
  74282. * @param worldMatrix defines the new world matrix
  74283. */
  74284. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74285. /**
  74286. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  74287. * @param min defines the new minimum vector (in local space)
  74288. * @param max defines the new maximum vector (in local space)
  74289. * @param worldMatrix defines the new world matrix
  74290. */
  74291. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74292. /**
  74293. * Scale the current bounding sphere by applying a scale factor
  74294. * @param factor defines the scale factor to apply
  74295. * @returns the current bounding box
  74296. */
  74297. scale(factor: number): BoundingSphere;
  74298. /**
  74299. * Gets the world matrix of the bounding box
  74300. * @returns a matrix
  74301. */
  74302. getWorldMatrix(): DeepImmutable<Matrix>;
  74303. /** @hidden */
  74304. _update(worldMatrix: DeepImmutable<Matrix>): void;
  74305. /**
  74306. * Tests if the bounding sphere is intersecting the frustum planes
  74307. * @param frustumPlanes defines the frustum planes to test
  74308. * @returns true if there is an intersection
  74309. */
  74310. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74311. /**
  74312. * Tests if the bounding sphere center is in between the frustum planes.
  74313. * Used for optimistic fast inclusion.
  74314. * @param frustumPlanes defines the frustum planes to test
  74315. * @returns true if the sphere center is in between the frustum planes
  74316. */
  74317. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74318. /**
  74319. * Tests if a point is inside the bounding sphere
  74320. * @param point defines the point to test
  74321. * @returns true if the point is inside the bounding sphere
  74322. */
  74323. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74324. /**
  74325. * Checks if two sphere intersct
  74326. * @param sphere0 sphere 0
  74327. * @param sphere1 sphere 1
  74328. * @returns true if the speres intersect
  74329. */
  74330. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  74331. }
  74332. }
  74333. declare module BABYLON {
  74334. /**
  74335. * Class used to store bounding box information
  74336. */
  74337. export class BoundingBox implements ICullable {
  74338. /**
  74339. * Gets the 8 vectors representing the bounding box in local space
  74340. */
  74341. readonly vectors: Vector3[];
  74342. /**
  74343. * Gets the center of the bounding box in local space
  74344. */
  74345. readonly center: Vector3;
  74346. /**
  74347. * Gets the center of the bounding box in world space
  74348. */
  74349. readonly centerWorld: Vector3;
  74350. /**
  74351. * Gets the extend size in local space
  74352. */
  74353. readonly extendSize: Vector3;
  74354. /**
  74355. * Gets the extend size in world space
  74356. */
  74357. readonly extendSizeWorld: Vector3;
  74358. /**
  74359. * Gets the OBB (object bounding box) directions
  74360. */
  74361. readonly directions: Vector3[];
  74362. /**
  74363. * Gets the 8 vectors representing the bounding box in world space
  74364. */
  74365. readonly vectorsWorld: Vector3[];
  74366. /**
  74367. * Gets the minimum vector in world space
  74368. */
  74369. readonly minimumWorld: Vector3;
  74370. /**
  74371. * Gets the maximum vector in world space
  74372. */
  74373. readonly maximumWorld: Vector3;
  74374. /**
  74375. * Gets the minimum vector in local space
  74376. */
  74377. readonly minimum: Vector3;
  74378. /**
  74379. * Gets the maximum vector in local space
  74380. */
  74381. readonly maximum: Vector3;
  74382. private _worldMatrix;
  74383. private static readonly TmpVector3;
  74384. /**
  74385. * @hidden
  74386. */
  74387. _tag: number;
  74388. /**
  74389. * Creates a new bounding box
  74390. * @param min defines the minimum vector (in local space)
  74391. * @param max defines the maximum vector (in local space)
  74392. * @param worldMatrix defines the new world matrix
  74393. */
  74394. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74395. /**
  74396. * Recreates the entire bounding box from scratch as if we call the constructor in place
  74397. * @param min defines the new minimum vector (in local space)
  74398. * @param max defines the new maximum vector (in local space)
  74399. * @param worldMatrix defines the new world matrix
  74400. */
  74401. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74402. /**
  74403. * Scale the current bounding box by applying a scale factor
  74404. * @param factor defines the scale factor to apply
  74405. * @returns the current bounding box
  74406. */
  74407. scale(factor: number): BoundingBox;
  74408. /**
  74409. * Gets the world matrix of the bounding box
  74410. * @returns a matrix
  74411. */
  74412. getWorldMatrix(): DeepImmutable<Matrix>;
  74413. /** @hidden */
  74414. _update(world: DeepImmutable<Matrix>): void;
  74415. /**
  74416. * Tests if the bounding box is intersecting the frustum planes
  74417. * @param frustumPlanes defines the frustum planes to test
  74418. * @returns true if there is an intersection
  74419. */
  74420. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74421. /**
  74422. * Tests if the bounding box is entirely inside the frustum planes
  74423. * @param frustumPlanes defines the frustum planes to test
  74424. * @returns true if there is an inclusion
  74425. */
  74426. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74427. /**
  74428. * Tests if a point is inside the bounding box
  74429. * @param point defines the point to test
  74430. * @returns true if the point is inside the bounding box
  74431. */
  74432. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74433. /**
  74434. * Tests if the bounding box intersects with a bounding sphere
  74435. * @param sphere defines the sphere to test
  74436. * @returns true if there is an intersection
  74437. */
  74438. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  74439. /**
  74440. * Tests if the bounding box intersects with a box defined by a min and max vectors
  74441. * @param min defines the min vector to use
  74442. * @param max defines the max vector to use
  74443. * @returns true if there is an intersection
  74444. */
  74445. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  74446. /**
  74447. * Tests if two bounding boxes are intersections
  74448. * @param box0 defines the first box to test
  74449. * @param box1 defines the second box to test
  74450. * @returns true if there is an intersection
  74451. */
  74452. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  74453. /**
  74454. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  74455. * @param minPoint defines the minimum vector of the bounding box
  74456. * @param maxPoint defines the maximum vector of the bounding box
  74457. * @param sphereCenter defines the sphere center
  74458. * @param sphereRadius defines the sphere radius
  74459. * @returns true if there is an intersection
  74460. */
  74461. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  74462. /**
  74463. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  74464. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  74465. * @param frustumPlanes defines the frustum planes to test
  74466. * @return true if there is an inclusion
  74467. */
  74468. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74469. /**
  74470. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  74471. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  74472. * @param frustumPlanes defines the frustum planes to test
  74473. * @return true if there is an intersection
  74474. */
  74475. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74476. }
  74477. }
  74478. declare module BABYLON {
  74479. /** @hidden */
  74480. export class Collider {
  74481. /** Define if a collision was found */
  74482. collisionFound: boolean;
  74483. /**
  74484. * Define last intersection point in local space
  74485. */
  74486. intersectionPoint: Vector3;
  74487. /**
  74488. * Define last collided mesh
  74489. */
  74490. collidedMesh: Nullable<AbstractMesh>;
  74491. private _collisionPoint;
  74492. private _planeIntersectionPoint;
  74493. private _tempVector;
  74494. private _tempVector2;
  74495. private _tempVector3;
  74496. private _tempVector4;
  74497. private _edge;
  74498. private _baseToVertex;
  74499. private _destinationPoint;
  74500. private _slidePlaneNormal;
  74501. private _displacementVector;
  74502. /** @hidden */
  74503. _radius: Vector3;
  74504. /** @hidden */
  74505. _retry: number;
  74506. private _velocity;
  74507. private _basePoint;
  74508. private _epsilon;
  74509. /** @hidden */
  74510. _velocityWorldLength: number;
  74511. /** @hidden */
  74512. _basePointWorld: Vector3;
  74513. private _velocityWorld;
  74514. private _normalizedVelocity;
  74515. /** @hidden */
  74516. _initialVelocity: Vector3;
  74517. /** @hidden */
  74518. _initialPosition: Vector3;
  74519. private _nearestDistance;
  74520. private _collisionMask;
  74521. collisionMask: number;
  74522. /**
  74523. * Gets the plane normal used to compute the sliding response (in local space)
  74524. */
  74525. readonly slidePlaneNormal: Vector3;
  74526. /** @hidden */
  74527. _initialize(source: Vector3, dir: Vector3, e: number): void;
  74528. /** @hidden */
  74529. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  74530. /** @hidden */
  74531. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  74532. /** @hidden */
  74533. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  74534. /** @hidden */
  74535. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  74536. /** @hidden */
  74537. _getResponse(pos: Vector3, vel: Vector3): void;
  74538. }
  74539. }
  74540. declare module BABYLON {
  74541. /**
  74542. * Interface for cullable objects
  74543. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  74544. */
  74545. export interface ICullable {
  74546. /**
  74547. * Checks if the object or part of the object is in the frustum
  74548. * @param frustumPlanes Camera near/planes
  74549. * @returns true if the object is in frustum otherwise false
  74550. */
  74551. isInFrustum(frustumPlanes: Plane[]): boolean;
  74552. /**
  74553. * Checks if a cullable object (mesh...) is in the camera frustum
  74554. * Unlike isInFrustum this cheks the full bounding box
  74555. * @param frustumPlanes Camera near/planes
  74556. * @returns true if the object is in frustum otherwise false
  74557. */
  74558. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  74559. }
  74560. /**
  74561. * Info for a bounding data of a mesh
  74562. */
  74563. export class BoundingInfo implements ICullable {
  74564. /**
  74565. * Bounding box for the mesh
  74566. */
  74567. readonly boundingBox: BoundingBox;
  74568. /**
  74569. * Bounding sphere for the mesh
  74570. */
  74571. readonly boundingSphere: BoundingSphere;
  74572. private _isLocked;
  74573. private static readonly TmpVector3;
  74574. /**
  74575. * Constructs bounding info
  74576. * @param minimum min vector of the bounding box/sphere
  74577. * @param maximum max vector of the bounding box/sphere
  74578. * @param worldMatrix defines the new world matrix
  74579. */
  74580. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74581. /**
  74582. * Recreates the entire bounding info from scratch as if we call the constructor in place
  74583. * @param min defines the new minimum vector (in local space)
  74584. * @param max defines the new maximum vector (in local space)
  74585. * @param worldMatrix defines the new world matrix
  74586. */
  74587. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74588. /**
  74589. * min vector of the bounding box/sphere
  74590. */
  74591. readonly minimum: Vector3;
  74592. /**
  74593. * max vector of the bounding box/sphere
  74594. */
  74595. readonly maximum: Vector3;
  74596. /**
  74597. * If the info is locked and won't be updated to avoid perf overhead
  74598. */
  74599. isLocked: boolean;
  74600. /**
  74601. * Updates the bounding sphere and box
  74602. * @param world world matrix to be used to update
  74603. */
  74604. update(world: DeepImmutable<Matrix>): void;
  74605. /**
  74606. * Recreate the bounding info to be centered around a specific point given a specific extend.
  74607. * @param center New center of the bounding info
  74608. * @param extend New extend of the bounding info
  74609. * @returns the current bounding info
  74610. */
  74611. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  74612. /**
  74613. * Scale the current bounding info by applying a scale factor
  74614. * @param factor defines the scale factor to apply
  74615. * @returns the current bounding info
  74616. */
  74617. scale(factor: number): BoundingInfo;
  74618. /**
  74619. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  74620. * @param frustumPlanes defines the frustum to test
  74621. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  74622. * @returns true if the bounding info is in the frustum planes
  74623. */
  74624. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  74625. /**
  74626. * Gets the world distance between the min and max points of the bounding box
  74627. */
  74628. readonly diagonalLength: number;
  74629. /**
  74630. * Checks if a cullable object (mesh...) is in the camera frustum
  74631. * Unlike isInFrustum this cheks the full bounding box
  74632. * @param frustumPlanes Camera near/planes
  74633. * @returns true if the object is in frustum otherwise false
  74634. */
  74635. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74636. /** @hidden */
  74637. _checkCollision(collider: Collider): boolean;
  74638. /**
  74639. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  74640. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  74641. * @param point the point to check intersection with
  74642. * @returns if the point intersects
  74643. */
  74644. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74645. /**
  74646. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  74647. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  74648. * @param boundingInfo the bounding info to check intersection with
  74649. * @param precise if the intersection should be done using OBB
  74650. * @returns if the bounding info intersects
  74651. */
  74652. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  74653. }
  74654. }
  74655. declare module BABYLON {
  74656. /**
  74657. * Extracts minimum and maximum values from a list of indexed positions
  74658. * @param positions defines the positions to use
  74659. * @param indices defines the indices to the positions
  74660. * @param indexStart defines the start index
  74661. * @param indexCount defines the end index
  74662. * @param bias defines bias value to add to the result
  74663. * @return minimum and maximum values
  74664. */
  74665. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  74666. minimum: Vector3;
  74667. maximum: Vector3;
  74668. };
  74669. /**
  74670. * Extracts minimum and maximum values from a list of positions
  74671. * @param positions defines the positions to use
  74672. * @param start defines the start index in the positions array
  74673. * @param count defines the number of positions to handle
  74674. * @param bias defines bias value to add to the result
  74675. * @param stride defines the stride size to use (distance between two positions in the positions array)
  74676. * @return minimum and maximum values
  74677. */
  74678. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  74679. minimum: Vector3;
  74680. maximum: Vector3;
  74681. };
  74682. }
  74683. declare module BABYLON {
  74684. /** @hidden */
  74685. export class WebGLDataBuffer extends DataBuffer {
  74686. private _buffer;
  74687. constructor(resource: WebGLBuffer);
  74688. readonly underlyingResource: any;
  74689. }
  74690. }
  74691. declare module BABYLON {
  74692. /** @hidden */
  74693. export class WebGLPipelineContext implements IPipelineContext {
  74694. engine: ThinEngine;
  74695. program: Nullable<WebGLProgram>;
  74696. context?: WebGLRenderingContext;
  74697. vertexShader?: WebGLShader;
  74698. fragmentShader?: WebGLShader;
  74699. isParallelCompiled: boolean;
  74700. onCompiled?: () => void;
  74701. transformFeedback?: WebGLTransformFeedback | null;
  74702. readonly isAsync: boolean;
  74703. readonly isReady: boolean;
  74704. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  74705. }
  74706. }
  74707. declare module BABYLON {
  74708. interface ThinEngine {
  74709. /**
  74710. * Create an uniform buffer
  74711. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  74712. * @param elements defines the content of the uniform buffer
  74713. * @returns the webGL uniform buffer
  74714. */
  74715. createUniformBuffer(elements: FloatArray): DataBuffer;
  74716. /**
  74717. * Create a dynamic uniform buffer
  74718. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  74719. * @param elements defines the content of the uniform buffer
  74720. * @returns the webGL uniform buffer
  74721. */
  74722. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  74723. /**
  74724. * Update an existing uniform buffer
  74725. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  74726. * @param uniformBuffer defines the target uniform buffer
  74727. * @param elements defines the content to update
  74728. * @param offset defines the offset in the uniform buffer where update should start
  74729. * @param count defines the size of the data to update
  74730. */
  74731. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  74732. /**
  74733. * Bind an uniform buffer to the current webGL context
  74734. * @param buffer defines the buffer to bind
  74735. */
  74736. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  74737. /**
  74738. * Bind a buffer to the current webGL context at a given location
  74739. * @param buffer defines the buffer to bind
  74740. * @param location defines the index where to bind the buffer
  74741. */
  74742. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  74743. /**
  74744. * Bind a specific block at a given index in a specific shader program
  74745. * @param pipelineContext defines the pipeline context to use
  74746. * @param blockName defines the block name
  74747. * @param index defines the index where to bind the block
  74748. */
  74749. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  74750. }
  74751. }
  74752. declare module BABYLON {
  74753. /**
  74754. * Uniform buffer objects.
  74755. *
  74756. * Handles blocks of uniform on the GPU.
  74757. *
  74758. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  74759. *
  74760. * For more information, please refer to :
  74761. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  74762. */
  74763. export class UniformBuffer {
  74764. private _engine;
  74765. private _buffer;
  74766. private _data;
  74767. private _bufferData;
  74768. private _dynamic?;
  74769. private _uniformLocations;
  74770. private _uniformSizes;
  74771. private _uniformLocationPointer;
  74772. private _needSync;
  74773. private _noUBO;
  74774. private _currentEffect;
  74775. /** @hidden */
  74776. _alreadyBound: boolean;
  74777. private static _MAX_UNIFORM_SIZE;
  74778. private static _tempBuffer;
  74779. /**
  74780. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  74781. * This is dynamic to allow compat with webgl 1 and 2.
  74782. * You will need to pass the name of the uniform as well as the value.
  74783. */
  74784. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  74785. /**
  74786. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  74787. * This is dynamic to allow compat with webgl 1 and 2.
  74788. * You will need to pass the name of the uniform as well as the value.
  74789. */
  74790. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  74791. /**
  74792. * Lambda to Update a single float in a uniform buffer.
  74793. * This is dynamic to allow compat with webgl 1 and 2.
  74794. * You will need to pass the name of the uniform as well as the value.
  74795. */
  74796. updateFloat: (name: string, x: number) => void;
  74797. /**
  74798. * Lambda to Update a vec2 of float in a uniform buffer.
  74799. * This is dynamic to allow compat with webgl 1 and 2.
  74800. * You will need to pass the name of the uniform as well as the value.
  74801. */
  74802. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  74803. /**
  74804. * Lambda to Update a vec3 of float in a uniform buffer.
  74805. * This is dynamic to allow compat with webgl 1 and 2.
  74806. * You will need to pass the name of the uniform as well as the value.
  74807. */
  74808. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  74809. /**
  74810. * Lambda to Update a vec4 of float in a uniform buffer.
  74811. * This is dynamic to allow compat with webgl 1 and 2.
  74812. * You will need to pass the name of the uniform as well as the value.
  74813. */
  74814. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  74815. /**
  74816. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  74817. * This is dynamic to allow compat with webgl 1 and 2.
  74818. * You will need to pass the name of the uniform as well as the value.
  74819. */
  74820. updateMatrix: (name: string, mat: Matrix) => void;
  74821. /**
  74822. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  74823. * This is dynamic to allow compat with webgl 1 and 2.
  74824. * You will need to pass the name of the uniform as well as the value.
  74825. */
  74826. updateVector3: (name: string, vector: Vector3) => void;
  74827. /**
  74828. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  74829. * This is dynamic to allow compat with webgl 1 and 2.
  74830. * You will need to pass the name of the uniform as well as the value.
  74831. */
  74832. updateVector4: (name: string, vector: Vector4) => void;
  74833. /**
  74834. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  74835. * This is dynamic to allow compat with webgl 1 and 2.
  74836. * You will need to pass the name of the uniform as well as the value.
  74837. */
  74838. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  74839. /**
  74840. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  74841. * This is dynamic to allow compat with webgl 1 and 2.
  74842. * You will need to pass the name of the uniform as well as the value.
  74843. */
  74844. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  74845. /**
  74846. * Instantiates a new Uniform buffer objects.
  74847. *
  74848. * Handles blocks of uniform on the GPU.
  74849. *
  74850. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  74851. *
  74852. * For more information, please refer to :
  74853. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  74854. * @param engine Define the engine the buffer is associated with
  74855. * @param data Define the data contained in the buffer
  74856. * @param dynamic Define if the buffer is updatable
  74857. */
  74858. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  74859. /**
  74860. * Indicates if the buffer is using the WebGL2 UBO implementation,
  74861. * or just falling back on setUniformXXX calls.
  74862. */
  74863. readonly useUbo: boolean;
  74864. /**
  74865. * Indicates if the WebGL underlying uniform buffer is in sync
  74866. * with the javascript cache data.
  74867. */
  74868. readonly isSync: boolean;
  74869. /**
  74870. * Indicates if the WebGL underlying uniform buffer is dynamic.
  74871. * Also, a dynamic UniformBuffer will disable cache verification and always
  74872. * update the underlying WebGL uniform buffer to the GPU.
  74873. * @returns if Dynamic, otherwise false
  74874. */
  74875. isDynamic(): boolean;
  74876. /**
  74877. * The data cache on JS side.
  74878. * @returns the underlying data as a float array
  74879. */
  74880. getData(): Float32Array;
  74881. /**
  74882. * The underlying WebGL Uniform buffer.
  74883. * @returns the webgl buffer
  74884. */
  74885. getBuffer(): Nullable<DataBuffer>;
  74886. /**
  74887. * std140 layout specifies how to align data within an UBO structure.
  74888. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  74889. * for specs.
  74890. */
  74891. private _fillAlignment;
  74892. /**
  74893. * Adds an uniform in the buffer.
  74894. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  74895. * for the layout to be correct !
  74896. * @param name Name of the uniform, as used in the uniform block in the shader.
  74897. * @param size Data size, or data directly.
  74898. */
  74899. addUniform(name: string, size: number | number[]): void;
  74900. /**
  74901. * Adds a Matrix 4x4 to the uniform buffer.
  74902. * @param name Name of the uniform, as used in the uniform block in the shader.
  74903. * @param mat A 4x4 matrix.
  74904. */
  74905. addMatrix(name: string, mat: Matrix): void;
  74906. /**
  74907. * Adds a vec2 to the uniform buffer.
  74908. * @param name Name of the uniform, as used in the uniform block in the shader.
  74909. * @param x Define the x component value of the vec2
  74910. * @param y Define the y component value of the vec2
  74911. */
  74912. addFloat2(name: string, x: number, y: number): void;
  74913. /**
  74914. * Adds a vec3 to the uniform buffer.
  74915. * @param name Name of the uniform, as used in the uniform block in the shader.
  74916. * @param x Define the x component value of the vec3
  74917. * @param y Define the y component value of the vec3
  74918. * @param z Define the z component value of the vec3
  74919. */
  74920. addFloat3(name: string, x: number, y: number, z: number): void;
  74921. /**
  74922. * Adds a vec3 to the uniform buffer.
  74923. * @param name Name of the uniform, as used in the uniform block in the shader.
  74924. * @param color Define the vec3 from a Color
  74925. */
  74926. addColor3(name: string, color: Color3): void;
  74927. /**
  74928. * Adds a vec4 to the uniform buffer.
  74929. * @param name Name of the uniform, as used in the uniform block in the shader.
  74930. * @param color Define the rgb components from a Color
  74931. * @param alpha Define the a component of the vec4
  74932. */
  74933. addColor4(name: string, color: Color3, alpha: number): void;
  74934. /**
  74935. * Adds a vec3 to the uniform buffer.
  74936. * @param name Name of the uniform, as used in the uniform block in the shader.
  74937. * @param vector Define the vec3 components from a Vector
  74938. */
  74939. addVector3(name: string, vector: Vector3): void;
  74940. /**
  74941. * Adds a Matrix 3x3 to the uniform buffer.
  74942. * @param name Name of the uniform, as used in the uniform block in the shader.
  74943. */
  74944. addMatrix3x3(name: string): void;
  74945. /**
  74946. * Adds a Matrix 2x2 to the uniform buffer.
  74947. * @param name Name of the uniform, as used in the uniform block in the shader.
  74948. */
  74949. addMatrix2x2(name: string): void;
  74950. /**
  74951. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  74952. */
  74953. create(): void;
  74954. /** @hidden */
  74955. _rebuild(): void;
  74956. /**
  74957. * Updates the WebGL Uniform Buffer on the GPU.
  74958. * If the `dynamic` flag is set to true, no cache comparison is done.
  74959. * Otherwise, the buffer will be updated only if the cache differs.
  74960. */
  74961. update(): void;
  74962. /**
  74963. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  74964. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  74965. * @param data Define the flattened data
  74966. * @param size Define the size of the data.
  74967. */
  74968. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  74969. private _valueCache;
  74970. private _cacheMatrix;
  74971. private _updateMatrix3x3ForUniform;
  74972. private _updateMatrix3x3ForEffect;
  74973. private _updateMatrix2x2ForEffect;
  74974. private _updateMatrix2x2ForUniform;
  74975. private _updateFloatForEffect;
  74976. private _updateFloatForUniform;
  74977. private _updateFloat2ForEffect;
  74978. private _updateFloat2ForUniform;
  74979. private _updateFloat3ForEffect;
  74980. private _updateFloat3ForUniform;
  74981. private _updateFloat4ForEffect;
  74982. private _updateFloat4ForUniform;
  74983. private _updateMatrixForEffect;
  74984. private _updateMatrixForUniform;
  74985. private _updateVector3ForEffect;
  74986. private _updateVector3ForUniform;
  74987. private _updateVector4ForEffect;
  74988. private _updateVector4ForUniform;
  74989. private _updateColor3ForEffect;
  74990. private _updateColor3ForUniform;
  74991. private _updateColor4ForEffect;
  74992. private _updateColor4ForUniform;
  74993. /**
  74994. * Sets a sampler uniform on the effect.
  74995. * @param name Define the name of the sampler.
  74996. * @param texture Define the texture to set in the sampler
  74997. */
  74998. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  74999. /**
  75000. * Directly updates the value of the uniform in the cache AND on the GPU.
  75001. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  75002. * @param data Define the flattened data
  75003. */
  75004. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  75005. /**
  75006. * Binds this uniform buffer to an effect.
  75007. * @param effect Define the effect to bind the buffer to
  75008. * @param name Name of the uniform block in the shader.
  75009. */
  75010. bindToEffect(effect: Effect, name: string): void;
  75011. /**
  75012. * Disposes the uniform buffer.
  75013. */
  75014. dispose(): void;
  75015. }
  75016. }
  75017. declare module BABYLON {
  75018. /**
  75019. * Enum that determines the text-wrapping mode to use.
  75020. */
  75021. export enum InspectableType {
  75022. /**
  75023. * Checkbox for booleans
  75024. */
  75025. Checkbox = 0,
  75026. /**
  75027. * Sliders for numbers
  75028. */
  75029. Slider = 1,
  75030. /**
  75031. * Vector3
  75032. */
  75033. Vector3 = 2,
  75034. /**
  75035. * Quaternions
  75036. */
  75037. Quaternion = 3,
  75038. /**
  75039. * Color3
  75040. */
  75041. Color3 = 4,
  75042. /**
  75043. * String
  75044. */
  75045. String = 5
  75046. }
  75047. /**
  75048. * Interface used to define custom inspectable properties.
  75049. * This interface is used by the inspector to display custom property grids
  75050. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  75051. */
  75052. export interface IInspectable {
  75053. /**
  75054. * Gets the label to display
  75055. */
  75056. label: string;
  75057. /**
  75058. * Gets the name of the property to edit
  75059. */
  75060. propertyName: string;
  75061. /**
  75062. * Gets the type of the editor to use
  75063. */
  75064. type: InspectableType;
  75065. /**
  75066. * Gets the minimum value of the property when using in "slider" mode
  75067. */
  75068. min?: number;
  75069. /**
  75070. * Gets the maximum value of the property when using in "slider" mode
  75071. */
  75072. max?: number;
  75073. /**
  75074. * Gets the setp to use when using in "slider" mode
  75075. */
  75076. step?: number;
  75077. }
  75078. }
  75079. declare module BABYLON {
  75080. /**
  75081. * Class used to provide helper for timing
  75082. */
  75083. export class TimingTools {
  75084. /**
  75085. * Polyfill for setImmediate
  75086. * @param action defines the action to execute after the current execution block
  75087. */
  75088. static SetImmediate(action: () => void): void;
  75089. }
  75090. }
  75091. declare module BABYLON {
  75092. /**
  75093. * Class used to enable instatition of objects by class name
  75094. */
  75095. export class InstantiationTools {
  75096. /**
  75097. * Use this object to register external classes like custom textures or material
  75098. * to allow the laoders to instantiate them
  75099. */
  75100. static RegisteredExternalClasses: {
  75101. [key: string]: Object;
  75102. };
  75103. /**
  75104. * Tries to instantiate a new object from a given class name
  75105. * @param className defines the class name to instantiate
  75106. * @returns the new object or null if the system was not able to do the instantiation
  75107. */
  75108. static Instantiate(className: string): any;
  75109. }
  75110. }
  75111. declare module BABYLON {
  75112. /**
  75113. * Define options used to create a depth texture
  75114. */
  75115. export class DepthTextureCreationOptions {
  75116. /** Specifies whether or not a stencil should be allocated in the texture */
  75117. generateStencil?: boolean;
  75118. /** Specifies whether or not bilinear filtering is enable on the texture */
  75119. bilinearFiltering?: boolean;
  75120. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  75121. comparisonFunction?: number;
  75122. /** Specifies if the created texture is a cube texture */
  75123. isCube?: boolean;
  75124. }
  75125. }
  75126. declare module BABYLON {
  75127. interface ThinEngine {
  75128. /**
  75129. * Creates a depth stencil cube texture.
  75130. * This is only available in WebGL 2.
  75131. * @param size The size of face edge in the cube texture.
  75132. * @param options The options defining the cube texture.
  75133. * @returns The cube texture
  75134. */
  75135. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  75136. /**
  75137. * Creates a cube texture
  75138. * @param rootUrl defines the url where the files to load is located
  75139. * @param scene defines the current scene
  75140. * @param files defines the list of files to load (1 per face)
  75141. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75142. * @param onLoad defines an optional callback raised when the texture is loaded
  75143. * @param onError defines an optional callback raised if there is an issue to load the texture
  75144. * @param format defines the format of the data
  75145. * @param forcedExtension defines the extension to use to pick the right loader
  75146. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  75147. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75148. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75149. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  75150. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  75151. * @returns the cube texture as an InternalTexture
  75152. */
  75153. 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;
  75154. /**
  75155. * Creates a cube texture
  75156. * @param rootUrl defines the url where the files to load is located
  75157. * @param scene defines the current scene
  75158. * @param files defines the list of files to load (1 per face)
  75159. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75160. * @param onLoad defines an optional callback raised when the texture is loaded
  75161. * @param onError defines an optional callback raised if there is an issue to load the texture
  75162. * @param format defines the format of the data
  75163. * @param forcedExtension defines the extension to use to pick the right loader
  75164. * @returns the cube texture as an InternalTexture
  75165. */
  75166. 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;
  75167. /**
  75168. * Creates a cube texture
  75169. * @param rootUrl defines the url where the files to load is located
  75170. * @param scene defines the current scene
  75171. * @param files defines the list of files to load (1 per face)
  75172. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75173. * @param onLoad defines an optional callback raised when the texture is loaded
  75174. * @param onError defines an optional callback raised if there is an issue to load the texture
  75175. * @param format defines the format of the data
  75176. * @param forcedExtension defines the extension to use to pick the right loader
  75177. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  75178. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75179. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75180. * @returns the cube texture as an InternalTexture
  75181. */
  75182. 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;
  75183. /** @hidden */
  75184. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  75185. /** @hidden */
  75186. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  75187. /** @hidden */
  75188. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  75189. /** @hidden */
  75190. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  75191. /**
  75192. * @hidden
  75193. */
  75194. _setCubeMapTextureParams(loadMipmap: boolean): void;
  75195. }
  75196. }
  75197. declare module BABYLON {
  75198. /**
  75199. * Class for creating a cube texture
  75200. */
  75201. export class CubeTexture extends BaseTexture {
  75202. private _delayedOnLoad;
  75203. /**
  75204. * The url of the texture
  75205. */
  75206. url: string;
  75207. /**
  75208. * Gets or sets the center of the bounding box associated with the cube texture.
  75209. * It must define where the camera used to render the texture was set
  75210. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  75211. */
  75212. boundingBoxPosition: Vector3;
  75213. private _boundingBoxSize;
  75214. /**
  75215. * Gets or sets the size of the bounding box associated with the cube texture
  75216. * When defined, the cubemap will switch to local mode
  75217. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  75218. * @example https://www.babylonjs-playground.com/#RNASML
  75219. */
  75220. /**
  75221. * Returns the bounding box size
  75222. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  75223. */
  75224. boundingBoxSize: Vector3;
  75225. protected _rotationY: number;
  75226. /**
  75227. * Sets texture matrix rotation angle around Y axis in radians.
  75228. */
  75229. /**
  75230. * Gets texture matrix rotation angle around Y axis radians.
  75231. */
  75232. rotationY: number;
  75233. /**
  75234. * Are mip maps generated for this texture or not.
  75235. */
  75236. readonly noMipmap: boolean;
  75237. private _noMipmap;
  75238. private _files;
  75239. protected _forcedExtension: Nullable<string>;
  75240. private _extensions;
  75241. private _textureMatrix;
  75242. private _format;
  75243. private _createPolynomials;
  75244. /** @hidden */
  75245. _prefiltered: boolean;
  75246. /**
  75247. * Creates a cube texture from an array of image urls
  75248. * @param files defines an array of image urls
  75249. * @param scene defines the hosting scene
  75250. * @param noMipmap specifies if mip maps are not used
  75251. * @returns a cube texture
  75252. */
  75253. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  75254. /**
  75255. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  75256. * @param url defines the url of the prefiltered texture
  75257. * @param scene defines the scene the texture is attached to
  75258. * @param forcedExtension defines the extension of the file if different from the url
  75259. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  75260. * @return the prefiltered texture
  75261. */
  75262. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  75263. /**
  75264. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  75265. * as prefiltered data.
  75266. * @param rootUrl defines the url of the texture or the root name of the six images
  75267. * @param scene defines the scene the texture is attached to
  75268. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  75269. * @param noMipmap defines if mipmaps should be created or not
  75270. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  75271. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  75272. * @param onError defines a callback triggered in case of error during load
  75273. * @param format defines the internal format to use for the texture once loaded
  75274. * @param prefiltered defines whether or not the texture is created from prefiltered data
  75275. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  75276. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  75277. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75278. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75279. * @return the cube texture
  75280. */
  75281. 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);
  75282. /**
  75283. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  75284. */
  75285. readonly isPrefiltered: boolean;
  75286. /**
  75287. * Get the current class name of the texture useful for serialization or dynamic coding.
  75288. * @returns "CubeTexture"
  75289. */
  75290. getClassName(): string;
  75291. /**
  75292. * Update the url (and optional buffer) of this texture if url was null during construction.
  75293. * @param url the url of the texture
  75294. * @param forcedExtension defines the extension to use
  75295. * @param onLoad callback called when the texture is loaded (defaults to null)
  75296. */
  75297. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  75298. /**
  75299. * Delays loading of the cube texture
  75300. * @param forcedExtension defines the extension to use
  75301. */
  75302. delayLoad(forcedExtension?: string): void;
  75303. /**
  75304. * Returns the reflection texture matrix
  75305. * @returns the reflection texture matrix
  75306. */
  75307. getReflectionTextureMatrix(): Matrix;
  75308. /**
  75309. * Sets the reflection texture matrix
  75310. * @param value Reflection texture matrix
  75311. */
  75312. setReflectionTextureMatrix(value: Matrix): void;
  75313. /**
  75314. * Parses text to create a cube texture
  75315. * @param parsedTexture define the serialized text to read from
  75316. * @param scene defines the hosting scene
  75317. * @param rootUrl defines the root url of the cube texture
  75318. * @returns a cube texture
  75319. */
  75320. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  75321. /**
  75322. * Makes a clone, or deep copy, of the cube texture
  75323. * @returns a new cube texture
  75324. */
  75325. clone(): CubeTexture;
  75326. }
  75327. }
  75328. declare module BABYLON {
  75329. /**
  75330. * Manages the defines for the Material
  75331. */
  75332. export class MaterialDefines {
  75333. /** @hidden */
  75334. protected _keys: string[];
  75335. private _isDirty;
  75336. /** @hidden */
  75337. _renderId: number;
  75338. /** @hidden */
  75339. _areLightsDirty: boolean;
  75340. /** @hidden */
  75341. _areLightsDisposed: boolean;
  75342. /** @hidden */
  75343. _areAttributesDirty: boolean;
  75344. /** @hidden */
  75345. _areTexturesDirty: boolean;
  75346. /** @hidden */
  75347. _areFresnelDirty: boolean;
  75348. /** @hidden */
  75349. _areMiscDirty: boolean;
  75350. /** @hidden */
  75351. _areImageProcessingDirty: boolean;
  75352. /** @hidden */
  75353. _normals: boolean;
  75354. /** @hidden */
  75355. _uvs: boolean;
  75356. /** @hidden */
  75357. _needNormals: boolean;
  75358. /** @hidden */
  75359. _needUVs: boolean;
  75360. [id: string]: any;
  75361. /**
  75362. * Specifies if the material needs to be re-calculated
  75363. */
  75364. readonly isDirty: boolean;
  75365. /**
  75366. * Marks the material to indicate that it has been re-calculated
  75367. */
  75368. markAsProcessed(): void;
  75369. /**
  75370. * Marks the material to indicate that it needs to be re-calculated
  75371. */
  75372. markAsUnprocessed(): void;
  75373. /**
  75374. * Marks the material to indicate all of its defines need to be re-calculated
  75375. */
  75376. markAllAsDirty(): void;
  75377. /**
  75378. * Marks the material to indicate that image processing needs to be re-calculated
  75379. */
  75380. markAsImageProcessingDirty(): void;
  75381. /**
  75382. * Marks the material to indicate the lights need to be re-calculated
  75383. * @param disposed Defines whether the light is dirty due to dispose or not
  75384. */
  75385. markAsLightDirty(disposed?: boolean): void;
  75386. /**
  75387. * Marks the attribute state as changed
  75388. */
  75389. markAsAttributesDirty(): void;
  75390. /**
  75391. * Marks the texture state as changed
  75392. */
  75393. markAsTexturesDirty(): void;
  75394. /**
  75395. * Marks the fresnel state as changed
  75396. */
  75397. markAsFresnelDirty(): void;
  75398. /**
  75399. * Marks the misc state as changed
  75400. */
  75401. markAsMiscDirty(): void;
  75402. /**
  75403. * Rebuilds the material defines
  75404. */
  75405. rebuild(): void;
  75406. /**
  75407. * Specifies if two material defines are equal
  75408. * @param other - A material define instance to compare to
  75409. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  75410. */
  75411. isEqual(other: MaterialDefines): boolean;
  75412. /**
  75413. * Clones this instance's defines to another instance
  75414. * @param other - material defines to clone values to
  75415. */
  75416. cloneTo(other: MaterialDefines): void;
  75417. /**
  75418. * Resets the material define values
  75419. */
  75420. reset(): void;
  75421. /**
  75422. * Converts the material define values to a string
  75423. * @returns - String of material define information
  75424. */
  75425. toString(): string;
  75426. }
  75427. }
  75428. declare module BABYLON {
  75429. /**
  75430. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  75431. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  75432. * 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;
  75433. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  75434. */
  75435. export class ColorCurves {
  75436. private _dirty;
  75437. private _tempColor;
  75438. private _globalCurve;
  75439. private _highlightsCurve;
  75440. private _midtonesCurve;
  75441. private _shadowsCurve;
  75442. private _positiveCurve;
  75443. private _negativeCurve;
  75444. private _globalHue;
  75445. private _globalDensity;
  75446. private _globalSaturation;
  75447. private _globalExposure;
  75448. /**
  75449. * Gets the global Hue value.
  75450. * 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).
  75451. */
  75452. /**
  75453. * Sets the global Hue value.
  75454. * 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).
  75455. */
  75456. globalHue: number;
  75457. /**
  75458. * Gets the global Density value.
  75459. * 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.
  75460. * Values less than zero provide a filter of opposite hue.
  75461. */
  75462. /**
  75463. * Sets the global Density value.
  75464. * 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.
  75465. * Values less than zero provide a filter of opposite hue.
  75466. */
  75467. globalDensity: number;
  75468. /**
  75469. * Gets the global Saturation value.
  75470. * 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.
  75471. */
  75472. /**
  75473. * Sets the global Saturation value.
  75474. * 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.
  75475. */
  75476. globalSaturation: number;
  75477. /**
  75478. * Gets the global Exposure value.
  75479. * 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.
  75480. */
  75481. /**
  75482. * Sets the global Exposure value.
  75483. * 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.
  75484. */
  75485. globalExposure: number;
  75486. private _highlightsHue;
  75487. private _highlightsDensity;
  75488. private _highlightsSaturation;
  75489. private _highlightsExposure;
  75490. /**
  75491. * Gets the highlights Hue value.
  75492. * 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).
  75493. */
  75494. /**
  75495. * Sets the highlights Hue value.
  75496. * 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).
  75497. */
  75498. highlightsHue: number;
  75499. /**
  75500. * Gets the highlights Density value.
  75501. * 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.
  75502. * Values less than zero provide a filter of opposite hue.
  75503. */
  75504. /**
  75505. * Sets the highlights Density value.
  75506. * 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.
  75507. * Values less than zero provide a filter of opposite hue.
  75508. */
  75509. highlightsDensity: number;
  75510. /**
  75511. * Gets the highlights Saturation value.
  75512. * 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.
  75513. */
  75514. /**
  75515. * Sets the highlights Saturation value.
  75516. * 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.
  75517. */
  75518. highlightsSaturation: number;
  75519. /**
  75520. * Gets the highlights Exposure value.
  75521. * 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.
  75522. */
  75523. /**
  75524. * Sets the highlights Exposure value.
  75525. * 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.
  75526. */
  75527. highlightsExposure: number;
  75528. private _midtonesHue;
  75529. private _midtonesDensity;
  75530. private _midtonesSaturation;
  75531. private _midtonesExposure;
  75532. /**
  75533. * Gets the midtones Hue value.
  75534. * 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).
  75535. */
  75536. /**
  75537. * Sets the midtones Hue value.
  75538. * 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).
  75539. */
  75540. midtonesHue: number;
  75541. /**
  75542. * Gets the midtones Density value.
  75543. * 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.
  75544. * Values less than zero provide a filter of opposite hue.
  75545. */
  75546. /**
  75547. * Sets the midtones Density value.
  75548. * 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.
  75549. * Values less than zero provide a filter of opposite hue.
  75550. */
  75551. midtonesDensity: number;
  75552. /**
  75553. * Gets the midtones Saturation value.
  75554. * 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.
  75555. */
  75556. /**
  75557. * Sets the midtones Saturation value.
  75558. * 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.
  75559. */
  75560. midtonesSaturation: number;
  75561. /**
  75562. * Gets the midtones Exposure value.
  75563. * 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.
  75564. */
  75565. /**
  75566. * Sets the midtones Exposure value.
  75567. * 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.
  75568. */
  75569. midtonesExposure: number;
  75570. private _shadowsHue;
  75571. private _shadowsDensity;
  75572. private _shadowsSaturation;
  75573. private _shadowsExposure;
  75574. /**
  75575. * Gets the shadows Hue value.
  75576. * 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).
  75577. */
  75578. /**
  75579. * Sets the shadows Hue value.
  75580. * 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).
  75581. */
  75582. shadowsHue: number;
  75583. /**
  75584. * Gets the shadows Density value.
  75585. * 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.
  75586. * Values less than zero provide a filter of opposite hue.
  75587. */
  75588. /**
  75589. * Sets the shadows Density value.
  75590. * 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.
  75591. * Values less than zero provide a filter of opposite hue.
  75592. */
  75593. shadowsDensity: number;
  75594. /**
  75595. * Gets the shadows Saturation value.
  75596. * 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.
  75597. */
  75598. /**
  75599. * Sets the shadows Saturation value.
  75600. * 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.
  75601. */
  75602. shadowsSaturation: number;
  75603. /**
  75604. * Gets the shadows Exposure value.
  75605. * 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.
  75606. */
  75607. /**
  75608. * Sets the shadows Exposure value.
  75609. * 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.
  75610. */
  75611. shadowsExposure: number;
  75612. /**
  75613. * Returns the class name
  75614. * @returns The class name
  75615. */
  75616. getClassName(): string;
  75617. /**
  75618. * Binds the color curves to the shader.
  75619. * @param colorCurves The color curve to bind
  75620. * @param effect The effect to bind to
  75621. * @param positiveUniform The positive uniform shader parameter
  75622. * @param neutralUniform The neutral uniform shader parameter
  75623. * @param negativeUniform The negative uniform shader parameter
  75624. */
  75625. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  75626. /**
  75627. * Prepare the list of uniforms associated with the ColorCurves effects.
  75628. * @param uniformsList The list of uniforms used in the effect
  75629. */
  75630. static PrepareUniforms(uniformsList: string[]): void;
  75631. /**
  75632. * Returns color grading data based on a hue, density, saturation and exposure value.
  75633. * @param filterHue The hue of the color filter.
  75634. * @param filterDensity The density of the color filter.
  75635. * @param saturation The saturation.
  75636. * @param exposure The exposure.
  75637. * @param result The result data container.
  75638. */
  75639. private getColorGradingDataToRef;
  75640. /**
  75641. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  75642. * @param value The input slider value in range [-100,100].
  75643. * @returns Adjusted value.
  75644. */
  75645. private static applyColorGradingSliderNonlinear;
  75646. /**
  75647. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  75648. * @param hue The hue (H) input.
  75649. * @param saturation The saturation (S) input.
  75650. * @param brightness The brightness (B) input.
  75651. * @result An RGBA color represented as Vector4.
  75652. */
  75653. private static fromHSBToRef;
  75654. /**
  75655. * Returns a value clamped between min and max
  75656. * @param value The value to clamp
  75657. * @param min The minimum of value
  75658. * @param max The maximum of value
  75659. * @returns The clamped value.
  75660. */
  75661. private static clamp;
  75662. /**
  75663. * Clones the current color curve instance.
  75664. * @return The cloned curves
  75665. */
  75666. clone(): ColorCurves;
  75667. /**
  75668. * Serializes the current color curve instance to a json representation.
  75669. * @return a JSON representation
  75670. */
  75671. serialize(): any;
  75672. /**
  75673. * Parses the color curve from a json representation.
  75674. * @param source the JSON source to parse
  75675. * @return The parsed curves
  75676. */
  75677. static Parse(source: any): ColorCurves;
  75678. }
  75679. }
  75680. declare module BABYLON {
  75681. /**
  75682. * Interface to follow in your material defines to integrate easily the
  75683. * Image proccessing functions.
  75684. * @hidden
  75685. */
  75686. export interface IImageProcessingConfigurationDefines {
  75687. IMAGEPROCESSING: boolean;
  75688. VIGNETTE: boolean;
  75689. VIGNETTEBLENDMODEMULTIPLY: boolean;
  75690. VIGNETTEBLENDMODEOPAQUE: boolean;
  75691. TONEMAPPING: boolean;
  75692. TONEMAPPING_ACES: boolean;
  75693. CONTRAST: boolean;
  75694. EXPOSURE: boolean;
  75695. COLORCURVES: boolean;
  75696. COLORGRADING: boolean;
  75697. COLORGRADING3D: boolean;
  75698. SAMPLER3DGREENDEPTH: boolean;
  75699. SAMPLER3DBGRMAP: boolean;
  75700. IMAGEPROCESSINGPOSTPROCESS: boolean;
  75701. }
  75702. /**
  75703. * @hidden
  75704. */
  75705. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  75706. IMAGEPROCESSING: boolean;
  75707. VIGNETTE: boolean;
  75708. VIGNETTEBLENDMODEMULTIPLY: boolean;
  75709. VIGNETTEBLENDMODEOPAQUE: boolean;
  75710. TONEMAPPING: boolean;
  75711. TONEMAPPING_ACES: boolean;
  75712. CONTRAST: boolean;
  75713. COLORCURVES: boolean;
  75714. COLORGRADING: boolean;
  75715. COLORGRADING3D: boolean;
  75716. SAMPLER3DGREENDEPTH: boolean;
  75717. SAMPLER3DBGRMAP: boolean;
  75718. IMAGEPROCESSINGPOSTPROCESS: boolean;
  75719. EXPOSURE: boolean;
  75720. constructor();
  75721. }
  75722. /**
  75723. * This groups together the common properties used for image processing either in direct forward pass
  75724. * or through post processing effect depending on the use of the image processing pipeline in your scene
  75725. * or not.
  75726. */
  75727. export class ImageProcessingConfiguration {
  75728. /**
  75729. * Default tone mapping applied in BabylonJS.
  75730. */
  75731. static readonly TONEMAPPING_STANDARD: number;
  75732. /**
  75733. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  75734. * to other engines rendering to increase portability.
  75735. */
  75736. static readonly TONEMAPPING_ACES: number;
  75737. /**
  75738. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  75739. */
  75740. colorCurves: Nullable<ColorCurves>;
  75741. private _colorCurvesEnabled;
  75742. /**
  75743. * Gets wether the color curves effect is enabled.
  75744. */
  75745. /**
  75746. * Sets wether the color curves effect is enabled.
  75747. */
  75748. colorCurvesEnabled: boolean;
  75749. private _colorGradingTexture;
  75750. /**
  75751. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  75752. */
  75753. /**
  75754. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  75755. */
  75756. colorGradingTexture: Nullable<BaseTexture>;
  75757. private _colorGradingEnabled;
  75758. /**
  75759. * Gets wether the color grading effect is enabled.
  75760. */
  75761. /**
  75762. * Sets wether the color grading effect is enabled.
  75763. */
  75764. colorGradingEnabled: boolean;
  75765. private _colorGradingWithGreenDepth;
  75766. /**
  75767. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  75768. */
  75769. /**
  75770. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  75771. */
  75772. colorGradingWithGreenDepth: boolean;
  75773. private _colorGradingBGR;
  75774. /**
  75775. * Gets wether the color grading texture contains BGR values.
  75776. */
  75777. /**
  75778. * Sets wether the color grading texture contains BGR values.
  75779. */
  75780. colorGradingBGR: boolean;
  75781. /** @hidden */
  75782. _exposure: number;
  75783. /**
  75784. * Gets the Exposure used in the effect.
  75785. */
  75786. /**
  75787. * Sets the Exposure used in the effect.
  75788. */
  75789. exposure: number;
  75790. private _toneMappingEnabled;
  75791. /**
  75792. * Gets wether the tone mapping effect is enabled.
  75793. */
  75794. /**
  75795. * Sets wether the tone mapping effect is enabled.
  75796. */
  75797. toneMappingEnabled: boolean;
  75798. private _toneMappingType;
  75799. /**
  75800. * Gets the type of tone mapping effect.
  75801. */
  75802. /**
  75803. * Sets the type of tone mapping effect used in BabylonJS.
  75804. */
  75805. toneMappingType: number;
  75806. protected _contrast: number;
  75807. /**
  75808. * Gets the contrast used in the effect.
  75809. */
  75810. /**
  75811. * Sets the contrast used in the effect.
  75812. */
  75813. contrast: number;
  75814. /**
  75815. * Vignette stretch size.
  75816. */
  75817. vignetteStretch: number;
  75818. /**
  75819. * Vignette centre X Offset.
  75820. */
  75821. vignetteCentreX: number;
  75822. /**
  75823. * Vignette centre Y Offset.
  75824. */
  75825. vignetteCentreY: number;
  75826. /**
  75827. * Vignette weight or intensity of the vignette effect.
  75828. */
  75829. vignetteWeight: number;
  75830. /**
  75831. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  75832. * if vignetteEnabled is set to true.
  75833. */
  75834. vignetteColor: Color4;
  75835. /**
  75836. * Camera field of view used by the Vignette effect.
  75837. */
  75838. vignetteCameraFov: number;
  75839. private _vignetteBlendMode;
  75840. /**
  75841. * Gets the vignette blend mode allowing different kind of effect.
  75842. */
  75843. /**
  75844. * Sets the vignette blend mode allowing different kind of effect.
  75845. */
  75846. vignetteBlendMode: number;
  75847. private _vignetteEnabled;
  75848. /**
  75849. * Gets wether the vignette effect is enabled.
  75850. */
  75851. /**
  75852. * Sets wether the vignette effect is enabled.
  75853. */
  75854. vignetteEnabled: boolean;
  75855. private _applyByPostProcess;
  75856. /**
  75857. * Gets wether the image processing is applied through a post process or not.
  75858. */
  75859. /**
  75860. * Sets wether the image processing is applied through a post process or not.
  75861. */
  75862. applyByPostProcess: boolean;
  75863. private _isEnabled;
  75864. /**
  75865. * Gets wether the image processing is enabled or not.
  75866. */
  75867. /**
  75868. * Sets wether the image processing is enabled or not.
  75869. */
  75870. isEnabled: boolean;
  75871. /**
  75872. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  75873. */
  75874. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  75875. /**
  75876. * Method called each time the image processing information changes requires to recompile the effect.
  75877. */
  75878. protected _updateParameters(): void;
  75879. /**
  75880. * Gets the current class name.
  75881. * @return "ImageProcessingConfiguration"
  75882. */
  75883. getClassName(): string;
  75884. /**
  75885. * Prepare the list of uniforms associated with the Image Processing effects.
  75886. * @param uniforms The list of uniforms used in the effect
  75887. * @param defines the list of defines currently in use
  75888. */
  75889. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  75890. /**
  75891. * Prepare the list of samplers associated with the Image Processing effects.
  75892. * @param samplersList The list of uniforms used in the effect
  75893. * @param defines the list of defines currently in use
  75894. */
  75895. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  75896. /**
  75897. * Prepare the list of defines associated to the shader.
  75898. * @param defines the list of defines to complete
  75899. * @param forPostProcess Define if we are currently in post process mode or not
  75900. */
  75901. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  75902. /**
  75903. * Returns true if all the image processing information are ready.
  75904. * @returns True if ready, otherwise, false
  75905. */
  75906. isReady(): boolean;
  75907. /**
  75908. * Binds the image processing to the shader.
  75909. * @param effect The effect to bind to
  75910. * @param overrideAspectRatio Override the aspect ratio of the effect
  75911. */
  75912. bind(effect: Effect, overrideAspectRatio?: number): void;
  75913. /**
  75914. * Clones the current image processing instance.
  75915. * @return The cloned image processing
  75916. */
  75917. clone(): ImageProcessingConfiguration;
  75918. /**
  75919. * Serializes the current image processing instance to a json representation.
  75920. * @return a JSON representation
  75921. */
  75922. serialize(): any;
  75923. /**
  75924. * Parses the image processing from a json representation.
  75925. * @param source the JSON source to parse
  75926. * @return The parsed image processing
  75927. */
  75928. static Parse(source: any): ImageProcessingConfiguration;
  75929. private static _VIGNETTEMODE_MULTIPLY;
  75930. private static _VIGNETTEMODE_OPAQUE;
  75931. /**
  75932. * Used to apply the vignette as a mix with the pixel color.
  75933. */
  75934. static readonly VIGNETTEMODE_MULTIPLY: number;
  75935. /**
  75936. * Used to apply the vignette as a replacement of the pixel color.
  75937. */
  75938. static readonly VIGNETTEMODE_OPAQUE: number;
  75939. }
  75940. }
  75941. declare module BABYLON {
  75942. /** @hidden */
  75943. export var postprocessVertexShader: {
  75944. name: string;
  75945. shader: string;
  75946. };
  75947. }
  75948. declare module BABYLON {
  75949. interface ThinEngine {
  75950. /**
  75951. * Creates a new render target texture
  75952. * @param size defines the size of the texture
  75953. * @param options defines the options used to create the texture
  75954. * @returns a new render target texture stored in an InternalTexture
  75955. */
  75956. createRenderTargetTexture(size: number | {
  75957. width: number;
  75958. height: number;
  75959. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  75960. /**
  75961. * Creates a depth stencil texture.
  75962. * This is only available in WebGL 2 or with the depth texture extension available.
  75963. * @param size The size of face edge in the texture.
  75964. * @param options The options defining the texture.
  75965. * @returns The texture
  75966. */
  75967. createDepthStencilTexture(size: number | {
  75968. width: number;
  75969. height: number;
  75970. }, options: DepthTextureCreationOptions): InternalTexture;
  75971. /** @hidden */
  75972. _createDepthStencilTexture(size: number | {
  75973. width: number;
  75974. height: number;
  75975. }, options: DepthTextureCreationOptions): InternalTexture;
  75976. }
  75977. }
  75978. declare module BABYLON {
  75979. /** Defines supported spaces */
  75980. export enum Space {
  75981. /** Local (object) space */
  75982. LOCAL = 0,
  75983. /** World space */
  75984. WORLD = 1,
  75985. /** Bone space */
  75986. BONE = 2
  75987. }
  75988. /** Defines the 3 main axes */
  75989. export class Axis {
  75990. /** X axis */
  75991. static X: Vector3;
  75992. /** Y axis */
  75993. static Y: Vector3;
  75994. /** Z axis */
  75995. static Z: Vector3;
  75996. }
  75997. }
  75998. declare module BABYLON {
  75999. /**
  76000. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  76001. * This is the base of the follow, arc rotate cameras and Free camera
  76002. * @see http://doc.babylonjs.com/features/cameras
  76003. */
  76004. export class TargetCamera extends Camera {
  76005. private static _RigCamTransformMatrix;
  76006. private static _TargetTransformMatrix;
  76007. private static _TargetFocalPoint;
  76008. /**
  76009. * Define the current direction the camera is moving to
  76010. */
  76011. cameraDirection: Vector3;
  76012. /**
  76013. * Define the current rotation the camera is rotating to
  76014. */
  76015. cameraRotation: Vector2;
  76016. /**
  76017. * When set, the up vector of the camera will be updated by the rotation of the camera
  76018. */
  76019. updateUpVectorFromRotation: boolean;
  76020. private _tmpQuaternion;
  76021. /**
  76022. * Define the current rotation of the camera
  76023. */
  76024. rotation: Vector3;
  76025. /**
  76026. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  76027. */
  76028. rotationQuaternion: Quaternion;
  76029. /**
  76030. * Define the current speed of the camera
  76031. */
  76032. speed: number;
  76033. /**
  76034. * Add cconstraint to the camera to prevent it to move freely in all directions and
  76035. * around all axis.
  76036. */
  76037. noRotationConstraint: boolean;
  76038. /**
  76039. * Define the current target of the camera as an object or a position.
  76040. */
  76041. lockedTarget: any;
  76042. /** @hidden */
  76043. _currentTarget: Vector3;
  76044. /** @hidden */
  76045. _initialFocalDistance: number;
  76046. /** @hidden */
  76047. _viewMatrix: Matrix;
  76048. /** @hidden */
  76049. _camMatrix: Matrix;
  76050. /** @hidden */
  76051. _cameraTransformMatrix: Matrix;
  76052. /** @hidden */
  76053. _cameraRotationMatrix: Matrix;
  76054. /** @hidden */
  76055. _referencePoint: Vector3;
  76056. /** @hidden */
  76057. _transformedReferencePoint: Vector3;
  76058. protected _globalCurrentTarget: Vector3;
  76059. protected _globalCurrentUpVector: Vector3;
  76060. /** @hidden */
  76061. _reset: () => void;
  76062. private _defaultUp;
  76063. /**
  76064. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  76065. * This is the base of the follow, arc rotate cameras and Free camera
  76066. * @see http://doc.babylonjs.com/features/cameras
  76067. * @param name Defines the name of the camera in the scene
  76068. * @param position Defines the start position of the camera in the scene
  76069. * @param scene Defines the scene the camera belongs to
  76070. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  76071. */
  76072. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  76073. /**
  76074. * Gets the position in front of the camera at a given distance.
  76075. * @param distance The distance from the camera we want the position to be
  76076. * @returns the position
  76077. */
  76078. getFrontPosition(distance: number): Vector3;
  76079. /** @hidden */
  76080. _getLockedTargetPosition(): Nullable<Vector3>;
  76081. private _storedPosition;
  76082. private _storedRotation;
  76083. private _storedRotationQuaternion;
  76084. /**
  76085. * Store current camera state of the camera (fov, position, rotation, etc..)
  76086. * @returns the camera
  76087. */
  76088. storeState(): Camera;
  76089. /**
  76090. * Restored camera state. You must call storeState() first
  76091. * @returns whether it was successful or not
  76092. * @hidden
  76093. */
  76094. _restoreStateValues(): boolean;
  76095. /** @hidden */
  76096. _initCache(): void;
  76097. /** @hidden */
  76098. _updateCache(ignoreParentClass?: boolean): void;
  76099. /** @hidden */
  76100. _isSynchronizedViewMatrix(): boolean;
  76101. /** @hidden */
  76102. _computeLocalCameraSpeed(): number;
  76103. /**
  76104. * Defines the target the camera should look at.
  76105. * @param target Defines the new target as a Vector or a mesh
  76106. */
  76107. setTarget(target: Vector3): void;
  76108. /**
  76109. * Return the current target position of the camera. This value is expressed in local space.
  76110. * @returns the target position
  76111. */
  76112. getTarget(): Vector3;
  76113. /** @hidden */
  76114. _decideIfNeedsToMove(): boolean;
  76115. /** @hidden */
  76116. _updatePosition(): void;
  76117. /** @hidden */
  76118. _checkInputs(): void;
  76119. protected _updateCameraRotationMatrix(): void;
  76120. /**
  76121. * 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)
  76122. * @returns the current camera
  76123. */
  76124. private _rotateUpVectorWithCameraRotationMatrix;
  76125. private _cachedRotationZ;
  76126. private _cachedQuaternionRotationZ;
  76127. /** @hidden */
  76128. _getViewMatrix(): Matrix;
  76129. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  76130. /**
  76131. * @hidden
  76132. */
  76133. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  76134. /**
  76135. * @hidden
  76136. */
  76137. _updateRigCameras(): void;
  76138. private _getRigCamPositionAndTarget;
  76139. /**
  76140. * Gets the current object class name.
  76141. * @return the class name
  76142. */
  76143. getClassName(): string;
  76144. }
  76145. }
  76146. declare module BABYLON {
  76147. /**
  76148. * Gather the list of keyboard event types as constants.
  76149. */
  76150. export class KeyboardEventTypes {
  76151. /**
  76152. * The keydown event is fired when a key becomes active (pressed).
  76153. */
  76154. static readonly KEYDOWN: number;
  76155. /**
  76156. * The keyup event is fired when a key has been released.
  76157. */
  76158. static readonly KEYUP: number;
  76159. }
  76160. /**
  76161. * This class is used to store keyboard related info for the onKeyboardObservable event.
  76162. */
  76163. export class KeyboardInfo {
  76164. /**
  76165. * Defines the type of event (KeyboardEventTypes)
  76166. */
  76167. type: number;
  76168. /**
  76169. * Defines the related dom event
  76170. */
  76171. event: KeyboardEvent;
  76172. /**
  76173. * Instantiates a new keyboard info.
  76174. * This class is used to store keyboard related info for the onKeyboardObservable event.
  76175. * @param type Defines the type of event (KeyboardEventTypes)
  76176. * @param event Defines the related dom event
  76177. */
  76178. constructor(
  76179. /**
  76180. * Defines the type of event (KeyboardEventTypes)
  76181. */
  76182. type: number,
  76183. /**
  76184. * Defines the related dom event
  76185. */
  76186. event: KeyboardEvent);
  76187. }
  76188. /**
  76189. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  76190. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  76191. */
  76192. export class KeyboardInfoPre extends KeyboardInfo {
  76193. /**
  76194. * Defines the type of event (KeyboardEventTypes)
  76195. */
  76196. type: number;
  76197. /**
  76198. * Defines the related dom event
  76199. */
  76200. event: KeyboardEvent;
  76201. /**
  76202. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  76203. */
  76204. skipOnPointerObservable: boolean;
  76205. /**
  76206. * Instantiates a new keyboard pre info.
  76207. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  76208. * @param type Defines the type of event (KeyboardEventTypes)
  76209. * @param event Defines the related dom event
  76210. */
  76211. constructor(
  76212. /**
  76213. * Defines the type of event (KeyboardEventTypes)
  76214. */
  76215. type: number,
  76216. /**
  76217. * Defines the related dom event
  76218. */
  76219. event: KeyboardEvent);
  76220. }
  76221. }
  76222. declare module BABYLON {
  76223. /**
  76224. * Manage the keyboard inputs to control the movement of a free camera.
  76225. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76226. */
  76227. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  76228. /**
  76229. * Defines the camera the input is attached to.
  76230. */
  76231. camera: FreeCamera;
  76232. /**
  76233. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  76234. */
  76235. keysUp: number[];
  76236. /**
  76237. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  76238. */
  76239. keysDown: number[];
  76240. /**
  76241. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  76242. */
  76243. keysLeft: number[];
  76244. /**
  76245. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  76246. */
  76247. keysRight: number[];
  76248. private _keys;
  76249. private _onCanvasBlurObserver;
  76250. private _onKeyboardObserver;
  76251. private _engine;
  76252. private _scene;
  76253. /**
  76254. * Attach the input controls to a specific dom element to get the input from.
  76255. * @param element Defines the element the controls should be listened from
  76256. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76257. */
  76258. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76259. /**
  76260. * Detach the current controls from the specified dom element.
  76261. * @param element Defines the element to stop listening the inputs from
  76262. */
  76263. detachControl(element: Nullable<HTMLElement>): void;
  76264. /**
  76265. * Update the current camera state depending on the inputs that have been used this frame.
  76266. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  76267. */
  76268. checkInputs(): void;
  76269. /**
  76270. * Gets the class name of the current intput.
  76271. * @returns the class name
  76272. */
  76273. getClassName(): string;
  76274. /** @hidden */
  76275. _onLostFocus(): void;
  76276. /**
  76277. * Get the friendly name associated with the input class.
  76278. * @returns the input friendly name
  76279. */
  76280. getSimpleName(): string;
  76281. }
  76282. }
  76283. declare module BABYLON {
  76284. /**
  76285. * Interface describing all the common properties and methods a shadow light needs to implement.
  76286. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  76287. * as well as binding the different shadow properties to the effects.
  76288. */
  76289. export interface IShadowLight extends Light {
  76290. /**
  76291. * The light id in the scene (used in scene.findLighById for instance)
  76292. */
  76293. id: string;
  76294. /**
  76295. * The position the shdow will be casted from.
  76296. */
  76297. position: Vector3;
  76298. /**
  76299. * In 2d mode (needCube being false), the direction used to cast the shadow.
  76300. */
  76301. direction: Vector3;
  76302. /**
  76303. * The transformed position. Position of the light in world space taking parenting in account.
  76304. */
  76305. transformedPosition: Vector3;
  76306. /**
  76307. * The transformed direction. Direction of the light in world space taking parenting in account.
  76308. */
  76309. transformedDirection: Vector3;
  76310. /**
  76311. * The friendly name of the light in the scene.
  76312. */
  76313. name: string;
  76314. /**
  76315. * Defines the shadow projection clipping minimum z value.
  76316. */
  76317. shadowMinZ: number;
  76318. /**
  76319. * Defines the shadow projection clipping maximum z value.
  76320. */
  76321. shadowMaxZ: number;
  76322. /**
  76323. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  76324. * @returns true if the information has been computed, false if it does not need to (no parenting)
  76325. */
  76326. computeTransformedInformation(): boolean;
  76327. /**
  76328. * Gets the scene the light belongs to.
  76329. * @returns The scene
  76330. */
  76331. getScene(): Scene;
  76332. /**
  76333. * Callback defining a custom Projection Matrix Builder.
  76334. * This can be used to override the default projection matrix computation.
  76335. */
  76336. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  76337. /**
  76338. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  76339. * @param matrix The materix to updated with the projection information
  76340. * @param viewMatrix The transform matrix of the light
  76341. * @param renderList The list of mesh to render in the map
  76342. * @returns The current light
  76343. */
  76344. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  76345. /**
  76346. * Gets the current depth scale used in ESM.
  76347. * @returns The scale
  76348. */
  76349. getDepthScale(): number;
  76350. /**
  76351. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  76352. * @returns true if a cube texture needs to be use
  76353. */
  76354. needCube(): boolean;
  76355. /**
  76356. * Detects if the projection matrix requires to be recomputed this frame.
  76357. * @returns true if it requires to be recomputed otherwise, false.
  76358. */
  76359. needProjectionMatrixCompute(): boolean;
  76360. /**
  76361. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  76362. */
  76363. forceProjectionMatrixCompute(): void;
  76364. /**
  76365. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  76366. * @param faceIndex The index of the face we are computed the direction to generate shadow
  76367. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  76368. */
  76369. getShadowDirection(faceIndex?: number): Vector3;
  76370. /**
  76371. * Gets the minZ used for shadow according to both the scene and the light.
  76372. * @param activeCamera The camera we are returning the min for
  76373. * @returns the depth min z
  76374. */
  76375. getDepthMinZ(activeCamera: Camera): number;
  76376. /**
  76377. * Gets the maxZ used for shadow according to both the scene and the light.
  76378. * @param activeCamera The camera we are returning the max for
  76379. * @returns the depth max z
  76380. */
  76381. getDepthMaxZ(activeCamera: Camera): number;
  76382. }
  76383. /**
  76384. * Base implementation IShadowLight
  76385. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  76386. */
  76387. export abstract class ShadowLight extends Light implements IShadowLight {
  76388. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  76389. protected _position: Vector3;
  76390. protected _setPosition(value: Vector3): void;
  76391. /**
  76392. * Sets the position the shadow will be casted from. Also use as the light position for both
  76393. * point and spot lights.
  76394. */
  76395. /**
  76396. * Sets the position the shadow will be casted from. Also use as the light position for both
  76397. * point and spot lights.
  76398. */
  76399. position: Vector3;
  76400. protected _direction: Vector3;
  76401. protected _setDirection(value: Vector3): void;
  76402. /**
  76403. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  76404. * Also use as the light direction on spot and directional lights.
  76405. */
  76406. /**
  76407. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  76408. * Also use as the light direction on spot and directional lights.
  76409. */
  76410. direction: Vector3;
  76411. private _shadowMinZ;
  76412. /**
  76413. * Gets the shadow projection clipping minimum z value.
  76414. */
  76415. /**
  76416. * Sets the shadow projection clipping minimum z value.
  76417. */
  76418. shadowMinZ: number;
  76419. private _shadowMaxZ;
  76420. /**
  76421. * Sets the shadow projection clipping maximum z value.
  76422. */
  76423. /**
  76424. * Gets the shadow projection clipping maximum z value.
  76425. */
  76426. shadowMaxZ: number;
  76427. /**
  76428. * Callback defining a custom Projection Matrix Builder.
  76429. * This can be used to override the default projection matrix computation.
  76430. */
  76431. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  76432. /**
  76433. * The transformed position. Position of the light in world space taking parenting in account.
  76434. */
  76435. transformedPosition: Vector3;
  76436. /**
  76437. * The transformed direction. Direction of the light in world space taking parenting in account.
  76438. */
  76439. transformedDirection: Vector3;
  76440. private _needProjectionMatrixCompute;
  76441. /**
  76442. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  76443. * @returns true if the information has been computed, false if it does not need to (no parenting)
  76444. */
  76445. computeTransformedInformation(): boolean;
  76446. /**
  76447. * Return the depth scale used for the shadow map.
  76448. * @returns the depth scale.
  76449. */
  76450. getDepthScale(): number;
  76451. /**
  76452. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  76453. * @param faceIndex The index of the face we are computed the direction to generate shadow
  76454. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  76455. */
  76456. getShadowDirection(faceIndex?: number): Vector3;
  76457. /**
  76458. * Returns the ShadowLight absolute position in the World.
  76459. * @returns the position vector in world space
  76460. */
  76461. getAbsolutePosition(): Vector3;
  76462. /**
  76463. * Sets the ShadowLight direction toward the passed target.
  76464. * @param target The point to target in local space
  76465. * @returns the updated ShadowLight direction
  76466. */
  76467. setDirectionToTarget(target: Vector3): Vector3;
  76468. /**
  76469. * Returns the light rotation in euler definition.
  76470. * @returns the x y z rotation in local space.
  76471. */
  76472. getRotation(): Vector3;
  76473. /**
  76474. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  76475. * @returns true if a cube texture needs to be use
  76476. */
  76477. needCube(): boolean;
  76478. /**
  76479. * Detects if the projection matrix requires to be recomputed this frame.
  76480. * @returns true if it requires to be recomputed otherwise, false.
  76481. */
  76482. needProjectionMatrixCompute(): boolean;
  76483. /**
  76484. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  76485. */
  76486. forceProjectionMatrixCompute(): void;
  76487. /** @hidden */
  76488. _initCache(): void;
  76489. /** @hidden */
  76490. _isSynchronized(): boolean;
  76491. /**
  76492. * Computes the world matrix of the node
  76493. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  76494. * @returns the world matrix
  76495. */
  76496. computeWorldMatrix(force?: boolean): Matrix;
  76497. /**
  76498. * Gets the minZ used for shadow according to both the scene and the light.
  76499. * @param activeCamera The camera we are returning the min for
  76500. * @returns the depth min z
  76501. */
  76502. getDepthMinZ(activeCamera: Camera): number;
  76503. /**
  76504. * Gets the maxZ used for shadow according to both the scene and the light.
  76505. * @param activeCamera The camera we are returning the max for
  76506. * @returns the depth max z
  76507. */
  76508. getDepthMaxZ(activeCamera: Camera): number;
  76509. /**
  76510. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  76511. * @param matrix The materix to updated with the projection information
  76512. * @param viewMatrix The transform matrix of the light
  76513. * @param renderList The list of mesh to render in the map
  76514. * @returns The current light
  76515. */
  76516. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  76517. }
  76518. }
  76519. declare module BABYLON {
  76520. /**
  76521. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  76522. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  76523. */
  76524. export class EffectFallbacks implements IEffectFallbacks {
  76525. private _defines;
  76526. private _currentRank;
  76527. private _maxRank;
  76528. private _mesh;
  76529. /**
  76530. * Removes the fallback from the bound mesh.
  76531. */
  76532. unBindMesh(): void;
  76533. /**
  76534. * Adds a fallback on the specified property.
  76535. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  76536. * @param define The name of the define in the shader
  76537. */
  76538. addFallback(rank: number, define: string): void;
  76539. /**
  76540. * Sets the mesh to use CPU skinning when needing to fallback.
  76541. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  76542. * @param mesh The mesh to use the fallbacks.
  76543. */
  76544. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  76545. /**
  76546. * Checks to see if more fallbacks are still availible.
  76547. */
  76548. readonly hasMoreFallbacks: boolean;
  76549. /**
  76550. * Removes the defines that should be removed when falling back.
  76551. * @param currentDefines defines the current define statements for the shader.
  76552. * @param effect defines the current effect we try to compile
  76553. * @returns The resulting defines with defines of the current rank removed.
  76554. */
  76555. reduce(currentDefines: string, effect: Effect): string;
  76556. }
  76557. }
  76558. declare module BABYLON {
  76559. /**
  76560. * "Static Class" containing the most commonly used helper while dealing with material for
  76561. * rendering purpose.
  76562. *
  76563. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  76564. *
  76565. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  76566. */
  76567. export class MaterialHelper {
  76568. /**
  76569. * Bind the current view position to an effect.
  76570. * @param effect The effect to be bound
  76571. * @param scene The scene the eyes position is used from
  76572. */
  76573. static BindEyePosition(effect: Effect, scene: Scene): void;
  76574. /**
  76575. * Helps preparing the defines values about the UVs in used in the effect.
  76576. * UVs are shared as much as we can accross channels in the shaders.
  76577. * @param texture The texture we are preparing the UVs for
  76578. * @param defines The defines to update
  76579. * @param key The channel key "diffuse", "specular"... used in the shader
  76580. */
  76581. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  76582. /**
  76583. * Binds a texture matrix value to its corrsponding uniform
  76584. * @param texture The texture to bind the matrix for
  76585. * @param uniformBuffer The uniform buffer receivin the data
  76586. * @param key The channel key "diffuse", "specular"... used in the shader
  76587. */
  76588. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  76589. /**
  76590. * Gets the current status of the fog (should it be enabled?)
  76591. * @param mesh defines the mesh to evaluate for fog support
  76592. * @param scene defines the hosting scene
  76593. * @returns true if fog must be enabled
  76594. */
  76595. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  76596. /**
  76597. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  76598. * @param mesh defines the current mesh
  76599. * @param scene defines the current scene
  76600. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  76601. * @param pointsCloud defines if point cloud rendering has to be turned on
  76602. * @param fogEnabled defines if fog has to be turned on
  76603. * @param alphaTest defines if alpha testing has to be turned on
  76604. * @param defines defines the current list of defines
  76605. */
  76606. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  76607. /**
  76608. * Helper used to prepare the list of defines associated with frame values for shader compilation
  76609. * @param scene defines the current scene
  76610. * @param engine defines the current engine
  76611. * @param defines specifies the list of active defines
  76612. * @param useInstances defines if instances have to be turned on
  76613. * @param useClipPlane defines if clip plane have to be turned on
  76614. */
  76615. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  76616. /**
  76617. * Prepares the defines for bones
  76618. * @param mesh The mesh containing the geometry data we will draw
  76619. * @param defines The defines to update
  76620. */
  76621. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  76622. /**
  76623. * Prepares the defines for morph targets
  76624. * @param mesh The mesh containing the geometry data we will draw
  76625. * @param defines The defines to update
  76626. */
  76627. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  76628. /**
  76629. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  76630. * @param mesh The mesh containing the geometry data we will draw
  76631. * @param defines The defines to update
  76632. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  76633. * @param useBones Precise whether bones should be used or not (override mesh info)
  76634. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  76635. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  76636. * @returns false if defines are considered not dirty and have not been checked
  76637. */
  76638. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  76639. /**
  76640. * Prepares the defines related to multiview
  76641. * @param scene The scene we are intending to draw
  76642. * @param defines The defines to update
  76643. */
  76644. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  76645. /**
  76646. * Prepares the defines related to the light information passed in parameter
  76647. * @param scene The scene we are intending to draw
  76648. * @param mesh The mesh the effect is compiling for
  76649. * @param light The light the effect is compiling for
  76650. * @param lightIndex The index of the light
  76651. * @param defines The defines to update
  76652. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  76653. * @param state Defines the current state regarding what is needed (normals, etc...)
  76654. */
  76655. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  76656. needNormals: boolean;
  76657. needRebuild: boolean;
  76658. shadowEnabled: boolean;
  76659. specularEnabled: boolean;
  76660. lightmapMode: boolean;
  76661. }): void;
  76662. /**
  76663. * Prepares the defines related to the light information passed in parameter
  76664. * @param scene The scene we are intending to draw
  76665. * @param mesh The mesh the effect is compiling for
  76666. * @param defines The defines to update
  76667. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  76668. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  76669. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  76670. * @returns true if normals will be required for the rest of the effect
  76671. */
  76672. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  76673. /**
  76674. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  76675. * @param lightIndex defines the light index
  76676. * @param uniformsList The uniform list
  76677. * @param samplersList The sampler list
  76678. * @param projectedLightTexture defines if projected texture must be used
  76679. * @param uniformBuffersList defines an optional list of uniform buffers
  76680. */
  76681. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  76682. /**
  76683. * Prepares the uniforms and samplers list to be used in the effect
  76684. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  76685. * @param samplersList The sampler list
  76686. * @param defines The defines helping in the list generation
  76687. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  76688. */
  76689. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  76690. /**
  76691. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  76692. * @param defines The defines to update while falling back
  76693. * @param fallbacks The authorized effect fallbacks
  76694. * @param maxSimultaneousLights The maximum number of lights allowed
  76695. * @param rank the current rank of the Effect
  76696. * @returns The newly affected rank
  76697. */
  76698. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  76699. private static _TmpMorphInfluencers;
  76700. /**
  76701. * Prepares the list of attributes required for morph targets according to the effect defines.
  76702. * @param attribs The current list of supported attribs
  76703. * @param mesh The mesh to prepare the morph targets attributes for
  76704. * @param influencers The number of influencers
  76705. */
  76706. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  76707. /**
  76708. * Prepares the list of attributes required for morph targets according to the effect defines.
  76709. * @param attribs The current list of supported attribs
  76710. * @param mesh The mesh to prepare the morph targets attributes for
  76711. * @param defines The current Defines of the effect
  76712. */
  76713. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  76714. /**
  76715. * Prepares the list of attributes required for bones according to the effect defines.
  76716. * @param attribs The current list of supported attribs
  76717. * @param mesh The mesh to prepare the bones attributes for
  76718. * @param defines The current Defines of the effect
  76719. * @param fallbacks The current efffect fallback strategy
  76720. */
  76721. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  76722. /**
  76723. * Check and prepare the list of attributes required for instances according to the effect defines.
  76724. * @param attribs The current list of supported attribs
  76725. * @param defines The current MaterialDefines of the effect
  76726. */
  76727. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  76728. /**
  76729. * Add the list of attributes required for instances to the attribs array.
  76730. * @param attribs The current list of supported attribs
  76731. */
  76732. static PushAttributesForInstances(attribs: string[]): void;
  76733. /**
  76734. * Binds the light information to the effect.
  76735. * @param light The light containing the generator
  76736. * @param effect The effect we are binding the data to
  76737. * @param lightIndex The light index in the effect used to render
  76738. */
  76739. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  76740. /**
  76741. * Binds the lights information from the scene to the effect for the given mesh.
  76742. * @param light Light to bind
  76743. * @param lightIndex Light index
  76744. * @param scene The scene where the light belongs to
  76745. * @param effect The effect we are binding the data to
  76746. * @param useSpecular Defines if specular is supported
  76747. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  76748. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  76749. */
  76750. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  76751. /**
  76752. * Binds the lights information from the scene to the effect for the given mesh.
  76753. * @param scene The scene the lights belongs to
  76754. * @param mesh The mesh we are binding the information to render
  76755. * @param effect The effect we are binding the data to
  76756. * @param defines The generated defines for the effect
  76757. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  76758. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  76759. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  76760. */
  76761. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  76762. private static _tempFogColor;
  76763. /**
  76764. * Binds the fog information from the scene to the effect for the given mesh.
  76765. * @param scene The scene the lights belongs to
  76766. * @param mesh The mesh we are binding the information to render
  76767. * @param effect The effect we are binding the data to
  76768. * @param linearSpace Defines if the fog effect is applied in linear space
  76769. */
  76770. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  76771. /**
  76772. * Binds the bones information from the mesh to the effect.
  76773. * @param mesh The mesh we are binding the information to render
  76774. * @param effect The effect we are binding the data to
  76775. */
  76776. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  76777. /**
  76778. * Binds the morph targets information from the mesh to the effect.
  76779. * @param abstractMesh The mesh we are binding the information to render
  76780. * @param effect The effect we are binding the data to
  76781. */
  76782. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  76783. /**
  76784. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  76785. * @param defines The generated defines used in the effect
  76786. * @param effect The effect we are binding the data to
  76787. * @param scene The scene we are willing to render with logarithmic scale for
  76788. */
  76789. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  76790. /**
  76791. * Binds the clip plane information from the scene to the effect.
  76792. * @param scene The scene the clip plane information are extracted from
  76793. * @param effect The effect we are binding the data to
  76794. */
  76795. static BindClipPlane(effect: Effect, scene: Scene): void;
  76796. }
  76797. }
  76798. declare module BABYLON {
  76799. /** @hidden */
  76800. export var packingFunctions: {
  76801. name: string;
  76802. shader: string;
  76803. };
  76804. }
  76805. declare module BABYLON {
  76806. /** @hidden */
  76807. export var shadowMapPixelShader: {
  76808. name: string;
  76809. shader: string;
  76810. };
  76811. }
  76812. declare module BABYLON {
  76813. /** @hidden */
  76814. export var bonesDeclaration: {
  76815. name: string;
  76816. shader: string;
  76817. };
  76818. }
  76819. declare module BABYLON {
  76820. /** @hidden */
  76821. export var morphTargetsVertexGlobalDeclaration: {
  76822. name: string;
  76823. shader: string;
  76824. };
  76825. }
  76826. declare module BABYLON {
  76827. /** @hidden */
  76828. export var morphTargetsVertexDeclaration: {
  76829. name: string;
  76830. shader: string;
  76831. };
  76832. }
  76833. declare module BABYLON {
  76834. /** @hidden */
  76835. export var instancesDeclaration: {
  76836. name: string;
  76837. shader: string;
  76838. };
  76839. }
  76840. declare module BABYLON {
  76841. /** @hidden */
  76842. export var helperFunctions: {
  76843. name: string;
  76844. shader: string;
  76845. };
  76846. }
  76847. declare module BABYLON {
  76848. /** @hidden */
  76849. export var morphTargetsVertex: {
  76850. name: string;
  76851. shader: string;
  76852. };
  76853. }
  76854. declare module BABYLON {
  76855. /** @hidden */
  76856. export var instancesVertex: {
  76857. name: string;
  76858. shader: string;
  76859. };
  76860. }
  76861. declare module BABYLON {
  76862. /** @hidden */
  76863. export var bonesVertex: {
  76864. name: string;
  76865. shader: string;
  76866. };
  76867. }
  76868. declare module BABYLON {
  76869. /** @hidden */
  76870. export var shadowMapVertexShader: {
  76871. name: string;
  76872. shader: string;
  76873. };
  76874. }
  76875. declare module BABYLON {
  76876. /** @hidden */
  76877. export var depthBoxBlurPixelShader: {
  76878. name: string;
  76879. shader: string;
  76880. };
  76881. }
  76882. declare module BABYLON {
  76883. /**
  76884. * Defines the options associated with the creation of a custom shader for a shadow generator.
  76885. */
  76886. export interface ICustomShaderOptions {
  76887. /**
  76888. * Gets or sets the custom shader name to use
  76889. */
  76890. shaderName: string;
  76891. /**
  76892. * The list of attribute names used in the shader
  76893. */
  76894. attributes?: string[];
  76895. /**
  76896. * The list of unifrom names used in the shader
  76897. */
  76898. uniforms?: string[];
  76899. /**
  76900. * The list of sampler names used in the shader
  76901. */
  76902. samplers?: string[];
  76903. /**
  76904. * The list of defines used in the shader
  76905. */
  76906. defines?: string[];
  76907. }
  76908. /**
  76909. * Interface to implement to create a shadow generator compatible with BJS.
  76910. */
  76911. export interface IShadowGenerator {
  76912. /**
  76913. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  76914. * @returns The render target texture if present otherwise, null
  76915. */
  76916. getShadowMap(): Nullable<RenderTargetTexture>;
  76917. /**
  76918. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  76919. * @returns The render target texture if the shadow map is present otherwise, null
  76920. */
  76921. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  76922. /**
  76923. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  76924. * @param subMesh The submesh we want to render in the shadow map
  76925. * @param useInstances Defines wether will draw in the map using instances
  76926. * @returns true if ready otherwise, false
  76927. */
  76928. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  76929. /**
  76930. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  76931. * @param defines Defines of the material we want to update
  76932. * @param lightIndex Index of the light in the enabled light list of the material
  76933. */
  76934. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  76935. /**
  76936. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  76937. * defined in the generator but impacting the effect).
  76938. * It implies the unifroms available on the materials are the standard BJS ones.
  76939. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  76940. * @param effect The effect we are binfing the information for
  76941. */
  76942. bindShadowLight(lightIndex: string, effect: Effect): void;
  76943. /**
  76944. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  76945. * (eq to shadow prjection matrix * light transform matrix)
  76946. * @returns The transform matrix used to create the shadow map
  76947. */
  76948. getTransformMatrix(): Matrix;
  76949. /**
  76950. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  76951. * Cube and 2D textures for instance.
  76952. */
  76953. recreateShadowMap(): void;
  76954. /**
  76955. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76956. * @param onCompiled Callback triggered at the and of the effects compilation
  76957. * @param options Sets of optional options forcing the compilation with different modes
  76958. */
  76959. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  76960. useInstances: boolean;
  76961. }>): void;
  76962. /**
  76963. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76964. * @param options Sets of optional options forcing the compilation with different modes
  76965. * @returns A promise that resolves when the compilation completes
  76966. */
  76967. forceCompilationAsync(options?: Partial<{
  76968. useInstances: boolean;
  76969. }>): Promise<void>;
  76970. /**
  76971. * Serializes the shadow generator setup to a json object.
  76972. * @returns The serialized JSON object
  76973. */
  76974. serialize(): any;
  76975. /**
  76976. * Disposes the Shadow map and related Textures and effects.
  76977. */
  76978. dispose(): void;
  76979. }
  76980. /**
  76981. * Default implementation IShadowGenerator.
  76982. * This is the main object responsible of generating shadows in the framework.
  76983. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  76984. */
  76985. export class ShadowGenerator implements IShadowGenerator {
  76986. /**
  76987. * Shadow generator mode None: no filtering applied.
  76988. */
  76989. static readonly FILTER_NONE: number;
  76990. /**
  76991. * Shadow generator mode ESM: Exponential Shadow Mapping.
  76992. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76993. */
  76994. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  76995. /**
  76996. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  76997. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  76998. */
  76999. static readonly FILTER_POISSONSAMPLING: number;
  77000. /**
  77001. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77002. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77003. */
  77004. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  77005. /**
  77006. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77007. * edge artifacts on steep falloff.
  77008. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77009. */
  77010. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  77011. /**
  77012. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77013. * edge artifacts on steep falloff.
  77014. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77015. */
  77016. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  77017. /**
  77018. * Shadow generator mode PCF: Percentage Closer Filtering
  77019. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77020. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77021. */
  77022. static readonly FILTER_PCF: number;
  77023. /**
  77024. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77025. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77026. * Contact Hardening
  77027. */
  77028. static readonly FILTER_PCSS: number;
  77029. /**
  77030. * Reserved for PCF and PCSS
  77031. * Highest Quality.
  77032. *
  77033. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77034. *
  77035. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77036. */
  77037. static readonly QUALITY_HIGH: number;
  77038. /**
  77039. * Reserved for PCF and PCSS
  77040. * Good tradeoff for quality/perf cross devices
  77041. *
  77042. * Execute PCF on a 3*3 kernel.
  77043. *
  77044. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77045. */
  77046. static readonly QUALITY_MEDIUM: number;
  77047. /**
  77048. * Reserved for PCF and PCSS
  77049. * The lowest quality but the fastest.
  77050. *
  77051. * Execute PCF on a 1*1 kernel.
  77052. *
  77053. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77054. */
  77055. static readonly QUALITY_LOW: number;
  77056. /** Gets or sets the custom shader name to use */
  77057. customShaderOptions: ICustomShaderOptions;
  77058. /**
  77059. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  77060. */
  77061. onBeforeShadowMapRenderObservable: Observable<Effect>;
  77062. /**
  77063. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  77064. */
  77065. onAfterShadowMapRenderObservable: Observable<Effect>;
  77066. /**
  77067. * Observable triggered before a mesh is rendered in the shadow map.
  77068. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  77069. */
  77070. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  77071. /**
  77072. * Observable triggered after a mesh is rendered in the shadow map.
  77073. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  77074. */
  77075. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  77076. private _bias;
  77077. /**
  77078. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  77079. */
  77080. /**
  77081. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  77082. */
  77083. bias: number;
  77084. private _normalBias;
  77085. /**
  77086. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  77087. */
  77088. /**
  77089. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  77090. */
  77091. normalBias: number;
  77092. private _blurBoxOffset;
  77093. /**
  77094. * Gets the blur box offset: offset applied during the blur pass.
  77095. * Only useful if useKernelBlur = false
  77096. */
  77097. /**
  77098. * Sets the blur box offset: offset applied during the blur pass.
  77099. * Only useful if useKernelBlur = false
  77100. */
  77101. blurBoxOffset: number;
  77102. private _blurScale;
  77103. /**
  77104. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  77105. * 2 means half of the size.
  77106. */
  77107. /**
  77108. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  77109. * 2 means half of the size.
  77110. */
  77111. blurScale: number;
  77112. private _blurKernel;
  77113. /**
  77114. * Gets the blur kernel: kernel size of the blur pass.
  77115. * Only useful if useKernelBlur = true
  77116. */
  77117. /**
  77118. * Sets the blur kernel: kernel size of the blur pass.
  77119. * Only useful if useKernelBlur = true
  77120. */
  77121. blurKernel: number;
  77122. private _useKernelBlur;
  77123. /**
  77124. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  77125. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  77126. */
  77127. /**
  77128. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  77129. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  77130. */
  77131. useKernelBlur: boolean;
  77132. private _depthScale;
  77133. /**
  77134. * Gets the depth scale used in ESM mode.
  77135. */
  77136. /**
  77137. * Sets the depth scale used in ESM mode.
  77138. * This can override the scale stored on the light.
  77139. */
  77140. depthScale: number;
  77141. private _filter;
  77142. /**
  77143. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  77144. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  77145. */
  77146. /**
  77147. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  77148. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  77149. */
  77150. filter: number;
  77151. /**
  77152. * Gets if the current filter is set to Poisson Sampling.
  77153. */
  77154. /**
  77155. * Sets the current filter to Poisson Sampling.
  77156. */
  77157. usePoissonSampling: boolean;
  77158. /**
  77159. * Gets if the current filter is set to ESM.
  77160. */
  77161. /**
  77162. * Sets the current filter is to ESM.
  77163. */
  77164. useExponentialShadowMap: boolean;
  77165. /**
  77166. * Gets if the current filter is set to filtered ESM.
  77167. */
  77168. /**
  77169. * Gets if the current filter is set to filtered ESM.
  77170. */
  77171. useBlurExponentialShadowMap: boolean;
  77172. /**
  77173. * Gets if the current filter is set to "close ESM" (using the inverse of the
  77174. * exponential to prevent steep falloff artifacts).
  77175. */
  77176. /**
  77177. * Sets the current filter to "close ESM" (using the inverse of the
  77178. * exponential to prevent steep falloff artifacts).
  77179. */
  77180. useCloseExponentialShadowMap: boolean;
  77181. /**
  77182. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  77183. * exponential to prevent steep falloff artifacts).
  77184. */
  77185. /**
  77186. * Sets the current filter to filtered "close ESM" (using the inverse of the
  77187. * exponential to prevent steep falloff artifacts).
  77188. */
  77189. useBlurCloseExponentialShadowMap: boolean;
  77190. /**
  77191. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  77192. */
  77193. /**
  77194. * Sets the current filter to "PCF" (percentage closer filtering).
  77195. */
  77196. usePercentageCloserFiltering: boolean;
  77197. private _filteringQuality;
  77198. /**
  77199. * Gets the PCF or PCSS Quality.
  77200. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77201. */
  77202. /**
  77203. * Sets the PCF or PCSS Quality.
  77204. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77205. */
  77206. filteringQuality: number;
  77207. /**
  77208. * Gets if the current filter is set to "PCSS" (contact hardening).
  77209. */
  77210. /**
  77211. * Sets the current filter to "PCSS" (contact hardening).
  77212. */
  77213. useContactHardeningShadow: boolean;
  77214. private _contactHardeningLightSizeUVRatio;
  77215. /**
  77216. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77217. * Using a ratio helps keeping shape stability independently of the map size.
  77218. *
  77219. * It does not account for the light projection as it was having too much
  77220. * instability during the light setup or during light position changes.
  77221. *
  77222. * Only valid if useContactHardeningShadow is true.
  77223. */
  77224. /**
  77225. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77226. * Using a ratio helps keeping shape stability independently of the map size.
  77227. *
  77228. * It does not account for the light projection as it was having too much
  77229. * instability during the light setup or during light position changes.
  77230. *
  77231. * Only valid if useContactHardeningShadow is true.
  77232. */
  77233. contactHardeningLightSizeUVRatio: number;
  77234. private _darkness;
  77235. /** Gets or sets the actual darkness of a shadow */
  77236. darkness: number;
  77237. /**
  77238. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  77239. * 0 means strongest and 1 would means no shadow.
  77240. * @returns the darkness.
  77241. */
  77242. getDarkness(): number;
  77243. /**
  77244. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  77245. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  77246. * @returns the shadow generator allowing fluent coding.
  77247. */
  77248. setDarkness(darkness: number): ShadowGenerator;
  77249. private _transparencyShadow;
  77250. /** Gets or sets the ability to have transparent shadow */
  77251. transparencyShadow: boolean;
  77252. /**
  77253. * Sets the ability to have transparent shadow (boolean).
  77254. * @param transparent True if transparent else False
  77255. * @returns the shadow generator allowing fluent coding
  77256. */
  77257. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  77258. private _shadowMap;
  77259. private _shadowMap2;
  77260. /**
  77261. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77262. * @returns The render target texture if present otherwise, null
  77263. */
  77264. getShadowMap(): Nullable<RenderTargetTexture>;
  77265. /**
  77266. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77267. * @returns The render target texture if the shadow map is present otherwise, null
  77268. */
  77269. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  77270. /**
  77271. * Gets the class name of that object
  77272. * @returns "ShadowGenerator"
  77273. */
  77274. getClassName(): string;
  77275. /**
  77276. * Helper function to add a mesh and its descendants to the list of shadow casters.
  77277. * @param mesh Mesh to add
  77278. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  77279. * @returns the Shadow Generator itself
  77280. */
  77281. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  77282. /**
  77283. * Helper function to remove a mesh and its descendants from the list of shadow casters
  77284. * @param mesh Mesh to remove
  77285. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  77286. * @returns the Shadow Generator itself
  77287. */
  77288. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  77289. /**
  77290. * Controls the extent to which the shadows fade out at the edge of the frustum
  77291. * Used only by directionals and spots
  77292. */
  77293. frustumEdgeFalloff: number;
  77294. private _light;
  77295. /**
  77296. * Returns the associated light object.
  77297. * @returns the light generating the shadow
  77298. */
  77299. getLight(): IShadowLight;
  77300. /**
  77301. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  77302. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  77303. * It might on the other hand introduce peter panning.
  77304. */
  77305. forceBackFacesOnly: boolean;
  77306. private _scene;
  77307. private _lightDirection;
  77308. private _effect;
  77309. private _viewMatrix;
  77310. private _projectionMatrix;
  77311. private _transformMatrix;
  77312. private _cachedPosition;
  77313. private _cachedDirection;
  77314. private _cachedDefines;
  77315. private _currentRenderID;
  77316. private _boxBlurPostprocess;
  77317. private _kernelBlurXPostprocess;
  77318. private _kernelBlurYPostprocess;
  77319. private _blurPostProcesses;
  77320. private _mapSize;
  77321. private _currentFaceIndex;
  77322. private _currentFaceIndexCache;
  77323. private _textureType;
  77324. private _defaultTextureMatrix;
  77325. private _storedUniqueId;
  77326. /** @hidden */
  77327. static _SceneComponentInitialization: (scene: Scene) => void;
  77328. /**
  77329. * Creates a ShadowGenerator object.
  77330. * A ShadowGenerator is the required tool to use the shadows.
  77331. * Each light casting shadows needs to use its own ShadowGenerator.
  77332. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  77333. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  77334. * @param light The light object generating the shadows.
  77335. * @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.
  77336. */
  77337. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  77338. private _initializeGenerator;
  77339. private _initializeShadowMap;
  77340. private _initializeBlurRTTAndPostProcesses;
  77341. private _renderForShadowMap;
  77342. private _renderSubMeshForShadowMap;
  77343. private _applyFilterValues;
  77344. /**
  77345. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77346. * @param onCompiled Callback triggered at the and of the effects compilation
  77347. * @param options Sets of optional options forcing the compilation with different modes
  77348. */
  77349. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  77350. useInstances: boolean;
  77351. }>): void;
  77352. /**
  77353. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77354. * @param options Sets of optional options forcing the compilation with different modes
  77355. * @returns A promise that resolves when the compilation completes
  77356. */
  77357. forceCompilationAsync(options?: Partial<{
  77358. useInstances: boolean;
  77359. }>): Promise<void>;
  77360. /**
  77361. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77362. * @param subMesh The submesh we want to render in the shadow map
  77363. * @param useInstances Defines wether will draw in the map using instances
  77364. * @returns true if ready otherwise, false
  77365. */
  77366. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  77367. /**
  77368. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77369. * @param defines Defines of the material we want to update
  77370. * @param lightIndex Index of the light in the enabled light list of the material
  77371. */
  77372. prepareDefines(defines: any, lightIndex: number): void;
  77373. /**
  77374. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77375. * defined in the generator but impacting the effect).
  77376. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77377. * @param effect The effect we are binfing the information for
  77378. */
  77379. bindShadowLight(lightIndex: string, effect: Effect): void;
  77380. /**
  77381. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77382. * (eq to shadow prjection matrix * light transform matrix)
  77383. * @returns The transform matrix used to create the shadow map
  77384. */
  77385. getTransformMatrix(): Matrix;
  77386. /**
  77387. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77388. * Cube and 2D textures for instance.
  77389. */
  77390. recreateShadowMap(): void;
  77391. private _disposeBlurPostProcesses;
  77392. private _disposeRTTandPostProcesses;
  77393. /**
  77394. * Disposes the ShadowGenerator.
  77395. * Returns nothing.
  77396. */
  77397. dispose(): void;
  77398. /**
  77399. * Serializes the shadow generator setup to a json object.
  77400. * @returns The serialized JSON object
  77401. */
  77402. serialize(): any;
  77403. /**
  77404. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77405. * @param parsedShadowGenerator The JSON object to parse
  77406. * @param scene The scene to create the shadow map for
  77407. * @returns The parsed shadow generator
  77408. */
  77409. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  77410. }
  77411. }
  77412. declare module BABYLON {
  77413. /**
  77414. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  77415. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  77416. * 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.
  77417. */
  77418. export abstract class Light extends Node {
  77419. /**
  77420. * Falloff Default: light is falling off following the material specification:
  77421. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  77422. */
  77423. static readonly FALLOFF_DEFAULT: number;
  77424. /**
  77425. * Falloff Physical: light is falling off following the inverse squared distance law.
  77426. */
  77427. static readonly FALLOFF_PHYSICAL: number;
  77428. /**
  77429. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  77430. * to enhance interoperability with other engines.
  77431. */
  77432. static readonly FALLOFF_GLTF: number;
  77433. /**
  77434. * Falloff Standard: light is falling off like in the standard material
  77435. * to enhance interoperability with other materials.
  77436. */
  77437. static readonly FALLOFF_STANDARD: number;
  77438. /**
  77439. * If every light affecting the material is in this lightmapMode,
  77440. * material.lightmapTexture adds or multiplies
  77441. * (depends on material.useLightmapAsShadowmap)
  77442. * after every other light calculations.
  77443. */
  77444. static readonly LIGHTMAP_DEFAULT: number;
  77445. /**
  77446. * material.lightmapTexture as only diffuse lighting from this light
  77447. * adds only specular lighting from this light
  77448. * adds dynamic shadows
  77449. */
  77450. static readonly LIGHTMAP_SPECULAR: number;
  77451. /**
  77452. * material.lightmapTexture as only lighting
  77453. * no light calculation from this light
  77454. * only adds dynamic shadows from this light
  77455. */
  77456. static readonly LIGHTMAP_SHADOWSONLY: number;
  77457. /**
  77458. * Each light type uses the default quantity according to its type:
  77459. * point/spot lights use luminous intensity
  77460. * directional lights use illuminance
  77461. */
  77462. static readonly INTENSITYMODE_AUTOMATIC: number;
  77463. /**
  77464. * lumen (lm)
  77465. */
  77466. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  77467. /**
  77468. * candela (lm/sr)
  77469. */
  77470. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  77471. /**
  77472. * lux (lm/m^2)
  77473. */
  77474. static readonly INTENSITYMODE_ILLUMINANCE: number;
  77475. /**
  77476. * nit (cd/m^2)
  77477. */
  77478. static readonly INTENSITYMODE_LUMINANCE: number;
  77479. /**
  77480. * Light type const id of the point light.
  77481. */
  77482. static readonly LIGHTTYPEID_POINTLIGHT: number;
  77483. /**
  77484. * Light type const id of the directional light.
  77485. */
  77486. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  77487. /**
  77488. * Light type const id of the spot light.
  77489. */
  77490. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  77491. /**
  77492. * Light type const id of the hemispheric light.
  77493. */
  77494. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  77495. /**
  77496. * Diffuse gives the basic color to an object.
  77497. */
  77498. diffuse: Color3;
  77499. /**
  77500. * Specular produces a highlight color on an object.
  77501. * Note: This is note affecting PBR materials.
  77502. */
  77503. specular: Color3;
  77504. /**
  77505. * Defines the falloff type for this light. This lets overrriding how punctual light are
  77506. * falling off base on range or angle.
  77507. * This can be set to any values in Light.FALLOFF_x.
  77508. *
  77509. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  77510. * other types of materials.
  77511. */
  77512. falloffType: number;
  77513. /**
  77514. * Strength of the light.
  77515. * Note: By default it is define in the framework own unit.
  77516. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  77517. */
  77518. intensity: number;
  77519. private _range;
  77520. protected _inverseSquaredRange: number;
  77521. /**
  77522. * Defines how far from the source the light is impacting in scene units.
  77523. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  77524. */
  77525. /**
  77526. * Defines how far from the source the light is impacting in scene units.
  77527. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  77528. */
  77529. range: number;
  77530. /**
  77531. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  77532. * of light.
  77533. */
  77534. private _photometricScale;
  77535. private _intensityMode;
  77536. /**
  77537. * Gets the photometric scale used to interpret the intensity.
  77538. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  77539. */
  77540. /**
  77541. * Sets the photometric scale used to interpret the intensity.
  77542. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  77543. */
  77544. intensityMode: number;
  77545. private _radius;
  77546. /**
  77547. * Gets the light radius used by PBR Materials to simulate soft area lights.
  77548. */
  77549. /**
  77550. * sets the light radius used by PBR Materials to simulate soft area lights.
  77551. */
  77552. radius: number;
  77553. private _renderPriority;
  77554. /**
  77555. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  77556. * exceeding the number allowed of the materials.
  77557. */
  77558. renderPriority: number;
  77559. private _shadowEnabled;
  77560. /**
  77561. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  77562. * the current shadow generator.
  77563. */
  77564. /**
  77565. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  77566. * the current shadow generator.
  77567. */
  77568. shadowEnabled: boolean;
  77569. private _includedOnlyMeshes;
  77570. /**
  77571. * Gets the only meshes impacted by this light.
  77572. */
  77573. /**
  77574. * Sets the only meshes impacted by this light.
  77575. */
  77576. includedOnlyMeshes: AbstractMesh[];
  77577. private _excludedMeshes;
  77578. /**
  77579. * Gets the meshes not impacted by this light.
  77580. */
  77581. /**
  77582. * Sets the meshes not impacted by this light.
  77583. */
  77584. excludedMeshes: AbstractMesh[];
  77585. private _excludeWithLayerMask;
  77586. /**
  77587. * Gets the layer id use to find what meshes are not impacted by the light.
  77588. * Inactive if 0
  77589. */
  77590. /**
  77591. * Sets the layer id use to find what meshes are not impacted by the light.
  77592. * Inactive if 0
  77593. */
  77594. excludeWithLayerMask: number;
  77595. private _includeOnlyWithLayerMask;
  77596. /**
  77597. * Gets the layer id use to find what meshes are impacted by the light.
  77598. * Inactive if 0
  77599. */
  77600. /**
  77601. * Sets the layer id use to find what meshes are impacted by the light.
  77602. * Inactive if 0
  77603. */
  77604. includeOnlyWithLayerMask: number;
  77605. private _lightmapMode;
  77606. /**
  77607. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  77608. */
  77609. /**
  77610. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  77611. */
  77612. lightmapMode: number;
  77613. /**
  77614. * Shadow generator associted to the light.
  77615. * @hidden Internal use only.
  77616. */
  77617. _shadowGenerator: Nullable<IShadowGenerator>;
  77618. /**
  77619. * @hidden Internal use only.
  77620. */
  77621. _excludedMeshesIds: string[];
  77622. /**
  77623. * @hidden Internal use only.
  77624. */
  77625. _includedOnlyMeshesIds: string[];
  77626. /**
  77627. * The current light unifom buffer.
  77628. * @hidden Internal use only.
  77629. */
  77630. _uniformBuffer: UniformBuffer;
  77631. /** @hidden */
  77632. _renderId: number;
  77633. /**
  77634. * Creates a Light object in the scene.
  77635. * Documentation : https://doc.babylonjs.com/babylon101/lights
  77636. * @param name The firendly name of the light
  77637. * @param scene The scene the light belongs too
  77638. */
  77639. constructor(name: string, scene: Scene);
  77640. protected abstract _buildUniformLayout(): void;
  77641. /**
  77642. * Sets the passed Effect "effect" with the Light information.
  77643. * @param effect The effect to update
  77644. * @param lightIndex The index of the light in the effect to update
  77645. * @returns The light
  77646. */
  77647. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  77648. /**
  77649. * Sets the passed Effect "effect" with the Light information.
  77650. * @param effect The effect to update
  77651. * @param lightDataUniformName The uniform used to store light data (position or direction)
  77652. * @returns The light
  77653. */
  77654. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  77655. /**
  77656. * Returns the string "Light".
  77657. * @returns the class name
  77658. */
  77659. getClassName(): string;
  77660. /** @hidden */
  77661. readonly _isLight: boolean;
  77662. /**
  77663. * Converts the light information to a readable string for debug purpose.
  77664. * @param fullDetails Supports for multiple levels of logging within scene loading
  77665. * @returns the human readable light info
  77666. */
  77667. toString(fullDetails?: boolean): string;
  77668. /** @hidden */
  77669. protected _syncParentEnabledState(): void;
  77670. /**
  77671. * Set the enabled state of this node.
  77672. * @param value - the new enabled state
  77673. */
  77674. setEnabled(value: boolean): void;
  77675. /**
  77676. * Returns the Light associated shadow generator if any.
  77677. * @return the associated shadow generator.
  77678. */
  77679. getShadowGenerator(): Nullable<IShadowGenerator>;
  77680. /**
  77681. * Returns a Vector3, the absolute light position in the World.
  77682. * @returns the world space position of the light
  77683. */
  77684. getAbsolutePosition(): Vector3;
  77685. /**
  77686. * Specifies if the light will affect the passed mesh.
  77687. * @param mesh The mesh to test against the light
  77688. * @return true the mesh is affected otherwise, false.
  77689. */
  77690. canAffectMesh(mesh: AbstractMesh): boolean;
  77691. /**
  77692. * Sort function to order lights for rendering.
  77693. * @param a First Light object to compare to second.
  77694. * @param b Second Light object to compare first.
  77695. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  77696. */
  77697. static CompareLightsPriority(a: Light, b: Light): number;
  77698. /**
  77699. * Releases resources associated with this node.
  77700. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  77701. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  77702. */
  77703. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  77704. /**
  77705. * Returns the light type ID (integer).
  77706. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  77707. */
  77708. getTypeID(): number;
  77709. /**
  77710. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  77711. * @returns the scaled intensity in intensity mode unit
  77712. */
  77713. getScaledIntensity(): number;
  77714. /**
  77715. * Returns a new Light object, named "name", from the current one.
  77716. * @param name The name of the cloned light
  77717. * @returns the new created light
  77718. */
  77719. clone(name: string): Nullable<Light>;
  77720. /**
  77721. * Serializes the current light into a Serialization object.
  77722. * @returns the serialized object.
  77723. */
  77724. serialize(): any;
  77725. /**
  77726. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  77727. * This new light is named "name" and added to the passed scene.
  77728. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  77729. * @param name The friendly name of the light
  77730. * @param scene The scene the new light will belong to
  77731. * @returns the constructor function
  77732. */
  77733. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  77734. /**
  77735. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  77736. * @param parsedLight The JSON representation of the light
  77737. * @param scene The scene to create the parsed light in
  77738. * @returns the created light after parsing
  77739. */
  77740. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  77741. private _hookArrayForExcluded;
  77742. private _hookArrayForIncludedOnly;
  77743. private _resyncMeshes;
  77744. /**
  77745. * Forces the meshes to update their light related information in their rendering used effects
  77746. * @hidden Internal Use Only
  77747. */
  77748. _markMeshesAsLightDirty(): void;
  77749. /**
  77750. * Recomputes the cached photometric scale if needed.
  77751. */
  77752. private _computePhotometricScale;
  77753. /**
  77754. * Returns the Photometric Scale according to the light type and intensity mode.
  77755. */
  77756. private _getPhotometricScale;
  77757. /**
  77758. * Reorder the light in the scene according to their defined priority.
  77759. * @hidden Internal Use Only
  77760. */
  77761. _reorderLightsInScene(): void;
  77762. /**
  77763. * Prepares the list of defines specific to the light type.
  77764. * @param defines the list of defines
  77765. * @param lightIndex defines the index of the light for the effect
  77766. */
  77767. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  77768. }
  77769. }
  77770. declare module BABYLON {
  77771. /**
  77772. * Interface used to define Action
  77773. */
  77774. export interface IAction {
  77775. /**
  77776. * Trigger for the action
  77777. */
  77778. trigger: number;
  77779. /** Options of the trigger */
  77780. triggerOptions: any;
  77781. /**
  77782. * Gets the trigger parameters
  77783. * @returns the trigger parameters
  77784. */
  77785. getTriggerParameter(): any;
  77786. /**
  77787. * Internal only - executes current action event
  77788. * @hidden
  77789. */
  77790. _executeCurrent(evt?: ActionEvent): void;
  77791. /**
  77792. * Serialize placeholder for child classes
  77793. * @param parent of child
  77794. * @returns the serialized object
  77795. */
  77796. serialize(parent: any): any;
  77797. /**
  77798. * Internal only
  77799. * @hidden
  77800. */
  77801. _prepare(): void;
  77802. /**
  77803. * Internal only - manager for action
  77804. * @hidden
  77805. */
  77806. _actionManager: AbstractActionManager;
  77807. /**
  77808. * Adds action to chain of actions, may be a DoNothingAction
  77809. * @param action defines the next action to execute
  77810. * @returns The action passed in
  77811. * @see https://www.babylonjs-playground.com/#1T30HR#0
  77812. */
  77813. then(action: IAction): IAction;
  77814. }
  77815. /**
  77816. * The action to be carried out following a trigger
  77817. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  77818. */
  77819. export class Action implements IAction {
  77820. /** the trigger, with or without parameters, for the action */
  77821. triggerOptions: any;
  77822. /**
  77823. * Trigger for the action
  77824. */
  77825. trigger: number;
  77826. /**
  77827. * Internal only - manager for action
  77828. * @hidden
  77829. */
  77830. _actionManager: ActionManager;
  77831. private _nextActiveAction;
  77832. private _child;
  77833. private _condition?;
  77834. private _triggerParameter;
  77835. /**
  77836. * An event triggered prior to action being executed.
  77837. */
  77838. onBeforeExecuteObservable: Observable<Action>;
  77839. /**
  77840. * Creates a new Action
  77841. * @param triggerOptions the trigger, with or without parameters, for the action
  77842. * @param condition an optional determinant of action
  77843. */
  77844. constructor(
  77845. /** the trigger, with or without parameters, for the action */
  77846. triggerOptions: any, condition?: Condition);
  77847. /**
  77848. * Internal only
  77849. * @hidden
  77850. */
  77851. _prepare(): void;
  77852. /**
  77853. * Gets the trigger parameters
  77854. * @returns the trigger parameters
  77855. */
  77856. getTriggerParameter(): any;
  77857. /**
  77858. * Internal only - executes current action event
  77859. * @hidden
  77860. */
  77861. _executeCurrent(evt?: ActionEvent): void;
  77862. /**
  77863. * Execute placeholder for child classes
  77864. * @param evt optional action event
  77865. */
  77866. execute(evt?: ActionEvent): void;
  77867. /**
  77868. * Skips to next active action
  77869. */
  77870. skipToNextActiveAction(): void;
  77871. /**
  77872. * Adds action to chain of actions, may be a DoNothingAction
  77873. * @param action defines the next action to execute
  77874. * @returns The action passed in
  77875. * @see https://www.babylonjs-playground.com/#1T30HR#0
  77876. */
  77877. then(action: Action): Action;
  77878. /**
  77879. * Internal only
  77880. * @hidden
  77881. */
  77882. _getProperty(propertyPath: string): string;
  77883. /**
  77884. * Internal only
  77885. * @hidden
  77886. */
  77887. _getEffectiveTarget(target: any, propertyPath: string): any;
  77888. /**
  77889. * Serialize placeholder for child classes
  77890. * @param parent of child
  77891. * @returns the serialized object
  77892. */
  77893. serialize(parent: any): any;
  77894. /**
  77895. * Internal only called by serialize
  77896. * @hidden
  77897. */
  77898. protected _serialize(serializedAction: any, parent?: any): any;
  77899. /**
  77900. * Internal only
  77901. * @hidden
  77902. */
  77903. static _SerializeValueAsString: (value: any) => string;
  77904. /**
  77905. * Internal only
  77906. * @hidden
  77907. */
  77908. static _GetTargetProperty: (target: Node | Scene) => {
  77909. name: string;
  77910. targetType: string;
  77911. value: string;
  77912. };
  77913. }
  77914. }
  77915. declare module BABYLON {
  77916. /**
  77917. * A Condition applied to an Action
  77918. */
  77919. export class Condition {
  77920. /**
  77921. * Internal only - manager for action
  77922. * @hidden
  77923. */
  77924. _actionManager: ActionManager;
  77925. /**
  77926. * Internal only
  77927. * @hidden
  77928. */
  77929. _evaluationId: number;
  77930. /**
  77931. * Internal only
  77932. * @hidden
  77933. */
  77934. _currentResult: boolean;
  77935. /**
  77936. * Creates a new Condition
  77937. * @param actionManager the manager of the action the condition is applied to
  77938. */
  77939. constructor(actionManager: ActionManager);
  77940. /**
  77941. * Check if the current condition is valid
  77942. * @returns a boolean
  77943. */
  77944. isValid(): boolean;
  77945. /**
  77946. * Internal only
  77947. * @hidden
  77948. */
  77949. _getProperty(propertyPath: string): string;
  77950. /**
  77951. * Internal only
  77952. * @hidden
  77953. */
  77954. _getEffectiveTarget(target: any, propertyPath: string): any;
  77955. /**
  77956. * Serialize placeholder for child classes
  77957. * @returns the serialized object
  77958. */
  77959. serialize(): any;
  77960. /**
  77961. * Internal only
  77962. * @hidden
  77963. */
  77964. protected _serialize(serializedCondition: any): any;
  77965. }
  77966. /**
  77967. * Defines specific conditional operators as extensions of Condition
  77968. */
  77969. export class ValueCondition extends Condition {
  77970. /** path to specify the property of the target the conditional operator uses */
  77971. propertyPath: string;
  77972. /** the value compared by the conditional operator against the current value of the property */
  77973. value: any;
  77974. /** the conditional operator, default ValueCondition.IsEqual */
  77975. operator: number;
  77976. /**
  77977. * Internal only
  77978. * @hidden
  77979. */
  77980. private static _IsEqual;
  77981. /**
  77982. * Internal only
  77983. * @hidden
  77984. */
  77985. private static _IsDifferent;
  77986. /**
  77987. * Internal only
  77988. * @hidden
  77989. */
  77990. private static _IsGreater;
  77991. /**
  77992. * Internal only
  77993. * @hidden
  77994. */
  77995. private static _IsLesser;
  77996. /**
  77997. * returns the number for IsEqual
  77998. */
  77999. static readonly IsEqual: number;
  78000. /**
  78001. * Returns the number for IsDifferent
  78002. */
  78003. static readonly IsDifferent: number;
  78004. /**
  78005. * Returns the number for IsGreater
  78006. */
  78007. static readonly IsGreater: number;
  78008. /**
  78009. * Returns the number for IsLesser
  78010. */
  78011. static readonly IsLesser: number;
  78012. /**
  78013. * Internal only The action manager for the condition
  78014. * @hidden
  78015. */
  78016. _actionManager: ActionManager;
  78017. /**
  78018. * Internal only
  78019. * @hidden
  78020. */
  78021. private _target;
  78022. /**
  78023. * Internal only
  78024. * @hidden
  78025. */
  78026. private _effectiveTarget;
  78027. /**
  78028. * Internal only
  78029. * @hidden
  78030. */
  78031. private _property;
  78032. /**
  78033. * Creates a new ValueCondition
  78034. * @param actionManager manager for the action the condition applies to
  78035. * @param target for the action
  78036. * @param propertyPath path to specify the property of the target the conditional operator uses
  78037. * @param value the value compared by the conditional operator against the current value of the property
  78038. * @param operator the conditional operator, default ValueCondition.IsEqual
  78039. */
  78040. constructor(actionManager: ActionManager, target: any,
  78041. /** path to specify the property of the target the conditional operator uses */
  78042. propertyPath: string,
  78043. /** the value compared by the conditional operator against the current value of the property */
  78044. value: any,
  78045. /** the conditional operator, default ValueCondition.IsEqual */
  78046. operator?: number);
  78047. /**
  78048. * Compares the given value with the property value for the specified conditional operator
  78049. * @returns the result of the comparison
  78050. */
  78051. isValid(): boolean;
  78052. /**
  78053. * Serialize the ValueCondition into a JSON compatible object
  78054. * @returns serialization object
  78055. */
  78056. serialize(): any;
  78057. /**
  78058. * Gets the name of the conditional operator for the ValueCondition
  78059. * @param operator the conditional operator
  78060. * @returns the name
  78061. */
  78062. static GetOperatorName(operator: number): string;
  78063. }
  78064. /**
  78065. * Defines a predicate condition as an extension of Condition
  78066. */
  78067. export class PredicateCondition extends Condition {
  78068. /** defines the predicate function used to validate the condition */
  78069. predicate: () => boolean;
  78070. /**
  78071. * Internal only - manager for action
  78072. * @hidden
  78073. */
  78074. _actionManager: ActionManager;
  78075. /**
  78076. * Creates a new PredicateCondition
  78077. * @param actionManager manager for the action the condition applies to
  78078. * @param predicate defines the predicate function used to validate the condition
  78079. */
  78080. constructor(actionManager: ActionManager,
  78081. /** defines the predicate function used to validate the condition */
  78082. predicate: () => boolean);
  78083. /**
  78084. * @returns the validity of the predicate condition
  78085. */
  78086. isValid(): boolean;
  78087. }
  78088. /**
  78089. * Defines a state condition as an extension of Condition
  78090. */
  78091. export class StateCondition extends Condition {
  78092. /** Value to compare with target state */
  78093. value: string;
  78094. /**
  78095. * Internal only - manager for action
  78096. * @hidden
  78097. */
  78098. _actionManager: ActionManager;
  78099. /**
  78100. * Internal only
  78101. * @hidden
  78102. */
  78103. private _target;
  78104. /**
  78105. * Creates a new StateCondition
  78106. * @param actionManager manager for the action the condition applies to
  78107. * @param target of the condition
  78108. * @param value to compare with target state
  78109. */
  78110. constructor(actionManager: ActionManager, target: any,
  78111. /** Value to compare with target state */
  78112. value: string);
  78113. /**
  78114. * Gets a boolean indicating if the current condition is met
  78115. * @returns the validity of the state
  78116. */
  78117. isValid(): boolean;
  78118. /**
  78119. * Serialize the StateCondition into a JSON compatible object
  78120. * @returns serialization object
  78121. */
  78122. serialize(): any;
  78123. }
  78124. }
  78125. declare module BABYLON {
  78126. /**
  78127. * This defines an action responsible to toggle a boolean once triggered.
  78128. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78129. */
  78130. export class SwitchBooleanAction extends Action {
  78131. /**
  78132. * The path to the boolean property in the target object
  78133. */
  78134. propertyPath: string;
  78135. private _target;
  78136. private _effectiveTarget;
  78137. private _property;
  78138. /**
  78139. * Instantiate the action
  78140. * @param triggerOptions defines the trigger options
  78141. * @param target defines the object containing the boolean
  78142. * @param propertyPath defines the path to the boolean property in the target object
  78143. * @param condition defines the trigger related conditions
  78144. */
  78145. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  78146. /** @hidden */
  78147. _prepare(): void;
  78148. /**
  78149. * Execute the action toggle the boolean value.
  78150. */
  78151. execute(): void;
  78152. /**
  78153. * Serializes the actions and its related information.
  78154. * @param parent defines the object to serialize in
  78155. * @returns the serialized object
  78156. */
  78157. serialize(parent: any): any;
  78158. }
  78159. /**
  78160. * This defines an action responsible to set a the state field of the target
  78161. * to a desired value once triggered.
  78162. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78163. */
  78164. export class SetStateAction extends Action {
  78165. /**
  78166. * The value to store in the state field.
  78167. */
  78168. value: string;
  78169. private _target;
  78170. /**
  78171. * Instantiate the action
  78172. * @param triggerOptions defines the trigger options
  78173. * @param target defines the object containing the state property
  78174. * @param value defines the value to store in the state field
  78175. * @param condition defines the trigger related conditions
  78176. */
  78177. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  78178. /**
  78179. * Execute the action and store the value on the target state property.
  78180. */
  78181. execute(): void;
  78182. /**
  78183. * Serializes the actions and its related information.
  78184. * @param parent defines the object to serialize in
  78185. * @returns the serialized object
  78186. */
  78187. serialize(parent: any): any;
  78188. }
  78189. /**
  78190. * This defines an action responsible to set a property of the target
  78191. * to a desired value once triggered.
  78192. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78193. */
  78194. export class SetValueAction extends Action {
  78195. /**
  78196. * The path of the property to set in the target.
  78197. */
  78198. propertyPath: string;
  78199. /**
  78200. * The value to set in the property
  78201. */
  78202. value: any;
  78203. private _target;
  78204. private _effectiveTarget;
  78205. private _property;
  78206. /**
  78207. * Instantiate the action
  78208. * @param triggerOptions defines the trigger options
  78209. * @param target defines the object containing the property
  78210. * @param propertyPath defines the path of the property to set in the target
  78211. * @param value defines the value to set in the property
  78212. * @param condition defines the trigger related conditions
  78213. */
  78214. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  78215. /** @hidden */
  78216. _prepare(): void;
  78217. /**
  78218. * Execute the action and set the targetted property to the desired value.
  78219. */
  78220. execute(): void;
  78221. /**
  78222. * Serializes the actions and its related information.
  78223. * @param parent defines the object to serialize in
  78224. * @returns the serialized object
  78225. */
  78226. serialize(parent: any): any;
  78227. }
  78228. /**
  78229. * This defines an action responsible to increment the target value
  78230. * to a desired value once triggered.
  78231. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78232. */
  78233. export class IncrementValueAction extends Action {
  78234. /**
  78235. * The path of the property to increment in the target.
  78236. */
  78237. propertyPath: string;
  78238. /**
  78239. * The value we should increment the property by.
  78240. */
  78241. value: any;
  78242. private _target;
  78243. private _effectiveTarget;
  78244. private _property;
  78245. /**
  78246. * Instantiate the action
  78247. * @param triggerOptions defines the trigger options
  78248. * @param target defines the object containing the property
  78249. * @param propertyPath defines the path of the property to increment in the target
  78250. * @param value defines the value value we should increment the property by
  78251. * @param condition defines the trigger related conditions
  78252. */
  78253. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  78254. /** @hidden */
  78255. _prepare(): void;
  78256. /**
  78257. * Execute the action and increment the target of the value amount.
  78258. */
  78259. execute(): void;
  78260. /**
  78261. * Serializes the actions and its related information.
  78262. * @param parent defines the object to serialize in
  78263. * @returns the serialized object
  78264. */
  78265. serialize(parent: any): any;
  78266. }
  78267. /**
  78268. * This defines an action responsible to start an animation once triggered.
  78269. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78270. */
  78271. export class PlayAnimationAction extends Action {
  78272. /**
  78273. * Where the animation should start (animation frame)
  78274. */
  78275. from: number;
  78276. /**
  78277. * Where the animation should stop (animation frame)
  78278. */
  78279. to: number;
  78280. /**
  78281. * Define if the animation should loop or stop after the first play.
  78282. */
  78283. loop?: boolean;
  78284. private _target;
  78285. /**
  78286. * Instantiate the action
  78287. * @param triggerOptions defines the trigger options
  78288. * @param target defines the target animation or animation name
  78289. * @param from defines from where the animation should start (animation frame)
  78290. * @param end defines where the animation should stop (animation frame)
  78291. * @param loop defines if the animation should loop or stop after the first play
  78292. * @param condition defines the trigger related conditions
  78293. */
  78294. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  78295. /** @hidden */
  78296. _prepare(): void;
  78297. /**
  78298. * Execute the action and play the animation.
  78299. */
  78300. execute(): void;
  78301. /**
  78302. * Serializes the actions and its related information.
  78303. * @param parent defines the object to serialize in
  78304. * @returns the serialized object
  78305. */
  78306. serialize(parent: any): any;
  78307. }
  78308. /**
  78309. * This defines an action responsible to stop an animation once triggered.
  78310. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78311. */
  78312. export class StopAnimationAction extends Action {
  78313. private _target;
  78314. /**
  78315. * Instantiate the action
  78316. * @param triggerOptions defines the trigger options
  78317. * @param target defines the target animation or animation name
  78318. * @param condition defines the trigger related conditions
  78319. */
  78320. constructor(triggerOptions: any, target: any, condition?: Condition);
  78321. /** @hidden */
  78322. _prepare(): void;
  78323. /**
  78324. * Execute the action and stop the animation.
  78325. */
  78326. execute(): void;
  78327. /**
  78328. * Serializes the actions and its related information.
  78329. * @param parent defines the object to serialize in
  78330. * @returns the serialized object
  78331. */
  78332. serialize(parent: any): any;
  78333. }
  78334. /**
  78335. * This defines an action responsible that does nothing once triggered.
  78336. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78337. */
  78338. export class DoNothingAction extends Action {
  78339. /**
  78340. * Instantiate the action
  78341. * @param triggerOptions defines the trigger options
  78342. * @param condition defines the trigger related conditions
  78343. */
  78344. constructor(triggerOptions?: any, condition?: Condition);
  78345. /**
  78346. * Execute the action and do nothing.
  78347. */
  78348. execute(): void;
  78349. /**
  78350. * Serializes the actions and its related information.
  78351. * @param parent defines the object to serialize in
  78352. * @returns the serialized object
  78353. */
  78354. serialize(parent: any): any;
  78355. }
  78356. /**
  78357. * This defines an action responsible to trigger several actions once triggered.
  78358. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78359. */
  78360. export class CombineAction extends Action {
  78361. /**
  78362. * The list of aggregated animations to run.
  78363. */
  78364. children: Action[];
  78365. /**
  78366. * Instantiate the action
  78367. * @param triggerOptions defines the trigger options
  78368. * @param children defines the list of aggregated animations to run
  78369. * @param condition defines the trigger related conditions
  78370. */
  78371. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  78372. /** @hidden */
  78373. _prepare(): void;
  78374. /**
  78375. * Execute the action and executes all the aggregated actions.
  78376. */
  78377. execute(evt: ActionEvent): void;
  78378. /**
  78379. * Serializes the actions and its related information.
  78380. * @param parent defines the object to serialize in
  78381. * @returns the serialized object
  78382. */
  78383. serialize(parent: any): any;
  78384. }
  78385. /**
  78386. * This defines an action responsible to run code (external event) once triggered.
  78387. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78388. */
  78389. export class ExecuteCodeAction extends Action {
  78390. /**
  78391. * The callback function to run.
  78392. */
  78393. func: (evt: ActionEvent) => void;
  78394. /**
  78395. * Instantiate the action
  78396. * @param triggerOptions defines the trigger options
  78397. * @param func defines the callback function to run
  78398. * @param condition defines the trigger related conditions
  78399. */
  78400. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  78401. /**
  78402. * Execute the action and run the attached code.
  78403. */
  78404. execute(evt: ActionEvent): void;
  78405. }
  78406. /**
  78407. * This defines an action responsible to set the parent property of the target once triggered.
  78408. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78409. */
  78410. export class SetParentAction extends Action {
  78411. private _parent;
  78412. private _target;
  78413. /**
  78414. * Instantiate the action
  78415. * @param triggerOptions defines the trigger options
  78416. * @param target defines the target containing the parent property
  78417. * @param parent defines from where the animation should start (animation frame)
  78418. * @param condition defines the trigger related conditions
  78419. */
  78420. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  78421. /** @hidden */
  78422. _prepare(): void;
  78423. /**
  78424. * Execute the action and set the parent property.
  78425. */
  78426. execute(): void;
  78427. /**
  78428. * Serializes the actions and its related information.
  78429. * @param parent defines the object to serialize in
  78430. * @returns the serialized object
  78431. */
  78432. serialize(parent: any): any;
  78433. }
  78434. }
  78435. declare module BABYLON {
  78436. /**
  78437. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  78438. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  78439. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78440. */
  78441. export class ActionManager extends AbstractActionManager {
  78442. /**
  78443. * Nothing
  78444. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78445. */
  78446. static readonly NothingTrigger: number;
  78447. /**
  78448. * On pick
  78449. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78450. */
  78451. static readonly OnPickTrigger: number;
  78452. /**
  78453. * On left pick
  78454. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78455. */
  78456. static readonly OnLeftPickTrigger: number;
  78457. /**
  78458. * On right pick
  78459. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78460. */
  78461. static readonly OnRightPickTrigger: number;
  78462. /**
  78463. * On center pick
  78464. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78465. */
  78466. static readonly OnCenterPickTrigger: number;
  78467. /**
  78468. * On pick down
  78469. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78470. */
  78471. static readonly OnPickDownTrigger: number;
  78472. /**
  78473. * On double pick
  78474. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78475. */
  78476. static readonly OnDoublePickTrigger: number;
  78477. /**
  78478. * On pick up
  78479. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78480. */
  78481. static readonly OnPickUpTrigger: number;
  78482. /**
  78483. * On pick out.
  78484. * This trigger will only be raised if you also declared a OnPickDown
  78485. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78486. */
  78487. static readonly OnPickOutTrigger: number;
  78488. /**
  78489. * On long press
  78490. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78491. */
  78492. static readonly OnLongPressTrigger: number;
  78493. /**
  78494. * On pointer over
  78495. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78496. */
  78497. static readonly OnPointerOverTrigger: number;
  78498. /**
  78499. * On pointer out
  78500. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78501. */
  78502. static readonly OnPointerOutTrigger: number;
  78503. /**
  78504. * On every frame
  78505. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78506. */
  78507. static readonly OnEveryFrameTrigger: number;
  78508. /**
  78509. * On intersection enter
  78510. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78511. */
  78512. static readonly OnIntersectionEnterTrigger: number;
  78513. /**
  78514. * On intersection exit
  78515. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78516. */
  78517. static readonly OnIntersectionExitTrigger: number;
  78518. /**
  78519. * On key down
  78520. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78521. */
  78522. static readonly OnKeyDownTrigger: number;
  78523. /**
  78524. * On key up
  78525. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78526. */
  78527. static readonly OnKeyUpTrigger: number;
  78528. private _scene;
  78529. /**
  78530. * Creates a new action manager
  78531. * @param scene defines the hosting scene
  78532. */
  78533. constructor(scene: Scene);
  78534. /**
  78535. * Releases all associated resources
  78536. */
  78537. dispose(): void;
  78538. /**
  78539. * Gets hosting scene
  78540. * @returns the hosting scene
  78541. */
  78542. getScene(): Scene;
  78543. /**
  78544. * Does this action manager handles actions of any of the given triggers
  78545. * @param triggers defines the triggers to be tested
  78546. * @return a boolean indicating whether one (or more) of the triggers is handled
  78547. */
  78548. hasSpecificTriggers(triggers: number[]): boolean;
  78549. /**
  78550. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  78551. * speed.
  78552. * @param triggerA defines the trigger to be tested
  78553. * @param triggerB defines the trigger to be tested
  78554. * @return a boolean indicating whether one (or more) of the triggers is handled
  78555. */
  78556. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  78557. /**
  78558. * Does this action manager handles actions of a given trigger
  78559. * @param trigger defines the trigger to be tested
  78560. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  78561. * @return whether the trigger is handled
  78562. */
  78563. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  78564. /**
  78565. * Does this action manager has pointer triggers
  78566. */
  78567. readonly hasPointerTriggers: boolean;
  78568. /**
  78569. * Does this action manager has pick triggers
  78570. */
  78571. readonly hasPickTriggers: boolean;
  78572. /**
  78573. * Registers an action to this action manager
  78574. * @param action defines the action to be registered
  78575. * @return the action amended (prepared) after registration
  78576. */
  78577. registerAction(action: IAction): Nullable<IAction>;
  78578. /**
  78579. * Unregisters an action to this action manager
  78580. * @param action defines the action to be unregistered
  78581. * @return a boolean indicating whether the action has been unregistered
  78582. */
  78583. unregisterAction(action: IAction): Boolean;
  78584. /**
  78585. * Process a specific trigger
  78586. * @param trigger defines the trigger to process
  78587. * @param evt defines the event details to be processed
  78588. */
  78589. processTrigger(trigger: number, evt?: IActionEvent): void;
  78590. /** @hidden */
  78591. _getEffectiveTarget(target: any, propertyPath: string): any;
  78592. /** @hidden */
  78593. _getProperty(propertyPath: string): string;
  78594. /**
  78595. * Serialize this manager to a JSON object
  78596. * @param name defines the property name to store this manager
  78597. * @returns a JSON representation of this manager
  78598. */
  78599. serialize(name: string): any;
  78600. /**
  78601. * Creates a new ActionManager from a JSON data
  78602. * @param parsedActions defines the JSON data to read from
  78603. * @param object defines the hosting mesh
  78604. * @param scene defines the hosting scene
  78605. */
  78606. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  78607. /**
  78608. * Get a trigger name by index
  78609. * @param trigger defines the trigger index
  78610. * @returns a trigger name
  78611. */
  78612. static GetTriggerName(trigger: number): string;
  78613. }
  78614. }
  78615. declare module BABYLON {
  78616. /**
  78617. * Class representing a ray with position and direction
  78618. */
  78619. export class Ray {
  78620. /** origin point */
  78621. origin: Vector3;
  78622. /** direction */
  78623. direction: Vector3;
  78624. /** length of the ray */
  78625. length: number;
  78626. private static readonly TmpVector3;
  78627. private _tmpRay;
  78628. /**
  78629. * Creates a new ray
  78630. * @param origin origin point
  78631. * @param direction direction
  78632. * @param length length of the ray
  78633. */
  78634. constructor(
  78635. /** origin point */
  78636. origin: Vector3,
  78637. /** direction */
  78638. direction: Vector3,
  78639. /** length of the ray */
  78640. length?: number);
  78641. /**
  78642. * Checks if the ray intersects a box
  78643. * @param minimum bound of the box
  78644. * @param maximum bound of the box
  78645. * @param intersectionTreshold extra extend to be added to the box in all direction
  78646. * @returns if the box was hit
  78647. */
  78648. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  78649. /**
  78650. * Checks if the ray intersects a box
  78651. * @param box the bounding box to check
  78652. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  78653. * @returns if the box was hit
  78654. */
  78655. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  78656. /**
  78657. * If the ray hits a sphere
  78658. * @param sphere the bounding sphere to check
  78659. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  78660. * @returns true if it hits the sphere
  78661. */
  78662. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  78663. /**
  78664. * If the ray hits a triange
  78665. * @param vertex0 triangle vertex
  78666. * @param vertex1 triangle vertex
  78667. * @param vertex2 triangle vertex
  78668. * @returns intersection information if hit
  78669. */
  78670. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  78671. /**
  78672. * Checks if ray intersects a plane
  78673. * @param plane the plane to check
  78674. * @returns the distance away it was hit
  78675. */
  78676. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  78677. /**
  78678. * Calculate the intercept of a ray on a given axis
  78679. * @param axis to check 'x' | 'y' | 'z'
  78680. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  78681. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  78682. */
  78683. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  78684. /**
  78685. * Checks if ray intersects a mesh
  78686. * @param mesh the mesh to check
  78687. * @param fastCheck if only the bounding box should checked
  78688. * @returns picking info of the intersecton
  78689. */
  78690. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  78691. /**
  78692. * Checks if ray intersects a mesh
  78693. * @param meshes the meshes to check
  78694. * @param fastCheck if only the bounding box should checked
  78695. * @param results array to store result in
  78696. * @returns Array of picking infos
  78697. */
  78698. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  78699. private _comparePickingInfo;
  78700. private static smallnum;
  78701. private static rayl;
  78702. /**
  78703. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  78704. * @param sega the first point of the segment to test the intersection against
  78705. * @param segb the second point of the segment to test the intersection against
  78706. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  78707. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  78708. */
  78709. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  78710. /**
  78711. * Update the ray from viewport position
  78712. * @param x position
  78713. * @param y y position
  78714. * @param viewportWidth viewport width
  78715. * @param viewportHeight viewport height
  78716. * @param world world matrix
  78717. * @param view view matrix
  78718. * @param projection projection matrix
  78719. * @returns this ray updated
  78720. */
  78721. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  78722. /**
  78723. * Creates a ray with origin and direction of 0,0,0
  78724. * @returns the new ray
  78725. */
  78726. static Zero(): Ray;
  78727. /**
  78728. * Creates a new ray from screen space and viewport
  78729. * @param x position
  78730. * @param y y position
  78731. * @param viewportWidth viewport width
  78732. * @param viewportHeight viewport height
  78733. * @param world world matrix
  78734. * @param view view matrix
  78735. * @param projection projection matrix
  78736. * @returns new ray
  78737. */
  78738. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  78739. /**
  78740. * 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
  78741. * transformed to the given world matrix.
  78742. * @param origin The origin point
  78743. * @param end The end point
  78744. * @param world a matrix to transform the ray to. Default is the identity matrix.
  78745. * @returns the new ray
  78746. */
  78747. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  78748. /**
  78749. * Transforms a ray by a matrix
  78750. * @param ray ray to transform
  78751. * @param matrix matrix to apply
  78752. * @returns the resulting new ray
  78753. */
  78754. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  78755. /**
  78756. * Transforms a ray by a matrix
  78757. * @param ray ray to transform
  78758. * @param matrix matrix to apply
  78759. * @param result ray to store result in
  78760. */
  78761. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  78762. /**
  78763. * Unproject a ray from screen space to object space
  78764. * @param sourceX defines the screen space x coordinate to use
  78765. * @param sourceY defines the screen space y coordinate to use
  78766. * @param viewportWidth defines the current width of the viewport
  78767. * @param viewportHeight defines the current height of the viewport
  78768. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  78769. * @param view defines the view matrix to use
  78770. * @param projection defines the projection matrix to use
  78771. */
  78772. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  78773. }
  78774. /**
  78775. * Type used to define predicate used to select faces when a mesh intersection is detected
  78776. */
  78777. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  78778. interface Scene {
  78779. /** @hidden */
  78780. _tempPickingRay: Nullable<Ray>;
  78781. /** @hidden */
  78782. _cachedRayForTransform: Ray;
  78783. /** @hidden */
  78784. _pickWithRayInverseMatrix: Matrix;
  78785. /** @hidden */
  78786. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  78787. /** @hidden */
  78788. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  78789. }
  78790. }
  78791. declare module BABYLON {
  78792. /**
  78793. * Groups all the scene component constants in one place to ease maintenance.
  78794. * @hidden
  78795. */
  78796. export class SceneComponentConstants {
  78797. static readonly NAME_EFFECTLAYER: string;
  78798. static readonly NAME_LAYER: string;
  78799. static readonly NAME_LENSFLARESYSTEM: string;
  78800. static readonly NAME_BOUNDINGBOXRENDERER: string;
  78801. static readonly NAME_PARTICLESYSTEM: string;
  78802. static readonly NAME_GAMEPAD: string;
  78803. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  78804. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  78805. static readonly NAME_DEPTHRENDERER: string;
  78806. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  78807. static readonly NAME_SPRITE: string;
  78808. static readonly NAME_OUTLINERENDERER: string;
  78809. static readonly NAME_PROCEDURALTEXTURE: string;
  78810. static readonly NAME_SHADOWGENERATOR: string;
  78811. static readonly NAME_OCTREE: string;
  78812. static readonly NAME_PHYSICSENGINE: string;
  78813. static readonly NAME_AUDIO: string;
  78814. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  78815. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  78816. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  78817. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  78818. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  78819. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  78820. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  78821. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  78822. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  78823. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  78824. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  78825. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  78826. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  78827. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  78828. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  78829. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  78830. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  78831. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  78832. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  78833. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  78834. static readonly STEP_AFTERRENDER_AUDIO: number;
  78835. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  78836. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  78837. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  78838. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  78839. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  78840. static readonly STEP_POINTERMOVE_SPRITE: number;
  78841. static readonly STEP_POINTERDOWN_SPRITE: number;
  78842. static readonly STEP_POINTERUP_SPRITE: number;
  78843. }
  78844. /**
  78845. * This represents a scene component.
  78846. *
  78847. * This is used to decouple the dependency the scene is having on the different workloads like
  78848. * layers, post processes...
  78849. */
  78850. export interface ISceneComponent {
  78851. /**
  78852. * The name of the component. Each component must have a unique name.
  78853. */
  78854. name: string;
  78855. /**
  78856. * The scene the component belongs to.
  78857. */
  78858. scene: Scene;
  78859. /**
  78860. * Register the component to one instance of a scene.
  78861. */
  78862. register(): void;
  78863. /**
  78864. * Rebuilds the elements related to this component in case of
  78865. * context lost for instance.
  78866. */
  78867. rebuild(): void;
  78868. /**
  78869. * Disposes the component and the associated ressources.
  78870. */
  78871. dispose(): void;
  78872. }
  78873. /**
  78874. * This represents a SERIALIZABLE scene component.
  78875. *
  78876. * This extends Scene Component to add Serialization methods on top.
  78877. */
  78878. export interface ISceneSerializableComponent extends ISceneComponent {
  78879. /**
  78880. * Adds all the elements from the container to the scene
  78881. * @param container the container holding the elements
  78882. */
  78883. addFromContainer(container: AbstractScene): void;
  78884. /**
  78885. * Removes all the elements in the container from the scene
  78886. * @param container contains the elements to remove
  78887. * @param dispose if the removed element should be disposed (default: false)
  78888. */
  78889. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  78890. /**
  78891. * Serializes the component data to the specified json object
  78892. * @param serializationObject The object to serialize to
  78893. */
  78894. serialize(serializationObject: any): void;
  78895. }
  78896. /**
  78897. * Strong typing of a Mesh related stage step action
  78898. */
  78899. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  78900. /**
  78901. * Strong typing of a Evaluate Sub Mesh related stage step action
  78902. */
  78903. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  78904. /**
  78905. * Strong typing of a Active Mesh related stage step action
  78906. */
  78907. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  78908. /**
  78909. * Strong typing of a Camera related stage step action
  78910. */
  78911. export type CameraStageAction = (camera: Camera) => void;
  78912. /**
  78913. * Strong typing of a Camera Frame buffer related stage step action
  78914. */
  78915. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  78916. /**
  78917. * Strong typing of a Render Target related stage step action
  78918. */
  78919. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  78920. /**
  78921. * Strong typing of a RenderingGroup related stage step action
  78922. */
  78923. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  78924. /**
  78925. * Strong typing of a Mesh Render related stage step action
  78926. */
  78927. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  78928. /**
  78929. * Strong typing of a simple stage step action
  78930. */
  78931. export type SimpleStageAction = () => void;
  78932. /**
  78933. * Strong typing of a render target action.
  78934. */
  78935. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  78936. /**
  78937. * Strong typing of a pointer move action.
  78938. */
  78939. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  78940. /**
  78941. * Strong typing of a pointer up/down action.
  78942. */
  78943. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  78944. /**
  78945. * Representation of a stage in the scene (Basically a list of ordered steps)
  78946. * @hidden
  78947. */
  78948. export class Stage<T extends Function> extends Array<{
  78949. index: number;
  78950. component: ISceneComponent;
  78951. action: T;
  78952. }> {
  78953. /**
  78954. * Hide ctor from the rest of the world.
  78955. * @param items The items to add.
  78956. */
  78957. private constructor();
  78958. /**
  78959. * Creates a new Stage.
  78960. * @returns A new instance of a Stage
  78961. */
  78962. static Create<T extends Function>(): Stage<T>;
  78963. /**
  78964. * Registers a step in an ordered way in the targeted stage.
  78965. * @param index Defines the position to register the step in
  78966. * @param component Defines the component attached to the step
  78967. * @param action Defines the action to launch during the step
  78968. */
  78969. registerStep(index: number, component: ISceneComponent, action: T): void;
  78970. /**
  78971. * Clears all the steps from the stage.
  78972. */
  78973. clear(): void;
  78974. }
  78975. }
  78976. declare module BABYLON {
  78977. interface Scene {
  78978. /** @hidden */
  78979. _pointerOverSprite: Nullable<Sprite>;
  78980. /** @hidden */
  78981. _pickedDownSprite: Nullable<Sprite>;
  78982. /** @hidden */
  78983. _tempSpritePickingRay: Nullable<Ray>;
  78984. /**
  78985. * All of the sprite managers added to this scene
  78986. * @see http://doc.babylonjs.com/babylon101/sprites
  78987. */
  78988. spriteManagers: Array<ISpriteManager>;
  78989. /**
  78990. * An event triggered when sprites rendering is about to start
  78991. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  78992. */
  78993. onBeforeSpritesRenderingObservable: Observable<Scene>;
  78994. /**
  78995. * An event triggered when sprites rendering is done
  78996. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  78997. */
  78998. onAfterSpritesRenderingObservable: Observable<Scene>;
  78999. /** @hidden */
  79000. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79001. /** Launch a ray to try to pick a sprite in the scene
  79002. * @param x position on screen
  79003. * @param y position on screen
  79004. * @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
  79005. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  79006. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  79007. * @returns a PickingInfo
  79008. */
  79009. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79010. /** Use the given ray to pick a sprite in the scene
  79011. * @param ray The ray (in world space) to use to pick meshes
  79012. * @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
  79013. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  79014. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  79015. * @returns a PickingInfo
  79016. */
  79017. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79018. /** @hidden */
  79019. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79020. /** Launch a ray to try to pick sprites in the scene
  79021. * @param x position on screen
  79022. * @param y position on screen
  79023. * @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
  79024. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  79025. * @returns a PickingInfo array
  79026. */
  79027. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79028. /** Use the given ray to pick sprites in the scene
  79029. * @param ray The ray (in world space) to use to pick meshes
  79030. * @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
  79031. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  79032. * @returns a PickingInfo array
  79033. */
  79034. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79035. /**
  79036. * Force the sprite under the pointer
  79037. * @param sprite defines the sprite to use
  79038. */
  79039. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  79040. /**
  79041. * Gets the sprite under the pointer
  79042. * @returns a Sprite or null if no sprite is under the pointer
  79043. */
  79044. getPointerOverSprite(): Nullable<Sprite>;
  79045. }
  79046. /**
  79047. * Defines the sprite scene component responsible to manage sprites
  79048. * in a given scene.
  79049. */
  79050. export class SpriteSceneComponent implements ISceneComponent {
  79051. /**
  79052. * The component name helpfull to identify the component in the list of scene components.
  79053. */
  79054. readonly name: string;
  79055. /**
  79056. * The scene the component belongs to.
  79057. */
  79058. scene: Scene;
  79059. /** @hidden */
  79060. private _spritePredicate;
  79061. /**
  79062. * Creates a new instance of the component for the given scene
  79063. * @param scene Defines the scene to register the component in
  79064. */
  79065. constructor(scene: Scene);
  79066. /**
  79067. * Registers the component in a given scene
  79068. */
  79069. register(): void;
  79070. /**
  79071. * Rebuilds the elements related to this component in case of
  79072. * context lost for instance.
  79073. */
  79074. rebuild(): void;
  79075. /**
  79076. * Disposes the component and the associated ressources.
  79077. */
  79078. dispose(): void;
  79079. private _pickSpriteButKeepRay;
  79080. private _pointerMove;
  79081. private _pointerDown;
  79082. private _pointerUp;
  79083. }
  79084. }
  79085. declare module BABYLON {
  79086. /** @hidden */
  79087. export var fogFragmentDeclaration: {
  79088. name: string;
  79089. shader: string;
  79090. };
  79091. }
  79092. declare module BABYLON {
  79093. /** @hidden */
  79094. export var fogFragment: {
  79095. name: string;
  79096. shader: string;
  79097. };
  79098. }
  79099. declare module BABYLON {
  79100. /** @hidden */
  79101. export var spritesPixelShader: {
  79102. name: string;
  79103. shader: string;
  79104. };
  79105. }
  79106. declare module BABYLON {
  79107. /** @hidden */
  79108. export var fogVertexDeclaration: {
  79109. name: string;
  79110. shader: string;
  79111. };
  79112. }
  79113. declare module BABYLON {
  79114. /** @hidden */
  79115. export var spritesVertexShader: {
  79116. name: string;
  79117. shader: string;
  79118. };
  79119. }
  79120. declare module BABYLON {
  79121. /**
  79122. * Defines the minimum interface to fullfil in order to be a sprite manager.
  79123. */
  79124. export interface ISpriteManager extends IDisposable {
  79125. /**
  79126. * Restricts the camera to viewing objects with the same layerMask.
  79127. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  79128. */
  79129. layerMask: number;
  79130. /**
  79131. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  79132. */
  79133. isPickable: boolean;
  79134. /**
  79135. * Specifies the rendering group id for this mesh (0 by default)
  79136. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  79137. */
  79138. renderingGroupId: number;
  79139. /**
  79140. * Defines the list of sprites managed by the manager.
  79141. */
  79142. sprites: Array<Sprite>;
  79143. /**
  79144. * Tests the intersection of a sprite with a specific ray.
  79145. * @param ray The ray we are sending to test the collision
  79146. * @param camera The camera space we are sending rays in
  79147. * @param predicate A predicate allowing excluding sprites from the list of object to test
  79148. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  79149. * @returns picking info or null.
  79150. */
  79151. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  79152. /**
  79153. * Intersects the sprites with a ray
  79154. * @param ray defines the ray to intersect with
  79155. * @param camera defines the current active camera
  79156. * @param predicate defines a predicate used to select candidate sprites
  79157. * @returns null if no hit or a PickingInfo array
  79158. */
  79159. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  79160. /**
  79161. * Renders the list of sprites on screen.
  79162. */
  79163. render(): void;
  79164. }
  79165. /**
  79166. * Class used to manage multiple sprites on the same spritesheet
  79167. * @see http://doc.babylonjs.com/babylon101/sprites
  79168. */
  79169. export class SpriteManager implements ISpriteManager {
  79170. /** defines the manager's name */
  79171. name: string;
  79172. /** Gets the list of sprites */
  79173. sprites: Sprite[];
  79174. /** Gets or sets the rendering group id (0 by default) */
  79175. renderingGroupId: number;
  79176. /** Gets or sets camera layer mask */
  79177. layerMask: number;
  79178. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  79179. fogEnabled: boolean;
  79180. /** Gets or sets a boolean indicating if the sprites are pickable */
  79181. isPickable: boolean;
  79182. /** Defines the default width of a cell in the spritesheet */
  79183. cellWidth: number;
  79184. /** Defines the default height of a cell in the spritesheet */
  79185. cellHeight: number;
  79186. /** Associative array from JSON sprite data file */
  79187. private _cellData;
  79188. /** Array of sprite names from JSON sprite data file */
  79189. private _spriteMap;
  79190. /** True when packed cell data from JSON file is ready*/
  79191. private _packedAndReady;
  79192. /**
  79193. * An event triggered when the manager is disposed.
  79194. */
  79195. onDisposeObservable: Observable<SpriteManager>;
  79196. private _onDisposeObserver;
  79197. /**
  79198. * Callback called when the manager is disposed
  79199. */
  79200. onDispose: () => void;
  79201. private _capacity;
  79202. private _fromPacked;
  79203. private _spriteTexture;
  79204. private _epsilon;
  79205. private _scene;
  79206. private _vertexData;
  79207. private _buffer;
  79208. private _vertexBuffers;
  79209. private _indexBuffer;
  79210. private _effectBase;
  79211. private _effectFog;
  79212. /**
  79213. * Gets or sets the spritesheet texture
  79214. */
  79215. texture: Texture;
  79216. /**
  79217. * Creates a new sprite manager
  79218. * @param name defines the manager's name
  79219. * @param imgUrl defines the sprite sheet url
  79220. * @param capacity defines the maximum allowed number of sprites
  79221. * @param cellSize defines the size of a sprite cell
  79222. * @param scene defines the hosting scene
  79223. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  79224. * @param samplingMode defines the smapling mode to use with spritesheet
  79225. * @param fromPacked set to false; do not alter
  79226. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  79227. */
  79228. constructor(
  79229. /** defines the manager's name */
  79230. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  79231. private _makePacked;
  79232. private _appendSpriteVertex;
  79233. /**
  79234. * Intersects the sprites with a ray
  79235. * @param ray defines the ray to intersect with
  79236. * @param camera defines the current active camera
  79237. * @param predicate defines a predicate used to select candidate sprites
  79238. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  79239. * @returns null if no hit or a PickingInfo
  79240. */
  79241. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  79242. /**
  79243. * Intersects the sprites with a ray
  79244. * @param ray defines the ray to intersect with
  79245. * @param camera defines the current active camera
  79246. * @param predicate defines a predicate used to select candidate sprites
  79247. * @returns null if no hit or a PickingInfo array
  79248. */
  79249. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  79250. /**
  79251. * Render all child sprites
  79252. */
  79253. render(): void;
  79254. /**
  79255. * Release associated resources
  79256. */
  79257. dispose(): void;
  79258. }
  79259. }
  79260. declare module BABYLON {
  79261. /**
  79262. * Class used to represent a sprite
  79263. * @see http://doc.babylonjs.com/babylon101/sprites
  79264. */
  79265. export class Sprite {
  79266. /** defines the name */
  79267. name: string;
  79268. /** Gets or sets the current world position */
  79269. position: Vector3;
  79270. /** Gets or sets the main color */
  79271. color: Color4;
  79272. /** Gets or sets the width */
  79273. width: number;
  79274. /** Gets or sets the height */
  79275. height: number;
  79276. /** Gets or sets rotation angle */
  79277. angle: number;
  79278. /** Gets or sets the cell index in the sprite sheet */
  79279. cellIndex: number;
  79280. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  79281. cellRef: string;
  79282. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  79283. invertU: number;
  79284. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  79285. invertV: number;
  79286. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  79287. disposeWhenFinishedAnimating: boolean;
  79288. /** Gets the list of attached animations */
  79289. animations: Animation[];
  79290. /** Gets or sets a boolean indicating if the sprite can be picked */
  79291. isPickable: boolean;
  79292. /**
  79293. * Gets or sets the associated action manager
  79294. */
  79295. actionManager: Nullable<ActionManager>;
  79296. private _animationStarted;
  79297. private _loopAnimation;
  79298. private _fromIndex;
  79299. private _toIndex;
  79300. private _delay;
  79301. private _direction;
  79302. private _manager;
  79303. private _time;
  79304. private _onAnimationEnd;
  79305. /**
  79306. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  79307. */
  79308. isVisible: boolean;
  79309. /**
  79310. * Gets or sets the sprite size
  79311. */
  79312. size: number;
  79313. /**
  79314. * Creates a new Sprite
  79315. * @param name defines the name
  79316. * @param manager defines the manager
  79317. */
  79318. constructor(
  79319. /** defines the name */
  79320. name: string, manager: ISpriteManager);
  79321. /**
  79322. * Starts an animation
  79323. * @param from defines the initial key
  79324. * @param to defines the end key
  79325. * @param loop defines if the animation must loop
  79326. * @param delay defines the start delay (in ms)
  79327. * @param onAnimationEnd defines a callback to call when animation ends
  79328. */
  79329. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  79330. /** Stops current animation (if any) */
  79331. stopAnimation(): void;
  79332. /** @hidden */
  79333. _animate(deltaTime: number): void;
  79334. /** Release associated resources */
  79335. dispose(): void;
  79336. }
  79337. }
  79338. declare module BABYLON {
  79339. /**
  79340. * Information about the result of picking within a scene
  79341. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  79342. */
  79343. export class PickingInfo {
  79344. /** @hidden */
  79345. _pickingUnavailable: boolean;
  79346. /**
  79347. * If the pick collided with an object
  79348. */
  79349. hit: boolean;
  79350. /**
  79351. * Distance away where the pick collided
  79352. */
  79353. distance: number;
  79354. /**
  79355. * The location of pick collision
  79356. */
  79357. pickedPoint: Nullable<Vector3>;
  79358. /**
  79359. * The mesh corresponding the the pick collision
  79360. */
  79361. pickedMesh: Nullable<AbstractMesh>;
  79362. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  79363. bu: number;
  79364. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  79365. bv: number;
  79366. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  79367. faceId: number;
  79368. /** Id of the the submesh that was picked */
  79369. subMeshId: number;
  79370. /** If a sprite was picked, this will be the sprite the pick collided with */
  79371. pickedSprite: Nullable<Sprite>;
  79372. /**
  79373. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  79374. */
  79375. originMesh: Nullable<AbstractMesh>;
  79376. /**
  79377. * The ray that was used to perform the picking.
  79378. */
  79379. ray: Nullable<Ray>;
  79380. /**
  79381. * Gets the normal correspodning to the face the pick collided with
  79382. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  79383. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  79384. * @returns The normal correspodning to the face the pick collided with
  79385. */
  79386. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  79387. /**
  79388. * Gets the texture coordinates of where the pick occured
  79389. * @returns the vector containing the coordnates of the texture
  79390. */
  79391. getTextureCoordinates(): Nullable<Vector2>;
  79392. }
  79393. }
  79394. declare module BABYLON {
  79395. /**
  79396. * Gather the list of pointer event types as constants.
  79397. */
  79398. export class PointerEventTypes {
  79399. /**
  79400. * 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.
  79401. */
  79402. static readonly POINTERDOWN: number;
  79403. /**
  79404. * The pointerup event is fired when a pointer is no longer active.
  79405. */
  79406. static readonly POINTERUP: number;
  79407. /**
  79408. * The pointermove event is fired when a pointer changes coordinates.
  79409. */
  79410. static readonly POINTERMOVE: number;
  79411. /**
  79412. * The pointerwheel event is fired when a mouse wheel has been rotated.
  79413. */
  79414. static readonly POINTERWHEEL: number;
  79415. /**
  79416. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  79417. */
  79418. static readonly POINTERPICK: number;
  79419. /**
  79420. * The pointertap event is fired when a the object has been touched and released without drag.
  79421. */
  79422. static readonly POINTERTAP: number;
  79423. /**
  79424. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  79425. */
  79426. static readonly POINTERDOUBLETAP: number;
  79427. }
  79428. /**
  79429. * Base class of pointer info types.
  79430. */
  79431. export class PointerInfoBase {
  79432. /**
  79433. * Defines the type of event (PointerEventTypes)
  79434. */
  79435. type: number;
  79436. /**
  79437. * Defines the related dom event
  79438. */
  79439. event: PointerEvent | MouseWheelEvent;
  79440. /**
  79441. * Instantiates the base class of pointers info.
  79442. * @param type Defines the type of event (PointerEventTypes)
  79443. * @param event Defines the related dom event
  79444. */
  79445. constructor(
  79446. /**
  79447. * Defines the type of event (PointerEventTypes)
  79448. */
  79449. type: number,
  79450. /**
  79451. * Defines the related dom event
  79452. */
  79453. event: PointerEvent | MouseWheelEvent);
  79454. }
  79455. /**
  79456. * This class is used to store pointer related info for the onPrePointerObservable event.
  79457. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  79458. */
  79459. export class PointerInfoPre extends PointerInfoBase {
  79460. /**
  79461. * Ray from a pointer if availible (eg. 6dof controller)
  79462. */
  79463. ray: Nullable<Ray>;
  79464. /**
  79465. * Defines the local position of the pointer on the canvas.
  79466. */
  79467. localPosition: Vector2;
  79468. /**
  79469. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  79470. */
  79471. skipOnPointerObservable: boolean;
  79472. /**
  79473. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  79474. * @param type Defines the type of event (PointerEventTypes)
  79475. * @param event Defines the related dom event
  79476. * @param localX Defines the local x coordinates of the pointer when the event occured
  79477. * @param localY Defines the local y coordinates of the pointer when the event occured
  79478. */
  79479. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  79480. }
  79481. /**
  79482. * This type contains all the data related to a pointer event in Babylon.js.
  79483. * 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.
  79484. */
  79485. export class PointerInfo extends PointerInfoBase {
  79486. /**
  79487. * Defines the picking info associated to the info (if any)\
  79488. */
  79489. pickInfo: Nullable<PickingInfo>;
  79490. /**
  79491. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  79492. * @param type Defines the type of event (PointerEventTypes)
  79493. * @param event Defines the related dom event
  79494. * @param pickInfo Defines the picking info associated to the info (if any)\
  79495. */
  79496. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  79497. /**
  79498. * Defines the picking info associated to the info (if any)\
  79499. */
  79500. pickInfo: Nullable<PickingInfo>);
  79501. }
  79502. /**
  79503. * Data relating to a touch event on the screen.
  79504. */
  79505. export interface PointerTouch {
  79506. /**
  79507. * X coordinate of touch.
  79508. */
  79509. x: number;
  79510. /**
  79511. * Y coordinate of touch.
  79512. */
  79513. y: number;
  79514. /**
  79515. * Id of touch. Unique for each finger.
  79516. */
  79517. pointerId: number;
  79518. /**
  79519. * Event type passed from DOM.
  79520. */
  79521. type: any;
  79522. }
  79523. }
  79524. declare module BABYLON {
  79525. /**
  79526. * Manage the mouse inputs to control the movement of a free camera.
  79527. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79528. */
  79529. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  79530. /**
  79531. * Define if touch is enabled in the mouse input
  79532. */
  79533. touchEnabled: boolean;
  79534. /**
  79535. * Defines the camera the input is attached to.
  79536. */
  79537. camera: FreeCamera;
  79538. /**
  79539. * Defines the buttons associated with the input to handle camera move.
  79540. */
  79541. buttons: number[];
  79542. /**
  79543. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  79544. */
  79545. angularSensibility: number;
  79546. private _pointerInput;
  79547. private _onMouseMove;
  79548. private _observer;
  79549. private previousPosition;
  79550. /**
  79551. * Observable for when a pointer move event occurs containing the move offset
  79552. */
  79553. onPointerMovedObservable: Observable<{
  79554. offsetX: number;
  79555. offsetY: number;
  79556. }>;
  79557. /**
  79558. * @hidden
  79559. * If the camera should be rotated automatically based on pointer movement
  79560. */
  79561. _allowCameraRotation: boolean;
  79562. /**
  79563. * Manage the mouse inputs to control the movement of a free camera.
  79564. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79565. * @param touchEnabled Defines if touch is enabled or not
  79566. */
  79567. constructor(
  79568. /**
  79569. * Define if touch is enabled in the mouse input
  79570. */
  79571. touchEnabled?: boolean);
  79572. /**
  79573. * Attach the input controls to a specific dom element to get the input from.
  79574. * @param element Defines the element the controls should be listened from
  79575. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79576. */
  79577. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79578. /**
  79579. * Called on JS contextmenu event.
  79580. * Override this method to provide functionality.
  79581. */
  79582. protected onContextMenu(evt: PointerEvent): void;
  79583. /**
  79584. * Detach the current controls from the specified dom element.
  79585. * @param element Defines the element to stop listening the inputs from
  79586. */
  79587. detachControl(element: Nullable<HTMLElement>): void;
  79588. /**
  79589. * Gets the class name of the current intput.
  79590. * @returns the class name
  79591. */
  79592. getClassName(): string;
  79593. /**
  79594. * Get the friendly name associated with the input class.
  79595. * @returns the input friendly name
  79596. */
  79597. getSimpleName(): string;
  79598. }
  79599. }
  79600. declare module BABYLON {
  79601. /**
  79602. * Manage the touch inputs to control the movement of a free camera.
  79603. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79604. */
  79605. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  79606. /**
  79607. * Defines the camera the input is attached to.
  79608. */
  79609. camera: FreeCamera;
  79610. /**
  79611. * Defines the touch sensibility for rotation.
  79612. * The higher the faster.
  79613. */
  79614. touchAngularSensibility: number;
  79615. /**
  79616. * Defines the touch sensibility for move.
  79617. * The higher the faster.
  79618. */
  79619. touchMoveSensibility: number;
  79620. private _offsetX;
  79621. private _offsetY;
  79622. private _pointerPressed;
  79623. private _pointerInput;
  79624. private _observer;
  79625. private _onLostFocus;
  79626. /**
  79627. * Attach the input controls to a specific dom element to get the input from.
  79628. * @param element Defines the element the controls should be listened from
  79629. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79630. */
  79631. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79632. /**
  79633. * Detach the current controls from the specified dom element.
  79634. * @param element Defines the element to stop listening the inputs from
  79635. */
  79636. detachControl(element: Nullable<HTMLElement>): void;
  79637. /**
  79638. * Update the current camera state depending on the inputs that have been used this frame.
  79639. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  79640. */
  79641. checkInputs(): void;
  79642. /**
  79643. * Gets the class name of the current intput.
  79644. * @returns the class name
  79645. */
  79646. getClassName(): string;
  79647. /**
  79648. * Get the friendly name associated with the input class.
  79649. * @returns the input friendly name
  79650. */
  79651. getSimpleName(): string;
  79652. }
  79653. }
  79654. declare module BABYLON {
  79655. /**
  79656. * Default Inputs manager for the FreeCamera.
  79657. * It groups all the default supported inputs for ease of use.
  79658. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79659. */
  79660. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  79661. /**
  79662. * @hidden
  79663. */
  79664. _mouseInput: Nullable<FreeCameraMouseInput>;
  79665. /**
  79666. * Instantiates a new FreeCameraInputsManager.
  79667. * @param camera Defines the camera the inputs belong to
  79668. */
  79669. constructor(camera: FreeCamera);
  79670. /**
  79671. * Add keyboard input support to the input manager.
  79672. * @returns the current input manager
  79673. */
  79674. addKeyboard(): FreeCameraInputsManager;
  79675. /**
  79676. * Add mouse input support to the input manager.
  79677. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  79678. * @returns the current input manager
  79679. */
  79680. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  79681. /**
  79682. * Removes the mouse input support from the manager
  79683. * @returns the current input manager
  79684. */
  79685. removeMouse(): FreeCameraInputsManager;
  79686. /**
  79687. * Add touch input support to the input manager.
  79688. * @returns the current input manager
  79689. */
  79690. addTouch(): FreeCameraInputsManager;
  79691. /**
  79692. * Remove all attached input methods from a camera
  79693. */
  79694. clear(): void;
  79695. }
  79696. }
  79697. declare module BABYLON {
  79698. /**
  79699. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  79700. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  79701. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  79702. */
  79703. export class FreeCamera extends TargetCamera {
  79704. /**
  79705. * Define the collision ellipsoid of the camera.
  79706. * This is helpful to simulate a camera body like the player body around the camera
  79707. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  79708. */
  79709. ellipsoid: Vector3;
  79710. /**
  79711. * Define an offset for the position of the ellipsoid around the camera.
  79712. * This can be helpful to determine the center of the body near the gravity center of the body
  79713. * instead of its head.
  79714. */
  79715. ellipsoidOffset: Vector3;
  79716. /**
  79717. * Enable or disable collisions of the camera with the rest of the scene objects.
  79718. */
  79719. checkCollisions: boolean;
  79720. /**
  79721. * Enable or disable gravity on the camera.
  79722. */
  79723. applyGravity: boolean;
  79724. /**
  79725. * Define the input manager associated to the camera.
  79726. */
  79727. inputs: FreeCameraInputsManager;
  79728. /**
  79729. * Gets the input sensibility for a mouse input. (default is 2000.0)
  79730. * Higher values reduce sensitivity.
  79731. */
  79732. /**
  79733. * Sets the input sensibility for a mouse input. (default is 2000.0)
  79734. * Higher values reduce sensitivity.
  79735. */
  79736. angularSensibility: number;
  79737. /**
  79738. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  79739. */
  79740. keysUp: number[];
  79741. /**
  79742. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  79743. */
  79744. keysDown: number[];
  79745. /**
  79746. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  79747. */
  79748. keysLeft: number[];
  79749. /**
  79750. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  79751. */
  79752. keysRight: number[];
  79753. /**
  79754. * Event raised when the camera collide with a mesh in the scene.
  79755. */
  79756. onCollide: (collidedMesh: AbstractMesh) => void;
  79757. private _collider;
  79758. private _needMoveForGravity;
  79759. private _oldPosition;
  79760. private _diffPosition;
  79761. private _newPosition;
  79762. /** @hidden */
  79763. _localDirection: Vector3;
  79764. /** @hidden */
  79765. _transformedDirection: Vector3;
  79766. /**
  79767. * Instantiates a Free Camera.
  79768. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  79769. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  79770. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  79771. * @param name Define the name of the camera in the scene
  79772. * @param position Define the start position of the camera in the scene
  79773. * @param scene Define the scene the camera belongs to
  79774. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  79775. */
  79776. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  79777. /**
  79778. * Attached controls to the current camera.
  79779. * @param element Defines the element the controls should be listened from
  79780. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79781. */
  79782. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79783. /**
  79784. * Detach the current controls from the camera.
  79785. * The camera will stop reacting to inputs.
  79786. * @param element Defines the element to stop listening the inputs from
  79787. */
  79788. detachControl(element: HTMLElement): void;
  79789. private _collisionMask;
  79790. /**
  79791. * Define a collision mask to limit the list of object the camera can collide with
  79792. */
  79793. collisionMask: number;
  79794. /** @hidden */
  79795. _collideWithWorld(displacement: Vector3): void;
  79796. private _onCollisionPositionChange;
  79797. /** @hidden */
  79798. _checkInputs(): void;
  79799. /** @hidden */
  79800. _decideIfNeedsToMove(): boolean;
  79801. /** @hidden */
  79802. _updatePosition(): void;
  79803. /**
  79804. * Destroy the camera and release the current resources hold by it.
  79805. */
  79806. dispose(): void;
  79807. /**
  79808. * Gets the current object class name.
  79809. * @return the class name
  79810. */
  79811. getClassName(): string;
  79812. }
  79813. }
  79814. declare module BABYLON {
  79815. /**
  79816. * Represents a gamepad control stick position
  79817. */
  79818. export class StickValues {
  79819. /**
  79820. * The x component of the control stick
  79821. */
  79822. x: number;
  79823. /**
  79824. * The y component of the control stick
  79825. */
  79826. y: number;
  79827. /**
  79828. * Initializes the gamepad x and y control stick values
  79829. * @param x The x component of the gamepad control stick value
  79830. * @param y The y component of the gamepad control stick value
  79831. */
  79832. constructor(
  79833. /**
  79834. * The x component of the control stick
  79835. */
  79836. x: number,
  79837. /**
  79838. * The y component of the control stick
  79839. */
  79840. y: number);
  79841. }
  79842. /**
  79843. * An interface which manages callbacks for gamepad button changes
  79844. */
  79845. export interface GamepadButtonChanges {
  79846. /**
  79847. * Called when a gamepad has been changed
  79848. */
  79849. changed: boolean;
  79850. /**
  79851. * Called when a gamepad press event has been triggered
  79852. */
  79853. pressChanged: boolean;
  79854. /**
  79855. * Called when a touch event has been triggered
  79856. */
  79857. touchChanged: boolean;
  79858. /**
  79859. * Called when a value has changed
  79860. */
  79861. valueChanged: boolean;
  79862. }
  79863. /**
  79864. * Represents a gamepad
  79865. */
  79866. export class Gamepad {
  79867. /**
  79868. * The id of the gamepad
  79869. */
  79870. id: string;
  79871. /**
  79872. * The index of the gamepad
  79873. */
  79874. index: number;
  79875. /**
  79876. * The browser gamepad
  79877. */
  79878. browserGamepad: any;
  79879. /**
  79880. * Specifies what type of gamepad this represents
  79881. */
  79882. type: number;
  79883. private _leftStick;
  79884. private _rightStick;
  79885. /** @hidden */
  79886. _isConnected: boolean;
  79887. private _leftStickAxisX;
  79888. private _leftStickAxisY;
  79889. private _rightStickAxisX;
  79890. private _rightStickAxisY;
  79891. /**
  79892. * Triggered when the left control stick has been changed
  79893. */
  79894. private _onleftstickchanged;
  79895. /**
  79896. * Triggered when the right control stick has been changed
  79897. */
  79898. private _onrightstickchanged;
  79899. /**
  79900. * Represents a gamepad controller
  79901. */
  79902. static GAMEPAD: number;
  79903. /**
  79904. * Represents a generic controller
  79905. */
  79906. static GENERIC: number;
  79907. /**
  79908. * Represents an XBox controller
  79909. */
  79910. static XBOX: number;
  79911. /**
  79912. * Represents a pose-enabled controller
  79913. */
  79914. static POSE_ENABLED: number;
  79915. /**
  79916. * Represents an Dual Shock controller
  79917. */
  79918. static DUALSHOCK: number;
  79919. /**
  79920. * Specifies whether the left control stick should be Y-inverted
  79921. */
  79922. protected _invertLeftStickY: boolean;
  79923. /**
  79924. * Specifies if the gamepad has been connected
  79925. */
  79926. readonly isConnected: boolean;
  79927. /**
  79928. * Initializes the gamepad
  79929. * @param id The id of the gamepad
  79930. * @param index The index of the gamepad
  79931. * @param browserGamepad The browser gamepad
  79932. * @param leftStickX The x component of the left joystick
  79933. * @param leftStickY The y component of the left joystick
  79934. * @param rightStickX The x component of the right joystick
  79935. * @param rightStickY The y component of the right joystick
  79936. */
  79937. constructor(
  79938. /**
  79939. * The id of the gamepad
  79940. */
  79941. id: string,
  79942. /**
  79943. * The index of the gamepad
  79944. */
  79945. index: number,
  79946. /**
  79947. * The browser gamepad
  79948. */
  79949. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  79950. /**
  79951. * Callback triggered when the left joystick has changed
  79952. * @param callback
  79953. */
  79954. onleftstickchanged(callback: (values: StickValues) => void): void;
  79955. /**
  79956. * Callback triggered when the right joystick has changed
  79957. * @param callback
  79958. */
  79959. onrightstickchanged(callback: (values: StickValues) => void): void;
  79960. /**
  79961. * Gets the left joystick
  79962. */
  79963. /**
  79964. * Sets the left joystick values
  79965. */
  79966. leftStick: StickValues;
  79967. /**
  79968. * Gets the right joystick
  79969. */
  79970. /**
  79971. * Sets the right joystick value
  79972. */
  79973. rightStick: StickValues;
  79974. /**
  79975. * Updates the gamepad joystick positions
  79976. */
  79977. update(): void;
  79978. /**
  79979. * Disposes the gamepad
  79980. */
  79981. dispose(): void;
  79982. }
  79983. /**
  79984. * Represents a generic gamepad
  79985. */
  79986. export class GenericPad extends Gamepad {
  79987. private _buttons;
  79988. private _onbuttondown;
  79989. private _onbuttonup;
  79990. /**
  79991. * Observable triggered when a button has been pressed
  79992. */
  79993. onButtonDownObservable: Observable<number>;
  79994. /**
  79995. * Observable triggered when a button has been released
  79996. */
  79997. onButtonUpObservable: Observable<number>;
  79998. /**
  79999. * Callback triggered when a button has been pressed
  80000. * @param callback Called when a button has been pressed
  80001. */
  80002. onbuttondown(callback: (buttonPressed: number) => void): void;
  80003. /**
  80004. * Callback triggered when a button has been released
  80005. * @param callback Called when a button has been released
  80006. */
  80007. onbuttonup(callback: (buttonReleased: number) => void): void;
  80008. /**
  80009. * Initializes the generic gamepad
  80010. * @param id The id of the generic gamepad
  80011. * @param index The index of the generic gamepad
  80012. * @param browserGamepad The browser gamepad
  80013. */
  80014. constructor(id: string, index: number, browserGamepad: any);
  80015. private _setButtonValue;
  80016. /**
  80017. * Updates the generic gamepad
  80018. */
  80019. update(): void;
  80020. /**
  80021. * Disposes the generic gamepad
  80022. */
  80023. dispose(): void;
  80024. }
  80025. }
  80026. declare module BABYLON {
  80027. interface Engine {
  80028. /**
  80029. * Creates a raw texture
  80030. * @param data defines the data to store in the texture
  80031. * @param width defines the width of the texture
  80032. * @param height defines the height of the texture
  80033. * @param format defines the format of the data
  80034. * @param generateMipMaps defines if the engine should generate the mip levels
  80035. * @param invertY defines if data must be stored with Y axis inverted
  80036. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  80037. * @param compression defines the compression used (null by default)
  80038. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80039. * @returns the raw texture inside an InternalTexture
  80040. */
  80041. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  80042. /**
  80043. * Update a raw texture
  80044. * @param texture defines the texture to update
  80045. * @param data defines the data to store in the texture
  80046. * @param format defines the format of the data
  80047. * @param invertY defines if data must be stored with Y axis inverted
  80048. */
  80049. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80050. /**
  80051. * Update a raw texture
  80052. * @param texture defines the texture to update
  80053. * @param data defines the data to store in the texture
  80054. * @param format defines the format of the data
  80055. * @param invertY defines if data must be stored with Y axis inverted
  80056. * @param compression defines the compression used (null by default)
  80057. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80058. */
  80059. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  80060. /**
  80061. * Creates a new raw cube texture
  80062. * @param data defines the array of data to use to create each face
  80063. * @param size defines the size of the textures
  80064. * @param format defines the format of the data
  80065. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80066. * @param generateMipMaps defines if the engine should generate the mip levels
  80067. * @param invertY defines if data must be stored with Y axis inverted
  80068. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80069. * @param compression defines the compression used (null by default)
  80070. * @returns the cube texture as an InternalTexture
  80071. */
  80072. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  80073. /**
  80074. * Update a raw cube texture
  80075. * @param texture defines the texture to udpdate
  80076. * @param data defines the data to store
  80077. * @param format defines the data format
  80078. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80079. * @param invertY defines if data must be stored with Y axis inverted
  80080. */
  80081. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  80082. /**
  80083. * Update a raw cube texture
  80084. * @param texture defines the texture to udpdate
  80085. * @param data defines the data to store
  80086. * @param format defines the data format
  80087. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80088. * @param invertY defines if data must be stored with Y axis inverted
  80089. * @param compression defines the compression used (null by default)
  80090. */
  80091. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  80092. /**
  80093. * Update a raw cube texture
  80094. * @param texture defines the texture to udpdate
  80095. * @param data defines the data to store
  80096. * @param format defines the data format
  80097. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80098. * @param invertY defines if data must be stored with Y axis inverted
  80099. * @param compression defines the compression used (null by default)
  80100. * @param level defines which level of the texture to update
  80101. */
  80102. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  80103. /**
  80104. * Creates a new raw cube texture from a specified url
  80105. * @param url defines the url where the data is located
  80106. * @param scene defines the current scene
  80107. * @param size defines the size of the textures
  80108. * @param format defines the format of the data
  80109. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80110. * @param noMipmap defines if the engine should avoid generating the mip levels
  80111. * @param callback defines a callback used to extract texture data from loaded data
  80112. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  80113. * @param onLoad defines a callback called when texture is loaded
  80114. * @param onError defines a callback called if there is an error
  80115. * @returns the cube texture as an InternalTexture
  80116. */
  80117. 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;
  80118. /**
  80119. * Creates a new raw cube texture from a specified url
  80120. * @param url defines the url where the data is located
  80121. * @param scene defines the current scene
  80122. * @param size defines the size of the textures
  80123. * @param format defines the format of the data
  80124. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80125. * @param noMipmap defines if the engine should avoid generating the mip levels
  80126. * @param callback defines a callback used to extract texture data from loaded data
  80127. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  80128. * @param onLoad defines a callback called when texture is loaded
  80129. * @param onError defines a callback called if there is an error
  80130. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80131. * @param invertY defines if data must be stored with Y axis inverted
  80132. * @returns the cube texture as an InternalTexture
  80133. */
  80134. 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;
  80135. /**
  80136. * Creates a new raw 3D texture
  80137. * @param data defines the data used to create the texture
  80138. * @param width defines the width of the texture
  80139. * @param height defines the height of the texture
  80140. * @param depth defines the depth of the texture
  80141. * @param format defines the format of the texture
  80142. * @param generateMipMaps defines if the engine must generate mip levels
  80143. * @param invertY defines if data must be stored with Y axis inverted
  80144. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80145. * @param compression defines the compressed used (can be null)
  80146. * @param textureType defines the compressed used (can be null)
  80147. * @returns a new raw 3D texture (stored in an InternalTexture)
  80148. */
  80149. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  80150. /**
  80151. * Update a raw 3D texture
  80152. * @param texture defines the texture to update
  80153. * @param data defines the data to store
  80154. * @param format defines the data format
  80155. * @param invertY defines if data must be stored with Y axis inverted
  80156. */
  80157. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80158. /**
  80159. * Update a raw 3D texture
  80160. * @param texture defines the texture to update
  80161. * @param data defines the data to store
  80162. * @param format defines the data format
  80163. * @param invertY defines if data must be stored with Y axis inverted
  80164. * @param compression defines the used compression (can be null)
  80165. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  80166. */
  80167. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  80168. }
  80169. }
  80170. declare module BABYLON {
  80171. /**
  80172. * Raw texture can help creating a texture directly from an array of data.
  80173. * This can be super useful if you either get the data from an uncompressed source or
  80174. * if you wish to create your texture pixel by pixel.
  80175. */
  80176. export class RawTexture extends Texture {
  80177. /**
  80178. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80179. */
  80180. format: number;
  80181. private _engine;
  80182. /**
  80183. * Instantiates a new RawTexture.
  80184. * Raw texture can help creating a texture directly from an array of data.
  80185. * This can be super useful if you either get the data from an uncompressed source or
  80186. * if you wish to create your texture pixel by pixel.
  80187. * @param data define the array of data to use to create the texture
  80188. * @param width define the width of the texture
  80189. * @param height define the height of the texture
  80190. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80191. * @param scene define the scene the texture belongs to
  80192. * @param generateMipMaps define whether mip maps should be generated or not
  80193. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80194. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80195. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80196. */
  80197. constructor(data: ArrayBufferView, width: number, height: number,
  80198. /**
  80199. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80200. */
  80201. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  80202. /**
  80203. * Updates the texture underlying data.
  80204. * @param data Define the new data of the texture
  80205. */
  80206. update(data: ArrayBufferView): void;
  80207. /**
  80208. * Creates a luminance texture from some data.
  80209. * @param data Define the texture data
  80210. * @param width Define the width of the texture
  80211. * @param height Define the height of the texture
  80212. * @param scene Define the scene the texture belongs to
  80213. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80214. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80215. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80216. * @returns the luminance texture
  80217. */
  80218. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80219. /**
  80220. * Creates a luminance alpha texture from some data.
  80221. * @param data Define the texture data
  80222. * @param width Define the width of the texture
  80223. * @param height Define the height of the texture
  80224. * @param scene Define the scene the texture belongs to
  80225. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80226. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80227. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80228. * @returns the luminance alpha texture
  80229. */
  80230. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80231. /**
  80232. * Creates an alpha texture from some data.
  80233. * @param data Define the texture data
  80234. * @param width Define the width of the texture
  80235. * @param height Define the height of the texture
  80236. * @param scene Define the scene the texture belongs to
  80237. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80238. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80239. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80240. * @returns the alpha texture
  80241. */
  80242. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80243. /**
  80244. * Creates a RGB texture from some data.
  80245. * @param data Define the texture data
  80246. * @param width Define the width of the texture
  80247. * @param height Define the height of the texture
  80248. * @param scene Define the scene the texture belongs to
  80249. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80250. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80251. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80252. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80253. * @returns the RGB alpha texture
  80254. */
  80255. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80256. /**
  80257. * Creates a RGBA texture from some data.
  80258. * @param data Define the texture data
  80259. * @param width Define the width of the texture
  80260. * @param height Define the height of the texture
  80261. * @param scene Define the scene the texture belongs to
  80262. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80263. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80264. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80265. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80266. * @returns the RGBA texture
  80267. */
  80268. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80269. /**
  80270. * Creates a R texture from some data.
  80271. * @param data Define the texture data
  80272. * @param width Define the width of the texture
  80273. * @param height Define the height of the texture
  80274. * @param scene Define the scene the texture belongs to
  80275. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80276. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80277. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80278. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80279. * @returns the R texture
  80280. */
  80281. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80282. }
  80283. }
  80284. declare module BABYLON {
  80285. /**
  80286. * Interface for the size containing width and height
  80287. */
  80288. export interface ISize {
  80289. /**
  80290. * Width
  80291. */
  80292. width: number;
  80293. /**
  80294. * Heighht
  80295. */
  80296. height: number;
  80297. }
  80298. /**
  80299. * Size containing widht and height
  80300. */
  80301. export class Size implements ISize {
  80302. /**
  80303. * Width
  80304. */
  80305. width: number;
  80306. /**
  80307. * Height
  80308. */
  80309. height: number;
  80310. /**
  80311. * Creates a Size object from the given width and height (floats).
  80312. * @param width width of the new size
  80313. * @param height height of the new size
  80314. */
  80315. constructor(width: number, height: number);
  80316. /**
  80317. * Returns a string with the Size width and height
  80318. * @returns a string with the Size width and height
  80319. */
  80320. toString(): string;
  80321. /**
  80322. * "Size"
  80323. * @returns the string "Size"
  80324. */
  80325. getClassName(): string;
  80326. /**
  80327. * Returns the Size hash code.
  80328. * @returns a hash code for a unique width and height
  80329. */
  80330. getHashCode(): number;
  80331. /**
  80332. * Updates the current size from the given one.
  80333. * @param src the given size
  80334. */
  80335. copyFrom(src: Size): void;
  80336. /**
  80337. * Updates in place the current Size from the given floats.
  80338. * @param width width of the new size
  80339. * @param height height of the new size
  80340. * @returns the updated Size.
  80341. */
  80342. copyFromFloats(width: number, height: number): Size;
  80343. /**
  80344. * Updates in place the current Size from the given floats.
  80345. * @param width width to set
  80346. * @param height height to set
  80347. * @returns the updated Size.
  80348. */
  80349. set(width: number, height: number): Size;
  80350. /**
  80351. * Multiplies the width and height by numbers
  80352. * @param w factor to multiple the width by
  80353. * @param h factor to multiple the height by
  80354. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  80355. */
  80356. multiplyByFloats(w: number, h: number): Size;
  80357. /**
  80358. * Clones the size
  80359. * @returns a new Size copied from the given one.
  80360. */
  80361. clone(): Size;
  80362. /**
  80363. * True if the current Size and the given one width and height are strictly equal.
  80364. * @param other the other size to compare against
  80365. * @returns True if the current Size and the given one width and height are strictly equal.
  80366. */
  80367. equals(other: Size): boolean;
  80368. /**
  80369. * The surface of the Size : width * height (float).
  80370. */
  80371. readonly surface: number;
  80372. /**
  80373. * Create a new size of zero
  80374. * @returns a new Size set to (0.0, 0.0)
  80375. */
  80376. static Zero(): Size;
  80377. /**
  80378. * Sums the width and height of two sizes
  80379. * @param otherSize size to add to this size
  80380. * @returns a new Size set as the addition result of the current Size and the given one.
  80381. */
  80382. add(otherSize: Size): Size;
  80383. /**
  80384. * Subtracts the width and height of two
  80385. * @param otherSize size to subtract to this size
  80386. * @returns a new Size set as the subtraction result of the given one from the current Size.
  80387. */
  80388. subtract(otherSize: Size): Size;
  80389. /**
  80390. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  80391. * @param start starting size to lerp between
  80392. * @param end end size to lerp between
  80393. * @param amount amount to lerp between the start and end values
  80394. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  80395. */
  80396. static Lerp(start: Size, end: Size, amount: number): Size;
  80397. }
  80398. }
  80399. declare module BABYLON {
  80400. /**
  80401. * Defines a runtime animation
  80402. */
  80403. export class RuntimeAnimation {
  80404. private _events;
  80405. /**
  80406. * The current frame of the runtime animation
  80407. */
  80408. private _currentFrame;
  80409. /**
  80410. * The animation used by the runtime animation
  80411. */
  80412. private _animation;
  80413. /**
  80414. * The target of the runtime animation
  80415. */
  80416. private _target;
  80417. /**
  80418. * The initiating animatable
  80419. */
  80420. private _host;
  80421. /**
  80422. * The original value of the runtime animation
  80423. */
  80424. private _originalValue;
  80425. /**
  80426. * The original blend value of the runtime animation
  80427. */
  80428. private _originalBlendValue;
  80429. /**
  80430. * The offsets cache of the runtime animation
  80431. */
  80432. private _offsetsCache;
  80433. /**
  80434. * The high limits cache of the runtime animation
  80435. */
  80436. private _highLimitsCache;
  80437. /**
  80438. * Specifies if the runtime animation has been stopped
  80439. */
  80440. private _stopped;
  80441. /**
  80442. * The blending factor of the runtime animation
  80443. */
  80444. private _blendingFactor;
  80445. /**
  80446. * The BabylonJS scene
  80447. */
  80448. private _scene;
  80449. /**
  80450. * The current value of the runtime animation
  80451. */
  80452. private _currentValue;
  80453. /** @hidden */
  80454. _animationState: _IAnimationState;
  80455. /**
  80456. * The active target of the runtime animation
  80457. */
  80458. private _activeTargets;
  80459. private _currentActiveTarget;
  80460. private _directTarget;
  80461. /**
  80462. * The target path of the runtime animation
  80463. */
  80464. private _targetPath;
  80465. /**
  80466. * The weight of the runtime animation
  80467. */
  80468. private _weight;
  80469. /**
  80470. * The ratio offset of the runtime animation
  80471. */
  80472. private _ratioOffset;
  80473. /**
  80474. * The previous delay of the runtime animation
  80475. */
  80476. private _previousDelay;
  80477. /**
  80478. * The previous ratio of the runtime animation
  80479. */
  80480. private _previousRatio;
  80481. private _enableBlending;
  80482. private _keys;
  80483. private _minFrame;
  80484. private _maxFrame;
  80485. private _minValue;
  80486. private _maxValue;
  80487. private _targetIsArray;
  80488. /**
  80489. * Gets the current frame of the runtime animation
  80490. */
  80491. readonly currentFrame: number;
  80492. /**
  80493. * Gets the weight of the runtime animation
  80494. */
  80495. readonly weight: number;
  80496. /**
  80497. * Gets the current value of the runtime animation
  80498. */
  80499. readonly currentValue: any;
  80500. /**
  80501. * Gets the target path of the runtime animation
  80502. */
  80503. readonly targetPath: string;
  80504. /**
  80505. * Gets the actual target of the runtime animation
  80506. */
  80507. readonly target: any;
  80508. /** @hidden */
  80509. _onLoop: () => void;
  80510. /**
  80511. * Create a new RuntimeAnimation object
  80512. * @param target defines the target of the animation
  80513. * @param animation defines the source animation object
  80514. * @param scene defines the hosting scene
  80515. * @param host defines the initiating Animatable
  80516. */
  80517. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  80518. private _preparePath;
  80519. /**
  80520. * Gets the animation from the runtime animation
  80521. */
  80522. readonly animation: Animation;
  80523. /**
  80524. * Resets the runtime animation to the beginning
  80525. * @param restoreOriginal defines whether to restore the target property to the original value
  80526. */
  80527. reset(restoreOriginal?: boolean): void;
  80528. /**
  80529. * Specifies if the runtime animation is stopped
  80530. * @returns Boolean specifying if the runtime animation is stopped
  80531. */
  80532. isStopped(): boolean;
  80533. /**
  80534. * Disposes of the runtime animation
  80535. */
  80536. dispose(): void;
  80537. /**
  80538. * Apply the interpolated value to the target
  80539. * @param currentValue defines the value computed by the animation
  80540. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  80541. */
  80542. setValue(currentValue: any, weight: number): void;
  80543. private _getOriginalValues;
  80544. private _setValue;
  80545. /**
  80546. * Gets the loop pmode of the runtime animation
  80547. * @returns Loop Mode
  80548. */
  80549. private _getCorrectLoopMode;
  80550. /**
  80551. * Move the current animation to a given frame
  80552. * @param frame defines the frame to move to
  80553. */
  80554. goToFrame(frame: number): void;
  80555. /**
  80556. * @hidden Internal use only
  80557. */
  80558. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  80559. /**
  80560. * Execute the current animation
  80561. * @param delay defines the delay to add to the current frame
  80562. * @param from defines the lower bound of the animation range
  80563. * @param to defines the upper bound of the animation range
  80564. * @param loop defines if the current animation must loop
  80565. * @param speedRatio defines the current speed ratio
  80566. * @param weight defines the weight of the animation (default is -1 so no weight)
  80567. * @param onLoop optional callback called when animation loops
  80568. * @returns a boolean indicating if the animation is running
  80569. */
  80570. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  80571. }
  80572. }
  80573. declare module BABYLON {
  80574. /**
  80575. * Class used to store an actual running animation
  80576. */
  80577. export class Animatable {
  80578. /** defines the target object */
  80579. target: any;
  80580. /** defines the starting frame number (default is 0) */
  80581. fromFrame: number;
  80582. /** defines the ending frame number (default is 100) */
  80583. toFrame: number;
  80584. /** defines if the animation must loop (default is false) */
  80585. loopAnimation: boolean;
  80586. /** defines a callback to call when animation ends if it is not looping */
  80587. onAnimationEnd?: (() => void) | null | undefined;
  80588. /** defines a callback to call when animation loops */
  80589. onAnimationLoop?: (() => void) | null | undefined;
  80590. private _localDelayOffset;
  80591. private _pausedDelay;
  80592. private _runtimeAnimations;
  80593. private _paused;
  80594. private _scene;
  80595. private _speedRatio;
  80596. private _weight;
  80597. private _syncRoot;
  80598. /**
  80599. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  80600. * This will only apply for non looping animation (default is true)
  80601. */
  80602. disposeOnEnd: boolean;
  80603. /**
  80604. * Gets a boolean indicating if the animation has started
  80605. */
  80606. animationStarted: boolean;
  80607. /**
  80608. * Observer raised when the animation ends
  80609. */
  80610. onAnimationEndObservable: Observable<Animatable>;
  80611. /**
  80612. * Observer raised when the animation loops
  80613. */
  80614. onAnimationLoopObservable: Observable<Animatable>;
  80615. /**
  80616. * Gets the root Animatable used to synchronize and normalize animations
  80617. */
  80618. readonly syncRoot: Nullable<Animatable>;
  80619. /**
  80620. * Gets the current frame of the first RuntimeAnimation
  80621. * Used to synchronize Animatables
  80622. */
  80623. readonly masterFrame: number;
  80624. /**
  80625. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  80626. */
  80627. weight: number;
  80628. /**
  80629. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  80630. */
  80631. speedRatio: number;
  80632. /**
  80633. * Creates a new Animatable
  80634. * @param scene defines the hosting scene
  80635. * @param target defines the target object
  80636. * @param fromFrame defines the starting frame number (default is 0)
  80637. * @param toFrame defines the ending frame number (default is 100)
  80638. * @param loopAnimation defines if the animation must loop (default is false)
  80639. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  80640. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  80641. * @param animations defines a group of animation to add to the new Animatable
  80642. * @param onAnimationLoop defines a callback to call when animation loops
  80643. */
  80644. constructor(scene: Scene,
  80645. /** defines the target object */
  80646. target: any,
  80647. /** defines the starting frame number (default is 0) */
  80648. fromFrame?: number,
  80649. /** defines the ending frame number (default is 100) */
  80650. toFrame?: number,
  80651. /** defines if the animation must loop (default is false) */
  80652. loopAnimation?: boolean, speedRatio?: number,
  80653. /** defines a callback to call when animation ends if it is not looping */
  80654. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  80655. /** defines a callback to call when animation loops */
  80656. onAnimationLoop?: (() => void) | null | undefined);
  80657. /**
  80658. * Synchronize and normalize current Animatable with a source Animatable
  80659. * This is useful when using animation weights and when animations are not of the same length
  80660. * @param root defines the root Animatable to synchronize with
  80661. * @returns the current Animatable
  80662. */
  80663. syncWith(root: Animatable): Animatable;
  80664. /**
  80665. * Gets the list of runtime animations
  80666. * @returns an array of RuntimeAnimation
  80667. */
  80668. getAnimations(): RuntimeAnimation[];
  80669. /**
  80670. * Adds more animations to the current animatable
  80671. * @param target defines the target of the animations
  80672. * @param animations defines the new animations to add
  80673. */
  80674. appendAnimations(target: any, animations: Animation[]): void;
  80675. /**
  80676. * Gets the source animation for a specific property
  80677. * @param property defines the propertyu to look for
  80678. * @returns null or the source animation for the given property
  80679. */
  80680. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  80681. /**
  80682. * Gets the runtime animation for a specific property
  80683. * @param property defines the propertyu to look for
  80684. * @returns null or the runtime animation for the given property
  80685. */
  80686. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  80687. /**
  80688. * Resets the animatable to its original state
  80689. */
  80690. reset(): void;
  80691. /**
  80692. * Allows the animatable to blend with current running animations
  80693. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  80694. * @param blendingSpeed defines the blending speed to use
  80695. */
  80696. enableBlending(blendingSpeed: number): void;
  80697. /**
  80698. * Disable animation blending
  80699. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  80700. */
  80701. disableBlending(): void;
  80702. /**
  80703. * Jump directly to a given frame
  80704. * @param frame defines the frame to jump to
  80705. */
  80706. goToFrame(frame: number): void;
  80707. /**
  80708. * Pause the animation
  80709. */
  80710. pause(): void;
  80711. /**
  80712. * Restart the animation
  80713. */
  80714. restart(): void;
  80715. private _raiseOnAnimationEnd;
  80716. /**
  80717. * Stop and delete the current animation
  80718. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  80719. * @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)
  80720. */
  80721. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  80722. /**
  80723. * Wait asynchronously for the animation to end
  80724. * @returns a promise which will be fullfilled when the animation ends
  80725. */
  80726. waitAsync(): Promise<Animatable>;
  80727. /** @hidden */
  80728. _animate(delay: number): boolean;
  80729. }
  80730. interface Scene {
  80731. /** @hidden */
  80732. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  80733. /** @hidden */
  80734. _processLateAnimationBindingsForMatrices(holder: {
  80735. totalWeight: number;
  80736. animations: RuntimeAnimation[];
  80737. originalValue: Matrix;
  80738. }): any;
  80739. /** @hidden */
  80740. _processLateAnimationBindingsForQuaternions(holder: {
  80741. totalWeight: number;
  80742. animations: RuntimeAnimation[];
  80743. originalValue: Quaternion;
  80744. }, refQuaternion: Quaternion): Quaternion;
  80745. /** @hidden */
  80746. _processLateAnimationBindings(): void;
  80747. /**
  80748. * Will start the animation sequence of a given target
  80749. * @param target defines the target
  80750. * @param from defines from which frame should animation start
  80751. * @param to defines until which frame should animation run.
  80752. * @param weight defines the weight to apply to the animation (1.0 by default)
  80753. * @param loop defines if the animation loops
  80754. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  80755. * @param onAnimationEnd defines the function to be executed when the animation ends
  80756. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  80757. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  80758. * @param onAnimationLoop defines the callback to call when an animation loops
  80759. * @returns the animatable object created for this animation
  80760. */
  80761. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  80762. /**
  80763. * Will start the animation sequence of a given target
  80764. * @param target defines the target
  80765. * @param from defines from which frame should animation start
  80766. * @param to defines until which frame should animation run.
  80767. * @param loop defines if the animation loops
  80768. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  80769. * @param onAnimationEnd defines the function to be executed when the animation ends
  80770. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  80771. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  80772. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  80773. * @param onAnimationLoop defines the callback to call when an animation loops
  80774. * @returns the animatable object created for this animation
  80775. */
  80776. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  80777. /**
  80778. * Will start the animation sequence of a given target and its hierarchy
  80779. * @param target defines the target
  80780. * @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.
  80781. * @param from defines from which frame should animation start
  80782. * @param to defines until which frame should animation run.
  80783. * @param loop defines if the animation loops
  80784. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  80785. * @param onAnimationEnd defines the function to be executed when the animation ends
  80786. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  80787. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  80788. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  80789. * @param onAnimationLoop defines the callback to call when an animation loops
  80790. * @returns the list of created animatables
  80791. */
  80792. 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[];
  80793. /**
  80794. * Begin a new animation on a given node
  80795. * @param target defines the target where the animation will take place
  80796. * @param animations defines the list of animations to start
  80797. * @param from defines the initial value
  80798. * @param to defines the final value
  80799. * @param loop defines if you want animation to loop (off by default)
  80800. * @param speedRatio defines the speed ratio to apply to all animations
  80801. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  80802. * @param onAnimationLoop defines the callback to call when an animation loops
  80803. * @returns the list of created animatables
  80804. */
  80805. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  80806. /**
  80807. * Begin a new animation on a given node and its hierarchy
  80808. * @param target defines the root node where the animation will take place
  80809. * @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.
  80810. * @param animations defines the list of animations to start
  80811. * @param from defines the initial value
  80812. * @param to defines the final value
  80813. * @param loop defines if you want animation to loop (off by default)
  80814. * @param speedRatio defines the speed ratio to apply to all animations
  80815. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  80816. * @param onAnimationLoop defines the callback to call when an animation loops
  80817. * @returns the list of animatables created for all nodes
  80818. */
  80819. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  80820. /**
  80821. * Gets the animatable associated with a specific target
  80822. * @param target defines the target of the animatable
  80823. * @returns the required animatable if found
  80824. */
  80825. getAnimatableByTarget(target: any): Nullable<Animatable>;
  80826. /**
  80827. * Gets all animatables associated with a given target
  80828. * @param target defines the target to look animatables for
  80829. * @returns an array of Animatables
  80830. */
  80831. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  80832. /**
  80833. * Stops and removes all animations that have been applied to the scene
  80834. */
  80835. stopAllAnimations(): void;
  80836. /**
  80837. * Gets the current delta time used by animation engine
  80838. */
  80839. deltaTime: number;
  80840. }
  80841. interface Bone {
  80842. /**
  80843. * Copy an animation range from another bone
  80844. * @param source defines the source bone
  80845. * @param rangeName defines the range name to copy
  80846. * @param frameOffset defines the frame offset
  80847. * @param rescaleAsRequired defines if rescaling must be applied if required
  80848. * @param skelDimensionsRatio defines the scaling ratio
  80849. * @returns true if operation was successful
  80850. */
  80851. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  80852. }
  80853. }
  80854. declare module BABYLON {
  80855. /**
  80856. * Class used to override all child animations of a given target
  80857. */
  80858. export class AnimationPropertiesOverride {
  80859. /**
  80860. * Gets or sets a value indicating if animation blending must be used
  80861. */
  80862. enableBlending: boolean;
  80863. /**
  80864. * Gets or sets the blending speed to use when enableBlending is true
  80865. */
  80866. blendingSpeed: number;
  80867. /**
  80868. * Gets or sets the default loop mode to use
  80869. */
  80870. loopMode: number;
  80871. }
  80872. }
  80873. declare module BABYLON {
  80874. /**
  80875. * Class used to handle skinning animations
  80876. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  80877. */
  80878. export class Skeleton implements IAnimatable {
  80879. /** defines the skeleton name */
  80880. name: string;
  80881. /** defines the skeleton Id */
  80882. id: string;
  80883. /**
  80884. * Defines the list of child bones
  80885. */
  80886. bones: Bone[];
  80887. /**
  80888. * Defines an estimate of the dimension of the skeleton at rest
  80889. */
  80890. dimensionsAtRest: Vector3;
  80891. /**
  80892. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  80893. */
  80894. needInitialSkinMatrix: boolean;
  80895. /**
  80896. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  80897. */
  80898. overrideMesh: Nullable<AbstractMesh>;
  80899. /**
  80900. * Gets the list of animations attached to this skeleton
  80901. */
  80902. animations: Array<Animation>;
  80903. private _scene;
  80904. private _isDirty;
  80905. private _transformMatrices;
  80906. private _transformMatrixTexture;
  80907. private _meshesWithPoseMatrix;
  80908. private _animatables;
  80909. private _identity;
  80910. private _synchronizedWithMesh;
  80911. private _ranges;
  80912. private _lastAbsoluteTransformsUpdateId;
  80913. private _canUseTextureForBones;
  80914. private _uniqueId;
  80915. /** @hidden */
  80916. _numBonesWithLinkedTransformNode: number;
  80917. /** @hidden */
  80918. _hasWaitingData: Nullable<boolean>;
  80919. /**
  80920. * Specifies if the skeleton should be serialized
  80921. */
  80922. doNotSerialize: boolean;
  80923. private _useTextureToStoreBoneMatrices;
  80924. /**
  80925. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  80926. * Please note that this option is not available if the hardware does not support it
  80927. */
  80928. useTextureToStoreBoneMatrices: boolean;
  80929. private _animationPropertiesOverride;
  80930. /**
  80931. * Gets or sets the animation properties override
  80932. */
  80933. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  80934. /**
  80935. * List of inspectable custom properties (used by the Inspector)
  80936. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  80937. */
  80938. inspectableCustomProperties: IInspectable[];
  80939. /**
  80940. * An observable triggered before computing the skeleton's matrices
  80941. */
  80942. onBeforeComputeObservable: Observable<Skeleton>;
  80943. /**
  80944. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  80945. */
  80946. readonly isUsingTextureForMatrices: boolean;
  80947. /**
  80948. * Gets the unique ID of this skeleton
  80949. */
  80950. readonly uniqueId: number;
  80951. /**
  80952. * Creates a new skeleton
  80953. * @param name defines the skeleton name
  80954. * @param id defines the skeleton Id
  80955. * @param scene defines the hosting scene
  80956. */
  80957. constructor(
  80958. /** defines the skeleton name */
  80959. name: string,
  80960. /** defines the skeleton Id */
  80961. id: string, scene: Scene);
  80962. /**
  80963. * Gets the current object class name.
  80964. * @return the class name
  80965. */
  80966. getClassName(): string;
  80967. /**
  80968. * Returns an array containing the root bones
  80969. * @returns an array containing the root bones
  80970. */
  80971. getChildren(): Array<Bone>;
  80972. /**
  80973. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  80974. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  80975. * @returns a Float32Array containing matrices data
  80976. */
  80977. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  80978. /**
  80979. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  80980. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  80981. * @returns a raw texture containing the data
  80982. */
  80983. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  80984. /**
  80985. * Gets the current hosting scene
  80986. * @returns a scene object
  80987. */
  80988. getScene(): Scene;
  80989. /**
  80990. * Gets a string representing the current skeleton data
  80991. * @param fullDetails defines a boolean indicating if we want a verbose version
  80992. * @returns a string representing the current skeleton data
  80993. */
  80994. toString(fullDetails?: boolean): string;
  80995. /**
  80996. * Get bone's index searching by name
  80997. * @param name defines bone's name to search for
  80998. * @return the indice of the bone. Returns -1 if not found
  80999. */
  81000. getBoneIndexByName(name: string): number;
  81001. /**
  81002. * Creater a new animation range
  81003. * @param name defines the name of the range
  81004. * @param from defines the start key
  81005. * @param to defines the end key
  81006. */
  81007. createAnimationRange(name: string, from: number, to: number): void;
  81008. /**
  81009. * Delete a specific animation range
  81010. * @param name defines the name of the range
  81011. * @param deleteFrames defines if frames must be removed as well
  81012. */
  81013. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  81014. /**
  81015. * Gets a specific animation range
  81016. * @param name defines the name of the range to look for
  81017. * @returns the requested animation range or null if not found
  81018. */
  81019. getAnimationRange(name: string): Nullable<AnimationRange>;
  81020. /**
  81021. * Gets the list of all animation ranges defined on this skeleton
  81022. * @returns an array
  81023. */
  81024. getAnimationRanges(): Nullable<AnimationRange>[];
  81025. /**
  81026. * Copy animation range from a source skeleton.
  81027. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  81028. * @param source defines the source skeleton
  81029. * @param name defines the name of the range to copy
  81030. * @param rescaleAsRequired defines if rescaling must be applied if required
  81031. * @returns true if operation was successful
  81032. */
  81033. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  81034. /**
  81035. * Forces the skeleton to go to rest pose
  81036. */
  81037. returnToRest(): void;
  81038. private _getHighestAnimationFrame;
  81039. /**
  81040. * Begin a specific animation range
  81041. * @param name defines the name of the range to start
  81042. * @param loop defines if looping must be turned on (false by default)
  81043. * @param speedRatio defines the speed ratio to apply (1 by default)
  81044. * @param onAnimationEnd defines a callback which will be called when animation will end
  81045. * @returns a new animatable
  81046. */
  81047. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  81048. /** @hidden */
  81049. _markAsDirty(): void;
  81050. /** @hidden */
  81051. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  81052. /** @hidden */
  81053. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  81054. private _computeTransformMatrices;
  81055. /**
  81056. * Build all resources required to render a skeleton
  81057. */
  81058. prepare(): void;
  81059. /**
  81060. * Gets the list of animatables currently running for this skeleton
  81061. * @returns an array of animatables
  81062. */
  81063. getAnimatables(): IAnimatable[];
  81064. /**
  81065. * Clone the current skeleton
  81066. * @param name defines the name of the new skeleton
  81067. * @param id defines the id of the new skeleton
  81068. * @returns the new skeleton
  81069. */
  81070. clone(name: string, id?: string): Skeleton;
  81071. /**
  81072. * Enable animation blending for this skeleton
  81073. * @param blendingSpeed defines the blending speed to apply
  81074. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81075. */
  81076. enableBlending(blendingSpeed?: number): void;
  81077. /**
  81078. * Releases all resources associated with the current skeleton
  81079. */
  81080. dispose(): void;
  81081. /**
  81082. * Serialize the skeleton in a JSON object
  81083. * @returns a JSON object
  81084. */
  81085. serialize(): any;
  81086. /**
  81087. * Creates a new skeleton from serialized data
  81088. * @param parsedSkeleton defines the serialized data
  81089. * @param scene defines the hosting scene
  81090. * @returns a new skeleton
  81091. */
  81092. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  81093. /**
  81094. * Compute all node absolute transforms
  81095. * @param forceUpdate defines if computation must be done even if cache is up to date
  81096. */
  81097. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  81098. /**
  81099. * Gets the root pose matrix
  81100. * @returns a matrix
  81101. */
  81102. getPoseMatrix(): Nullable<Matrix>;
  81103. /**
  81104. * Sorts bones per internal index
  81105. */
  81106. sortBones(): void;
  81107. private _sortBones;
  81108. }
  81109. }
  81110. declare module BABYLON {
  81111. /**
  81112. * Class used to store bone information
  81113. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  81114. */
  81115. export class Bone extends Node {
  81116. /**
  81117. * defines the bone name
  81118. */
  81119. name: string;
  81120. private static _tmpVecs;
  81121. private static _tmpQuat;
  81122. private static _tmpMats;
  81123. /**
  81124. * Gets the list of child bones
  81125. */
  81126. children: Bone[];
  81127. /** Gets the animations associated with this bone */
  81128. animations: Animation[];
  81129. /**
  81130. * Gets or sets bone length
  81131. */
  81132. length: number;
  81133. /**
  81134. * @hidden Internal only
  81135. * Set this value to map this bone to a different index in the transform matrices
  81136. * Set this value to -1 to exclude the bone from the transform matrices
  81137. */
  81138. _index: Nullable<number>;
  81139. private _skeleton;
  81140. private _localMatrix;
  81141. private _restPose;
  81142. private _baseMatrix;
  81143. private _absoluteTransform;
  81144. private _invertedAbsoluteTransform;
  81145. private _parent;
  81146. private _scalingDeterminant;
  81147. private _worldTransform;
  81148. private _localScaling;
  81149. private _localRotation;
  81150. private _localPosition;
  81151. private _needToDecompose;
  81152. private _needToCompose;
  81153. /** @hidden */
  81154. _linkedTransformNode: Nullable<TransformNode>;
  81155. /** @hidden */
  81156. _waitingTransformNodeId: Nullable<string>;
  81157. /** @hidden */
  81158. /** @hidden */
  81159. _matrix: Matrix;
  81160. /**
  81161. * Create a new bone
  81162. * @param name defines the bone name
  81163. * @param skeleton defines the parent skeleton
  81164. * @param parentBone defines the parent (can be null if the bone is the root)
  81165. * @param localMatrix defines the local matrix
  81166. * @param restPose defines the rest pose matrix
  81167. * @param baseMatrix defines the base matrix
  81168. * @param index defines index of the bone in the hiearchy
  81169. */
  81170. constructor(
  81171. /**
  81172. * defines the bone name
  81173. */
  81174. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  81175. /**
  81176. * Gets the current object class name.
  81177. * @return the class name
  81178. */
  81179. getClassName(): string;
  81180. /**
  81181. * Gets the parent skeleton
  81182. * @returns a skeleton
  81183. */
  81184. getSkeleton(): Skeleton;
  81185. /**
  81186. * Gets parent bone
  81187. * @returns a bone or null if the bone is the root of the bone hierarchy
  81188. */
  81189. getParent(): Nullable<Bone>;
  81190. /**
  81191. * Returns an array containing the root bones
  81192. * @returns an array containing the root bones
  81193. */
  81194. getChildren(): Array<Bone>;
  81195. /**
  81196. * Gets the node index in matrix array generated for rendering
  81197. * @returns the node index
  81198. */
  81199. getIndex(): number;
  81200. /**
  81201. * Sets the parent bone
  81202. * @param parent defines the parent (can be null if the bone is the root)
  81203. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  81204. */
  81205. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  81206. /**
  81207. * Gets the local matrix
  81208. * @returns a matrix
  81209. */
  81210. getLocalMatrix(): Matrix;
  81211. /**
  81212. * Gets the base matrix (initial matrix which remains unchanged)
  81213. * @returns a matrix
  81214. */
  81215. getBaseMatrix(): Matrix;
  81216. /**
  81217. * Gets the rest pose matrix
  81218. * @returns a matrix
  81219. */
  81220. getRestPose(): Matrix;
  81221. /**
  81222. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  81223. */
  81224. getWorldMatrix(): Matrix;
  81225. /**
  81226. * Sets the local matrix to rest pose matrix
  81227. */
  81228. returnToRest(): void;
  81229. /**
  81230. * Gets the inverse of the absolute transform matrix.
  81231. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  81232. * @returns a matrix
  81233. */
  81234. getInvertedAbsoluteTransform(): Matrix;
  81235. /**
  81236. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  81237. * @returns a matrix
  81238. */
  81239. getAbsoluteTransform(): Matrix;
  81240. /**
  81241. * Links with the given transform node.
  81242. * The local matrix of this bone is copied from the transform node every frame.
  81243. * @param transformNode defines the transform node to link to
  81244. */
  81245. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  81246. /**
  81247. * Gets the node used to drive the bone's transformation
  81248. * @returns a transform node or null
  81249. */
  81250. getTransformNode(): Nullable<TransformNode>;
  81251. /** Gets or sets current position (in local space) */
  81252. position: Vector3;
  81253. /** Gets or sets current rotation (in local space) */
  81254. rotation: Vector3;
  81255. /** Gets or sets current rotation quaternion (in local space) */
  81256. rotationQuaternion: Quaternion;
  81257. /** Gets or sets current scaling (in local space) */
  81258. scaling: Vector3;
  81259. /**
  81260. * Gets the animation properties override
  81261. */
  81262. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  81263. private _decompose;
  81264. private _compose;
  81265. /**
  81266. * Update the base and local matrices
  81267. * @param matrix defines the new base or local matrix
  81268. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  81269. * @param updateLocalMatrix defines if the local matrix should be updated
  81270. */
  81271. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  81272. /** @hidden */
  81273. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  81274. /**
  81275. * Flag the bone as dirty (Forcing it to update everything)
  81276. */
  81277. markAsDirty(): void;
  81278. /** @hidden */
  81279. _markAsDirtyAndCompose(): void;
  81280. private _markAsDirtyAndDecompose;
  81281. /**
  81282. * Translate the bone in local or world space
  81283. * @param vec The amount to translate the bone
  81284. * @param space The space that the translation is in
  81285. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81286. */
  81287. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81288. /**
  81289. * Set the postion of the bone in local or world space
  81290. * @param position The position to set the bone
  81291. * @param space The space that the position is in
  81292. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81293. */
  81294. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81295. /**
  81296. * Set the absolute position of the bone (world space)
  81297. * @param position The position to set the bone
  81298. * @param mesh The mesh that this bone is attached to
  81299. */
  81300. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  81301. /**
  81302. * Scale the bone on the x, y and z axes (in local space)
  81303. * @param x The amount to scale the bone on the x axis
  81304. * @param y The amount to scale the bone on the y axis
  81305. * @param z The amount to scale the bone on the z axis
  81306. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  81307. */
  81308. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  81309. /**
  81310. * Set the bone scaling in local space
  81311. * @param scale defines the scaling vector
  81312. */
  81313. setScale(scale: Vector3): void;
  81314. /**
  81315. * Gets the current scaling in local space
  81316. * @returns the current scaling vector
  81317. */
  81318. getScale(): Vector3;
  81319. /**
  81320. * Gets the current scaling in local space and stores it in a target vector
  81321. * @param result defines the target vector
  81322. */
  81323. getScaleToRef(result: Vector3): void;
  81324. /**
  81325. * Set the yaw, pitch, and roll of the bone in local or world space
  81326. * @param yaw The rotation of the bone on the y axis
  81327. * @param pitch The rotation of the bone on the x axis
  81328. * @param roll The rotation of the bone on the z axis
  81329. * @param space The space that the axes of rotation are in
  81330. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81331. */
  81332. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  81333. /**
  81334. * Add a rotation to the bone on an axis in local or world space
  81335. * @param axis The axis to rotate the bone on
  81336. * @param amount The amount to rotate the bone
  81337. * @param space The space that the axis is in
  81338. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81339. */
  81340. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  81341. /**
  81342. * Set the rotation of the bone to a particular axis angle in local or world space
  81343. * @param axis The axis to rotate the bone on
  81344. * @param angle The angle that the bone should be rotated to
  81345. * @param space The space that the axis is in
  81346. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81347. */
  81348. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  81349. /**
  81350. * Set the euler rotation of the bone in local of world space
  81351. * @param rotation The euler rotation that the bone should be set to
  81352. * @param space The space that the rotation is in
  81353. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81354. */
  81355. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81356. /**
  81357. * Set the quaternion rotation of the bone in local of world space
  81358. * @param quat The quaternion rotation that the bone should be set to
  81359. * @param space The space that the rotation is in
  81360. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81361. */
  81362. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  81363. /**
  81364. * Set the rotation matrix of the bone in local of world space
  81365. * @param rotMat The rotation matrix that the bone should be set to
  81366. * @param space The space that the rotation is in
  81367. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81368. */
  81369. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  81370. private _rotateWithMatrix;
  81371. private _getNegativeRotationToRef;
  81372. /**
  81373. * Get the position of the bone in local or world space
  81374. * @param space The space that the returned position is in
  81375. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81376. * @returns The position of the bone
  81377. */
  81378. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  81379. /**
  81380. * Copy the position of the bone to a vector3 in local or world space
  81381. * @param space The space that the returned position is in
  81382. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81383. * @param result The vector3 to copy the position to
  81384. */
  81385. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  81386. /**
  81387. * Get the absolute position of the bone (world space)
  81388. * @param mesh The mesh that this bone is attached to
  81389. * @returns The absolute position of the bone
  81390. */
  81391. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  81392. /**
  81393. * Copy the absolute position of the bone (world space) to the result param
  81394. * @param mesh The mesh that this bone is attached to
  81395. * @param result The vector3 to copy the absolute position to
  81396. */
  81397. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  81398. /**
  81399. * Compute the absolute transforms of this bone and its children
  81400. */
  81401. computeAbsoluteTransforms(): void;
  81402. /**
  81403. * Get the world direction from an axis that is in the local space of the bone
  81404. * @param localAxis The local direction that is used to compute the world direction
  81405. * @param mesh The mesh that this bone is attached to
  81406. * @returns The world direction
  81407. */
  81408. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  81409. /**
  81410. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  81411. * @param localAxis The local direction that is used to compute the world direction
  81412. * @param mesh The mesh that this bone is attached to
  81413. * @param result The vector3 that the world direction will be copied to
  81414. */
  81415. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81416. /**
  81417. * Get the euler rotation of the bone in local or world space
  81418. * @param space The space that the rotation should be in
  81419. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81420. * @returns The euler rotation
  81421. */
  81422. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  81423. /**
  81424. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  81425. * @param space The space that the rotation should be in
  81426. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81427. * @param result The vector3 that the rotation should be copied to
  81428. */
  81429. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81430. /**
  81431. * Get the quaternion rotation of the bone in either local or world space
  81432. * @param space The space that the rotation should be in
  81433. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81434. * @returns The quaternion rotation
  81435. */
  81436. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  81437. /**
  81438. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  81439. * @param space The space that the rotation should be in
  81440. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81441. * @param result The quaternion that the rotation should be copied to
  81442. */
  81443. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  81444. /**
  81445. * Get the rotation matrix of the bone in local or world space
  81446. * @param space The space that the rotation should be in
  81447. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81448. * @returns The rotation matrix
  81449. */
  81450. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  81451. /**
  81452. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  81453. * @param space The space that the rotation should be in
  81454. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81455. * @param result The quaternion that the rotation should be copied to
  81456. */
  81457. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  81458. /**
  81459. * Get the world position of a point that is in the local space of the bone
  81460. * @param position The local position
  81461. * @param mesh The mesh that this bone is attached to
  81462. * @returns The world position
  81463. */
  81464. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  81465. /**
  81466. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  81467. * @param position The local position
  81468. * @param mesh The mesh that this bone is attached to
  81469. * @param result The vector3 that the world position should be copied to
  81470. */
  81471. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81472. /**
  81473. * Get the local position of a point that is in world space
  81474. * @param position The world position
  81475. * @param mesh The mesh that this bone is attached to
  81476. * @returns The local position
  81477. */
  81478. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  81479. /**
  81480. * Get the local position of a point that is in world space and copy it to the result param
  81481. * @param position The world position
  81482. * @param mesh The mesh that this bone is attached to
  81483. * @param result The vector3 that the local position should be copied to
  81484. */
  81485. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81486. }
  81487. }
  81488. declare module BABYLON {
  81489. /**
  81490. * 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.
  81491. * @see https://doc.babylonjs.com/how_to/transformnode
  81492. */
  81493. export class TransformNode extends Node {
  81494. /**
  81495. * Object will not rotate to face the camera
  81496. */
  81497. static BILLBOARDMODE_NONE: number;
  81498. /**
  81499. * Object will rotate to face the camera but only on the x axis
  81500. */
  81501. static BILLBOARDMODE_X: number;
  81502. /**
  81503. * Object will rotate to face the camera but only on the y axis
  81504. */
  81505. static BILLBOARDMODE_Y: number;
  81506. /**
  81507. * Object will rotate to face the camera but only on the z axis
  81508. */
  81509. static BILLBOARDMODE_Z: number;
  81510. /**
  81511. * Object will rotate to face the camera
  81512. */
  81513. static BILLBOARDMODE_ALL: number;
  81514. /**
  81515. * Object will rotate to face the camera's position instead of orientation
  81516. */
  81517. static BILLBOARDMODE_USE_POSITION: number;
  81518. private _forward;
  81519. private _forwardInverted;
  81520. private _up;
  81521. private _right;
  81522. private _rightInverted;
  81523. private _position;
  81524. private _rotation;
  81525. private _rotationQuaternion;
  81526. protected _scaling: Vector3;
  81527. protected _isDirty: boolean;
  81528. private _transformToBoneReferal;
  81529. private _isAbsoluteSynced;
  81530. private _billboardMode;
  81531. /**
  81532. * Gets or sets the billboard mode. Default is 0.
  81533. *
  81534. * | Value | Type | Description |
  81535. * | --- | --- | --- |
  81536. * | 0 | BILLBOARDMODE_NONE | |
  81537. * | 1 | BILLBOARDMODE_X | |
  81538. * | 2 | BILLBOARDMODE_Y | |
  81539. * | 4 | BILLBOARDMODE_Z | |
  81540. * | 7 | BILLBOARDMODE_ALL | |
  81541. *
  81542. */
  81543. billboardMode: number;
  81544. private _preserveParentRotationForBillboard;
  81545. /**
  81546. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  81547. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  81548. */
  81549. preserveParentRotationForBillboard: boolean;
  81550. /**
  81551. * 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
  81552. */
  81553. scalingDeterminant: number;
  81554. private _infiniteDistance;
  81555. /**
  81556. * Gets or sets the distance of the object to max, often used by skybox
  81557. */
  81558. infiniteDistance: boolean;
  81559. /**
  81560. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  81561. * By default the system will update normals to compensate
  81562. */
  81563. ignoreNonUniformScaling: boolean;
  81564. /**
  81565. * 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
  81566. */
  81567. reIntegrateRotationIntoRotationQuaternion: boolean;
  81568. /** @hidden */
  81569. _poseMatrix: Nullable<Matrix>;
  81570. /** @hidden */
  81571. _localMatrix: Matrix;
  81572. private _usePivotMatrix;
  81573. private _absolutePosition;
  81574. private _absoluteScaling;
  81575. private _absoluteRotationQuaternion;
  81576. private _pivotMatrix;
  81577. private _pivotMatrixInverse;
  81578. protected _postMultiplyPivotMatrix: boolean;
  81579. protected _isWorldMatrixFrozen: boolean;
  81580. /** @hidden */
  81581. _indexInSceneTransformNodesArray: number;
  81582. /**
  81583. * An event triggered after the world matrix is updated
  81584. */
  81585. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  81586. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  81587. /**
  81588. * Gets a string identifying the name of the class
  81589. * @returns "TransformNode" string
  81590. */
  81591. getClassName(): string;
  81592. /**
  81593. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  81594. */
  81595. position: Vector3;
  81596. /**
  81597. * 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)).
  81598. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  81599. */
  81600. rotation: Vector3;
  81601. /**
  81602. * 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)).
  81603. */
  81604. scaling: Vector3;
  81605. /**
  81606. * 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).
  81607. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  81608. */
  81609. rotationQuaternion: Nullable<Quaternion>;
  81610. /**
  81611. * The forward direction of that transform in world space.
  81612. */
  81613. readonly forward: Vector3;
  81614. /**
  81615. * The up direction of that transform in world space.
  81616. */
  81617. readonly up: Vector3;
  81618. /**
  81619. * The right direction of that transform in world space.
  81620. */
  81621. readonly right: Vector3;
  81622. /**
  81623. * Copies the parameter passed Matrix into the mesh Pose matrix.
  81624. * @param matrix the matrix to copy the pose from
  81625. * @returns this TransformNode.
  81626. */
  81627. updatePoseMatrix(matrix: Matrix): TransformNode;
  81628. /**
  81629. * Returns the mesh Pose matrix.
  81630. * @returns the pose matrix
  81631. */
  81632. getPoseMatrix(): Matrix;
  81633. /** @hidden */
  81634. _isSynchronized(): boolean;
  81635. /** @hidden */
  81636. _initCache(): void;
  81637. /**
  81638. * Flag the transform node as dirty (Forcing it to update everything)
  81639. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  81640. * @returns this transform node
  81641. */
  81642. markAsDirty(property: string): TransformNode;
  81643. /**
  81644. * Returns the current mesh absolute position.
  81645. * Returns a Vector3.
  81646. */
  81647. readonly absolutePosition: Vector3;
  81648. /**
  81649. * Returns the current mesh absolute scaling.
  81650. * Returns a Vector3.
  81651. */
  81652. readonly absoluteScaling: Vector3;
  81653. /**
  81654. * Returns the current mesh absolute rotation.
  81655. * Returns a Quaternion.
  81656. */
  81657. readonly absoluteRotationQuaternion: Quaternion;
  81658. /**
  81659. * Sets a new matrix to apply before all other transformation
  81660. * @param matrix defines the transform matrix
  81661. * @returns the current TransformNode
  81662. */
  81663. setPreTransformMatrix(matrix: Matrix): TransformNode;
  81664. /**
  81665. * Sets a new pivot matrix to the current node
  81666. * @param matrix defines the new pivot matrix to use
  81667. * @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
  81668. * @returns the current TransformNode
  81669. */
  81670. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  81671. /**
  81672. * Returns the mesh pivot matrix.
  81673. * Default : Identity.
  81674. * @returns the matrix
  81675. */
  81676. getPivotMatrix(): Matrix;
  81677. /**
  81678. * Instantiate (when possible) or clone that node with its hierarchy
  81679. * @param newParent defines the new parent to use for the instance (or clone)
  81680. * @param options defines options to configure how copy is done
  81681. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  81682. * @returns an instance (or a clone) of the current node with its hiearchy
  81683. */
  81684. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  81685. doNotInstantiate: boolean;
  81686. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  81687. /**
  81688. * Prevents the World matrix to be computed any longer
  81689. * @param newWorldMatrix defines an optional matrix to use as world matrix
  81690. * @returns the TransformNode.
  81691. */
  81692. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  81693. /**
  81694. * Allows back the World matrix computation.
  81695. * @returns the TransformNode.
  81696. */
  81697. unfreezeWorldMatrix(): this;
  81698. /**
  81699. * True if the World matrix has been frozen.
  81700. */
  81701. readonly isWorldMatrixFrozen: boolean;
  81702. /**
  81703. * Retuns the mesh absolute position in the World.
  81704. * @returns a Vector3.
  81705. */
  81706. getAbsolutePosition(): Vector3;
  81707. /**
  81708. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  81709. * @param absolutePosition the absolute position to set
  81710. * @returns the TransformNode.
  81711. */
  81712. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  81713. /**
  81714. * Sets the mesh position in its local space.
  81715. * @param vector3 the position to set in localspace
  81716. * @returns the TransformNode.
  81717. */
  81718. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  81719. /**
  81720. * Returns the mesh position in the local space from the current World matrix values.
  81721. * @returns a new Vector3.
  81722. */
  81723. getPositionExpressedInLocalSpace(): Vector3;
  81724. /**
  81725. * Translates the mesh along the passed Vector3 in its local space.
  81726. * @param vector3 the distance to translate in localspace
  81727. * @returns the TransformNode.
  81728. */
  81729. locallyTranslate(vector3: Vector3): TransformNode;
  81730. private static _lookAtVectorCache;
  81731. /**
  81732. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  81733. * @param targetPoint the position (must be in same space as current mesh) to look at
  81734. * @param yawCor optional yaw (y-axis) correction in radians
  81735. * @param pitchCor optional pitch (x-axis) correction in radians
  81736. * @param rollCor optional roll (z-axis) correction in radians
  81737. * @param space the choosen space of the target
  81738. * @returns the TransformNode.
  81739. */
  81740. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  81741. /**
  81742. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  81743. * This Vector3 is expressed in the World space.
  81744. * @param localAxis axis to rotate
  81745. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  81746. */
  81747. getDirection(localAxis: Vector3): Vector3;
  81748. /**
  81749. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  81750. * localAxis is expressed in the mesh local space.
  81751. * result is computed in the Wordl space from the mesh World matrix.
  81752. * @param localAxis axis to rotate
  81753. * @param result the resulting transformnode
  81754. * @returns this TransformNode.
  81755. */
  81756. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  81757. /**
  81758. * Sets this transform node rotation to the given local axis.
  81759. * @param localAxis the axis in local space
  81760. * @param yawCor optional yaw (y-axis) correction in radians
  81761. * @param pitchCor optional pitch (x-axis) correction in radians
  81762. * @param rollCor optional roll (z-axis) correction in radians
  81763. * @returns this TransformNode
  81764. */
  81765. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  81766. /**
  81767. * Sets a new pivot point to the current node
  81768. * @param point defines the new pivot point to use
  81769. * @param space defines if the point is in world or local space (local by default)
  81770. * @returns the current TransformNode
  81771. */
  81772. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  81773. /**
  81774. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  81775. * @returns the pivot point
  81776. */
  81777. getPivotPoint(): Vector3;
  81778. /**
  81779. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  81780. * @param result the vector3 to store the result
  81781. * @returns this TransformNode.
  81782. */
  81783. getPivotPointToRef(result: Vector3): TransformNode;
  81784. /**
  81785. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  81786. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  81787. */
  81788. getAbsolutePivotPoint(): Vector3;
  81789. /**
  81790. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  81791. * @param result vector3 to store the result
  81792. * @returns this TransformNode.
  81793. */
  81794. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  81795. /**
  81796. * Defines the passed node as the parent of the current node.
  81797. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  81798. * @see https://doc.babylonjs.com/how_to/parenting
  81799. * @param node the node ot set as the parent
  81800. * @returns this TransformNode.
  81801. */
  81802. setParent(node: Nullable<Node>): TransformNode;
  81803. private _nonUniformScaling;
  81804. /**
  81805. * True if the scaling property of this object is non uniform eg. (1,2,1)
  81806. */
  81807. readonly nonUniformScaling: boolean;
  81808. /** @hidden */
  81809. _updateNonUniformScalingState(value: boolean): boolean;
  81810. /**
  81811. * Attach the current TransformNode to another TransformNode associated with a bone
  81812. * @param bone Bone affecting the TransformNode
  81813. * @param affectedTransformNode TransformNode associated with the bone
  81814. * @returns this object
  81815. */
  81816. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  81817. /**
  81818. * Detach the transform node if its associated with a bone
  81819. * @returns this object
  81820. */
  81821. detachFromBone(): TransformNode;
  81822. private static _rotationAxisCache;
  81823. /**
  81824. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  81825. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  81826. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  81827. * The passed axis is also normalized.
  81828. * @param axis the axis to rotate around
  81829. * @param amount the amount to rotate in radians
  81830. * @param space Space to rotate in (Default: local)
  81831. * @returns the TransformNode.
  81832. */
  81833. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  81834. /**
  81835. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  81836. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  81837. * The passed axis is also normalized. .
  81838. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  81839. * @param point the point to rotate around
  81840. * @param axis the axis to rotate around
  81841. * @param amount the amount to rotate in radians
  81842. * @returns the TransformNode
  81843. */
  81844. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  81845. /**
  81846. * Translates the mesh along the axis vector for the passed distance in the given space.
  81847. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  81848. * @param axis the axis to translate in
  81849. * @param distance the distance to translate
  81850. * @param space Space to rotate in (Default: local)
  81851. * @returns the TransformNode.
  81852. */
  81853. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  81854. /**
  81855. * Adds a rotation step to the mesh current rotation.
  81856. * x, y, z are Euler angles expressed in radians.
  81857. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  81858. * This means this rotation is made in the mesh local space only.
  81859. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  81860. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  81861. * ```javascript
  81862. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  81863. * ```
  81864. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  81865. * 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.
  81866. * @param x Rotation to add
  81867. * @param y Rotation to add
  81868. * @param z Rotation to add
  81869. * @returns the TransformNode.
  81870. */
  81871. addRotation(x: number, y: number, z: number): TransformNode;
  81872. /**
  81873. * @hidden
  81874. */
  81875. protected _getEffectiveParent(): Nullable<Node>;
  81876. /**
  81877. * Computes the world matrix of the node
  81878. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  81879. * @returns the world matrix
  81880. */
  81881. computeWorldMatrix(force?: boolean): Matrix;
  81882. protected _afterComputeWorldMatrix(): void;
  81883. /**
  81884. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  81885. * @param func callback function to add
  81886. *
  81887. * @returns the TransformNode.
  81888. */
  81889. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  81890. /**
  81891. * Removes a registered callback function.
  81892. * @param func callback function to remove
  81893. * @returns the TransformNode.
  81894. */
  81895. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  81896. /**
  81897. * Gets the position of the current mesh in camera space
  81898. * @param camera defines the camera to use
  81899. * @returns a position
  81900. */
  81901. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  81902. /**
  81903. * Returns the distance from the mesh to the active camera
  81904. * @param camera defines the camera to use
  81905. * @returns the distance
  81906. */
  81907. getDistanceToCamera(camera?: Nullable<Camera>): number;
  81908. /**
  81909. * Clone the current transform node
  81910. * @param name Name of the new clone
  81911. * @param newParent New parent for the clone
  81912. * @param doNotCloneChildren Do not clone children hierarchy
  81913. * @returns the new transform node
  81914. */
  81915. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  81916. /**
  81917. * Serializes the objects information.
  81918. * @param currentSerializationObject defines the object to serialize in
  81919. * @returns the serialized object
  81920. */
  81921. serialize(currentSerializationObject?: any): any;
  81922. /**
  81923. * Returns a new TransformNode object parsed from the source provided.
  81924. * @param parsedTransformNode is the source.
  81925. * @param scene the scne the object belongs to
  81926. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  81927. * @returns a new TransformNode object parsed from the source provided.
  81928. */
  81929. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  81930. /**
  81931. * Get all child-transformNodes of this node
  81932. * @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
  81933. * @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
  81934. * @returns an array of TransformNode
  81935. */
  81936. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  81937. /**
  81938. * Releases resources associated with this transform node.
  81939. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  81940. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  81941. */
  81942. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  81943. /**
  81944. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  81945. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  81946. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  81947. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  81948. * @returns the current mesh
  81949. */
  81950. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  81951. private _syncAbsoluteScalingAndRotation;
  81952. }
  81953. }
  81954. declare module BABYLON {
  81955. /**
  81956. * Defines the types of pose enabled controllers that are supported
  81957. */
  81958. export enum PoseEnabledControllerType {
  81959. /**
  81960. * HTC Vive
  81961. */
  81962. VIVE = 0,
  81963. /**
  81964. * Oculus Rift
  81965. */
  81966. OCULUS = 1,
  81967. /**
  81968. * Windows mixed reality
  81969. */
  81970. WINDOWS = 2,
  81971. /**
  81972. * Samsung gear VR
  81973. */
  81974. GEAR_VR = 3,
  81975. /**
  81976. * Google Daydream
  81977. */
  81978. DAYDREAM = 4,
  81979. /**
  81980. * Generic
  81981. */
  81982. GENERIC = 5
  81983. }
  81984. /**
  81985. * Defines the MutableGamepadButton interface for the state of a gamepad button
  81986. */
  81987. export interface MutableGamepadButton {
  81988. /**
  81989. * Value of the button/trigger
  81990. */
  81991. value: number;
  81992. /**
  81993. * If the button/trigger is currently touched
  81994. */
  81995. touched: boolean;
  81996. /**
  81997. * If the button/trigger is currently pressed
  81998. */
  81999. pressed: boolean;
  82000. }
  82001. /**
  82002. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  82003. * @hidden
  82004. */
  82005. export interface ExtendedGamepadButton extends GamepadButton {
  82006. /**
  82007. * If the button/trigger is currently pressed
  82008. */
  82009. readonly pressed: boolean;
  82010. /**
  82011. * If the button/trigger is currently touched
  82012. */
  82013. readonly touched: boolean;
  82014. /**
  82015. * Value of the button/trigger
  82016. */
  82017. readonly value: number;
  82018. }
  82019. /** @hidden */
  82020. export interface _GamePadFactory {
  82021. /**
  82022. * Returns wether or not the current gamepad can be created for this type of controller.
  82023. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  82024. * @returns true if it can be created, otherwise false
  82025. */
  82026. canCreate(gamepadInfo: any): boolean;
  82027. /**
  82028. * Creates a new instance of the Gamepad.
  82029. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  82030. * @returns the new gamepad instance
  82031. */
  82032. create(gamepadInfo: any): Gamepad;
  82033. }
  82034. /**
  82035. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82036. */
  82037. export class PoseEnabledControllerHelper {
  82038. /** @hidden */
  82039. static _ControllerFactories: _GamePadFactory[];
  82040. /** @hidden */
  82041. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  82042. /**
  82043. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82044. * @param vrGamepad the gamepad to initialized
  82045. * @returns a vr controller of the type the gamepad identified as
  82046. */
  82047. static InitiateController(vrGamepad: any): Gamepad;
  82048. }
  82049. /**
  82050. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82051. */
  82052. export class PoseEnabledController extends Gamepad implements PoseControlled {
  82053. /**
  82054. * If the controller is used in a webXR session
  82055. */
  82056. isXR: boolean;
  82057. private _deviceRoomPosition;
  82058. private _deviceRoomRotationQuaternion;
  82059. /**
  82060. * The device position in babylon space
  82061. */
  82062. devicePosition: Vector3;
  82063. /**
  82064. * The device rotation in babylon space
  82065. */
  82066. deviceRotationQuaternion: Quaternion;
  82067. /**
  82068. * The scale factor of the device in babylon space
  82069. */
  82070. deviceScaleFactor: number;
  82071. /**
  82072. * (Likely devicePosition should be used instead) The device position in its room space
  82073. */
  82074. position: Vector3;
  82075. /**
  82076. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  82077. */
  82078. rotationQuaternion: Quaternion;
  82079. /**
  82080. * The type of controller (Eg. Windows mixed reality)
  82081. */
  82082. controllerType: PoseEnabledControllerType;
  82083. protected _calculatedPosition: Vector3;
  82084. private _calculatedRotation;
  82085. /**
  82086. * The raw pose from the device
  82087. */
  82088. rawPose: DevicePose;
  82089. private _trackPosition;
  82090. private _maxRotationDistFromHeadset;
  82091. private _draggedRoomRotation;
  82092. /**
  82093. * @hidden
  82094. */
  82095. _disableTrackPosition(fixedPosition: Vector3): void;
  82096. /**
  82097. * Internal, the mesh attached to the controller
  82098. * @hidden
  82099. */
  82100. _mesh: Nullable<AbstractMesh>;
  82101. private _poseControlledCamera;
  82102. private _leftHandSystemQuaternion;
  82103. /**
  82104. * Internal, matrix used to convert room space to babylon space
  82105. * @hidden
  82106. */
  82107. _deviceToWorld: Matrix;
  82108. /**
  82109. * Node to be used when casting a ray from the controller
  82110. * @hidden
  82111. */
  82112. _pointingPoseNode: Nullable<TransformNode>;
  82113. /**
  82114. * Name of the child mesh that can be used to cast a ray from the controller
  82115. */
  82116. static readonly POINTING_POSE: string;
  82117. /**
  82118. * Creates a new PoseEnabledController from a gamepad
  82119. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  82120. */
  82121. constructor(browserGamepad: any);
  82122. private _workingMatrix;
  82123. /**
  82124. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  82125. */
  82126. update(): void;
  82127. /**
  82128. * Updates only the pose device and mesh without doing any button event checking
  82129. */
  82130. protected _updatePoseAndMesh(): void;
  82131. /**
  82132. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  82133. * @param poseData raw pose fromthe device
  82134. */
  82135. updateFromDevice(poseData: DevicePose): void;
  82136. /**
  82137. * @hidden
  82138. */
  82139. _meshAttachedObservable: Observable<AbstractMesh>;
  82140. /**
  82141. * Attaches a mesh to the controller
  82142. * @param mesh the mesh to be attached
  82143. */
  82144. attachToMesh(mesh: AbstractMesh): void;
  82145. /**
  82146. * Attaches the controllers mesh to a camera
  82147. * @param camera the camera the mesh should be attached to
  82148. */
  82149. attachToPoseControlledCamera(camera: TargetCamera): void;
  82150. /**
  82151. * Disposes of the controller
  82152. */
  82153. dispose(): void;
  82154. /**
  82155. * The mesh that is attached to the controller
  82156. */
  82157. readonly mesh: Nullable<AbstractMesh>;
  82158. /**
  82159. * Gets the ray of the controller in the direction the controller is pointing
  82160. * @param length the length the resulting ray should be
  82161. * @returns a ray in the direction the controller is pointing
  82162. */
  82163. getForwardRay(length?: number): Ray;
  82164. }
  82165. }
  82166. declare module BABYLON {
  82167. /**
  82168. * Defines the WebVRController object that represents controllers tracked in 3D space
  82169. */
  82170. export abstract class WebVRController extends PoseEnabledController {
  82171. /**
  82172. * Internal, the default controller model for the controller
  82173. */
  82174. protected _defaultModel: Nullable<AbstractMesh>;
  82175. /**
  82176. * Fired when the trigger state has changed
  82177. */
  82178. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  82179. /**
  82180. * Fired when the main button state has changed
  82181. */
  82182. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  82183. /**
  82184. * Fired when the secondary button state has changed
  82185. */
  82186. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  82187. /**
  82188. * Fired when the pad state has changed
  82189. */
  82190. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  82191. /**
  82192. * Fired when controllers stick values have changed
  82193. */
  82194. onPadValuesChangedObservable: Observable<StickValues>;
  82195. /**
  82196. * Array of button availible on the controller
  82197. */
  82198. protected _buttons: Array<MutableGamepadButton>;
  82199. private _onButtonStateChange;
  82200. /**
  82201. * Fired when a controller button's state has changed
  82202. * @param callback the callback containing the button that was modified
  82203. */
  82204. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  82205. /**
  82206. * X and Y axis corresponding to the controllers joystick
  82207. */
  82208. pad: StickValues;
  82209. /**
  82210. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  82211. */
  82212. hand: string;
  82213. /**
  82214. * The default controller model for the controller
  82215. */
  82216. readonly defaultModel: Nullable<AbstractMesh>;
  82217. /**
  82218. * Creates a new WebVRController from a gamepad
  82219. * @param vrGamepad the gamepad that the WebVRController should be created from
  82220. */
  82221. constructor(vrGamepad: any);
  82222. /**
  82223. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  82224. */
  82225. update(): void;
  82226. /**
  82227. * Function to be called when a button is modified
  82228. */
  82229. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  82230. /**
  82231. * Loads a mesh and attaches it to the controller
  82232. * @param scene the scene the mesh should be added to
  82233. * @param meshLoaded callback for when the mesh has been loaded
  82234. */
  82235. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  82236. private _setButtonValue;
  82237. private _changes;
  82238. private _checkChanges;
  82239. /**
  82240. * Disposes of th webVRCOntroller
  82241. */
  82242. dispose(): void;
  82243. }
  82244. }
  82245. declare module BABYLON {
  82246. /**
  82247. * The HemisphericLight simulates the ambient environment light,
  82248. * so the passed direction is the light reflection direction, not the incoming direction.
  82249. */
  82250. export class HemisphericLight extends Light {
  82251. /**
  82252. * The groundColor is the light in the opposite direction to the one specified during creation.
  82253. * 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.
  82254. */
  82255. groundColor: Color3;
  82256. /**
  82257. * The light reflection direction, not the incoming direction.
  82258. */
  82259. direction: Vector3;
  82260. /**
  82261. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  82262. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  82263. * The HemisphericLight can't cast shadows.
  82264. * Documentation : https://doc.babylonjs.com/babylon101/lights
  82265. * @param name The friendly name of the light
  82266. * @param direction The direction of the light reflection
  82267. * @param scene The scene the light belongs to
  82268. */
  82269. constructor(name: string, direction: Vector3, scene: Scene);
  82270. protected _buildUniformLayout(): void;
  82271. /**
  82272. * Returns the string "HemisphericLight".
  82273. * @return The class name
  82274. */
  82275. getClassName(): string;
  82276. /**
  82277. * Sets the HemisphericLight direction towards the passed target (Vector3).
  82278. * Returns the updated direction.
  82279. * @param target The target the direction should point to
  82280. * @return The computed direction
  82281. */
  82282. setDirectionToTarget(target: Vector3): Vector3;
  82283. /**
  82284. * Returns the shadow generator associated to the light.
  82285. * @returns Always null for hemispheric lights because it does not support shadows.
  82286. */
  82287. getShadowGenerator(): Nullable<IShadowGenerator>;
  82288. /**
  82289. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  82290. * @param effect The effect to update
  82291. * @param lightIndex The index of the light in the effect to update
  82292. * @returns The hemispheric light
  82293. */
  82294. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  82295. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  82296. /**
  82297. * Computes the world matrix of the node
  82298. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  82299. * @param useWasUpdatedFlag defines a reserved property
  82300. * @returns the world matrix
  82301. */
  82302. computeWorldMatrix(): Matrix;
  82303. /**
  82304. * Returns the integer 3.
  82305. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  82306. */
  82307. getTypeID(): number;
  82308. /**
  82309. * Prepares the list of defines specific to the light type.
  82310. * @param defines the list of defines
  82311. * @param lightIndex defines the index of the light for the effect
  82312. */
  82313. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  82314. }
  82315. }
  82316. declare module BABYLON {
  82317. /** @hidden */
  82318. export var vrMultiviewToSingleviewPixelShader: {
  82319. name: string;
  82320. shader: string;
  82321. };
  82322. }
  82323. declare module BABYLON {
  82324. /**
  82325. * Renders to multiple views with a single draw call
  82326. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  82327. */
  82328. export class MultiviewRenderTarget extends RenderTargetTexture {
  82329. /**
  82330. * Creates a multiview render target
  82331. * @param scene scene used with the render target
  82332. * @param size the size of the render target (used for each view)
  82333. */
  82334. constructor(scene: Scene, size?: number | {
  82335. width: number;
  82336. height: number;
  82337. } | {
  82338. ratio: number;
  82339. });
  82340. /**
  82341. * @hidden
  82342. * @param faceIndex the face index, if its a cube texture
  82343. */
  82344. _bindFrameBuffer(faceIndex?: number): void;
  82345. /**
  82346. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  82347. * @returns the view count
  82348. */
  82349. getViewCount(): number;
  82350. }
  82351. }
  82352. declare module BABYLON {
  82353. /**
  82354. * Represents a camera frustum
  82355. */
  82356. export class Frustum {
  82357. /**
  82358. * Gets the planes representing the frustum
  82359. * @param transform matrix to be applied to the returned planes
  82360. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  82361. */
  82362. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  82363. /**
  82364. * Gets the near frustum plane transformed by the transform matrix
  82365. * @param transform transformation matrix to be applied to the resulting frustum plane
  82366. * @param frustumPlane the resuling frustum plane
  82367. */
  82368. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82369. /**
  82370. * Gets the far frustum plane transformed by the transform matrix
  82371. * @param transform transformation matrix to be applied to the resulting frustum plane
  82372. * @param frustumPlane the resuling frustum plane
  82373. */
  82374. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82375. /**
  82376. * Gets the left frustum plane transformed by the transform matrix
  82377. * @param transform transformation matrix to be applied to the resulting frustum plane
  82378. * @param frustumPlane the resuling frustum plane
  82379. */
  82380. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82381. /**
  82382. * Gets the right frustum plane transformed by the transform matrix
  82383. * @param transform transformation matrix to be applied to the resulting frustum plane
  82384. * @param frustumPlane the resuling frustum plane
  82385. */
  82386. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82387. /**
  82388. * Gets the top frustum plane transformed by the transform matrix
  82389. * @param transform transformation matrix to be applied to the resulting frustum plane
  82390. * @param frustumPlane the resuling frustum plane
  82391. */
  82392. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82393. /**
  82394. * Gets the bottom frustum plane transformed by the transform matrix
  82395. * @param transform transformation matrix to be applied to the resulting frustum plane
  82396. * @param frustumPlane the resuling frustum plane
  82397. */
  82398. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82399. /**
  82400. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  82401. * @param transform transformation matrix to be applied to the resulting frustum planes
  82402. * @param frustumPlanes the resuling frustum planes
  82403. */
  82404. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  82405. }
  82406. }
  82407. declare module BABYLON {
  82408. interface Engine {
  82409. /**
  82410. * Creates a new multiview render target
  82411. * @param width defines the width of the texture
  82412. * @param height defines the height of the texture
  82413. * @returns the created multiview texture
  82414. */
  82415. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  82416. /**
  82417. * Binds a multiview framebuffer to be drawn to
  82418. * @param multiviewTexture texture to bind
  82419. */
  82420. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  82421. }
  82422. interface Camera {
  82423. /**
  82424. * @hidden
  82425. * 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)
  82426. */
  82427. _useMultiviewToSingleView: boolean;
  82428. /**
  82429. * @hidden
  82430. * 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)
  82431. */
  82432. _multiviewTexture: Nullable<RenderTargetTexture>;
  82433. /**
  82434. * @hidden
  82435. * ensures the multiview texture of the camera exists and has the specified width/height
  82436. * @param width height to set on the multiview texture
  82437. * @param height width to set on the multiview texture
  82438. */
  82439. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  82440. }
  82441. interface Scene {
  82442. /** @hidden */
  82443. _transformMatrixR: Matrix;
  82444. /** @hidden */
  82445. _multiviewSceneUbo: Nullable<UniformBuffer>;
  82446. /** @hidden */
  82447. _createMultiviewUbo(): void;
  82448. /** @hidden */
  82449. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  82450. /** @hidden */
  82451. _renderMultiviewToSingleView(camera: Camera): void;
  82452. }
  82453. }
  82454. declare module BABYLON {
  82455. /**
  82456. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  82457. * This will not be used for webXR as it supports displaying texture arrays directly
  82458. */
  82459. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  82460. /**
  82461. * Initializes a VRMultiviewToSingleview
  82462. * @param name name of the post process
  82463. * @param camera camera to be applied to
  82464. * @param scaleFactor scaling factor to the size of the output texture
  82465. */
  82466. constructor(name: string, camera: Camera, scaleFactor: number);
  82467. }
  82468. }
  82469. declare module BABYLON {
  82470. /**
  82471. * Interface used to define additional presentation attributes
  82472. */
  82473. export interface IVRPresentationAttributes {
  82474. /**
  82475. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  82476. */
  82477. highRefreshRate: boolean;
  82478. /**
  82479. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  82480. */
  82481. foveationLevel: number;
  82482. }
  82483. interface Engine {
  82484. /** @hidden */
  82485. _vrDisplay: any;
  82486. /** @hidden */
  82487. _vrSupported: boolean;
  82488. /** @hidden */
  82489. _oldSize: Size;
  82490. /** @hidden */
  82491. _oldHardwareScaleFactor: number;
  82492. /** @hidden */
  82493. _vrExclusivePointerMode: boolean;
  82494. /** @hidden */
  82495. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  82496. /** @hidden */
  82497. _onVRDisplayPointerRestricted: () => void;
  82498. /** @hidden */
  82499. _onVRDisplayPointerUnrestricted: () => void;
  82500. /** @hidden */
  82501. _onVrDisplayConnect: Nullable<(display: any) => void>;
  82502. /** @hidden */
  82503. _onVrDisplayDisconnect: Nullable<() => void>;
  82504. /** @hidden */
  82505. _onVrDisplayPresentChange: Nullable<() => void>;
  82506. /**
  82507. * Observable signaled when VR display mode changes
  82508. */
  82509. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  82510. /**
  82511. * Observable signaled when VR request present is complete
  82512. */
  82513. onVRRequestPresentComplete: Observable<boolean>;
  82514. /**
  82515. * Observable signaled when VR request present starts
  82516. */
  82517. onVRRequestPresentStart: Observable<Engine>;
  82518. /**
  82519. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  82520. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  82521. */
  82522. isInVRExclusivePointerMode: boolean;
  82523. /**
  82524. * Gets a boolean indicating if a webVR device was detected
  82525. * @returns true if a webVR device was detected
  82526. */
  82527. isVRDevicePresent(): boolean;
  82528. /**
  82529. * Gets the current webVR device
  82530. * @returns the current webVR device (or null)
  82531. */
  82532. getVRDevice(): any;
  82533. /**
  82534. * Initializes a webVR display and starts listening to display change events
  82535. * The onVRDisplayChangedObservable will be notified upon these changes
  82536. * @returns A promise containing a VRDisplay and if vr is supported
  82537. */
  82538. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  82539. /** @hidden */
  82540. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  82541. /**
  82542. * Gets or sets the presentation attributes used to configure VR rendering
  82543. */
  82544. vrPresentationAttributes?: IVRPresentationAttributes;
  82545. /**
  82546. * Call this function to switch to webVR mode
  82547. * Will do nothing if webVR is not supported or if there is no webVR device
  82548. * @see http://doc.babylonjs.com/how_to/webvr_camera
  82549. */
  82550. enableVR(): void;
  82551. /** @hidden */
  82552. _onVRFullScreenTriggered(): void;
  82553. }
  82554. }
  82555. declare module BABYLON {
  82556. /**
  82557. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  82558. * IMPORTANT!! The data is right-hand data.
  82559. * @export
  82560. * @interface DevicePose
  82561. */
  82562. export interface DevicePose {
  82563. /**
  82564. * The position of the device, values in array are [x,y,z].
  82565. */
  82566. readonly position: Nullable<Float32Array>;
  82567. /**
  82568. * The linearVelocity of the device, values in array are [x,y,z].
  82569. */
  82570. readonly linearVelocity: Nullable<Float32Array>;
  82571. /**
  82572. * The linearAcceleration of the device, values in array are [x,y,z].
  82573. */
  82574. readonly linearAcceleration: Nullable<Float32Array>;
  82575. /**
  82576. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  82577. */
  82578. readonly orientation: Nullable<Float32Array>;
  82579. /**
  82580. * The angularVelocity of the device, values in array are [x,y,z].
  82581. */
  82582. readonly angularVelocity: Nullable<Float32Array>;
  82583. /**
  82584. * The angularAcceleration of the device, values in array are [x,y,z].
  82585. */
  82586. readonly angularAcceleration: Nullable<Float32Array>;
  82587. }
  82588. /**
  82589. * Interface representing a pose controlled object in Babylon.
  82590. * A pose controlled object has both regular pose values as well as pose values
  82591. * from an external device such as a VR head mounted display
  82592. */
  82593. export interface PoseControlled {
  82594. /**
  82595. * The position of the object in babylon space.
  82596. */
  82597. position: Vector3;
  82598. /**
  82599. * The rotation quaternion of the object in babylon space.
  82600. */
  82601. rotationQuaternion: Quaternion;
  82602. /**
  82603. * The position of the device in babylon space.
  82604. */
  82605. devicePosition?: Vector3;
  82606. /**
  82607. * The rotation quaternion of the device in babylon space.
  82608. */
  82609. deviceRotationQuaternion: Quaternion;
  82610. /**
  82611. * The raw pose coming from the device.
  82612. */
  82613. rawPose: Nullable<DevicePose>;
  82614. /**
  82615. * The scale of the device to be used when translating from device space to babylon space.
  82616. */
  82617. deviceScaleFactor: number;
  82618. /**
  82619. * Updates the poseControlled values based on the input device pose.
  82620. * @param poseData the pose data to update the object with
  82621. */
  82622. updateFromDevice(poseData: DevicePose): void;
  82623. }
  82624. /**
  82625. * Set of options to customize the webVRCamera
  82626. */
  82627. export interface WebVROptions {
  82628. /**
  82629. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  82630. */
  82631. trackPosition?: boolean;
  82632. /**
  82633. * Sets the scale of the vrDevice in babylon space. (default: 1)
  82634. */
  82635. positionScale?: number;
  82636. /**
  82637. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  82638. */
  82639. displayName?: string;
  82640. /**
  82641. * Should the native controller meshes be initialized. (default: true)
  82642. */
  82643. controllerMeshes?: boolean;
  82644. /**
  82645. * Creating a default HemiLight only on controllers. (default: true)
  82646. */
  82647. defaultLightingOnControllers?: boolean;
  82648. /**
  82649. * If you don't want to use the default VR button of the helper. (default: false)
  82650. */
  82651. useCustomVRButton?: boolean;
  82652. /**
  82653. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  82654. */
  82655. customVRButton?: HTMLButtonElement;
  82656. /**
  82657. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  82658. */
  82659. rayLength?: number;
  82660. /**
  82661. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  82662. */
  82663. defaultHeight?: number;
  82664. /**
  82665. * If multiview should be used if availible (default: false)
  82666. */
  82667. useMultiview?: boolean;
  82668. }
  82669. /**
  82670. * This represents a WebVR camera.
  82671. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  82672. * @example http://doc.babylonjs.com/how_to/webvr_camera
  82673. */
  82674. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  82675. private webVROptions;
  82676. /**
  82677. * @hidden
  82678. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  82679. */
  82680. _vrDevice: any;
  82681. /**
  82682. * The rawPose of the vrDevice.
  82683. */
  82684. rawPose: Nullable<DevicePose>;
  82685. private _onVREnabled;
  82686. private _specsVersion;
  82687. private _attached;
  82688. private _frameData;
  82689. protected _descendants: Array<Node>;
  82690. private _deviceRoomPosition;
  82691. /** @hidden */
  82692. _deviceRoomRotationQuaternion: Quaternion;
  82693. private _standingMatrix;
  82694. /**
  82695. * Represents device position in babylon space.
  82696. */
  82697. devicePosition: Vector3;
  82698. /**
  82699. * Represents device rotation in babylon space.
  82700. */
  82701. deviceRotationQuaternion: Quaternion;
  82702. /**
  82703. * The scale of the device to be used when translating from device space to babylon space.
  82704. */
  82705. deviceScaleFactor: number;
  82706. private _deviceToWorld;
  82707. private _worldToDevice;
  82708. /**
  82709. * References to the webVR controllers for the vrDevice.
  82710. */
  82711. controllers: Array<WebVRController>;
  82712. /**
  82713. * Emits an event when a controller is attached.
  82714. */
  82715. onControllersAttachedObservable: Observable<WebVRController[]>;
  82716. /**
  82717. * Emits an event when a controller's mesh has been loaded;
  82718. */
  82719. onControllerMeshLoadedObservable: Observable<WebVRController>;
  82720. /**
  82721. * Emits an event when the HMD's pose has been updated.
  82722. */
  82723. onPoseUpdatedFromDeviceObservable: Observable<any>;
  82724. private _poseSet;
  82725. /**
  82726. * If the rig cameras be used as parent instead of this camera.
  82727. */
  82728. rigParenting: boolean;
  82729. private _lightOnControllers;
  82730. private _defaultHeight?;
  82731. /**
  82732. * Instantiates a WebVRFreeCamera.
  82733. * @param name The name of the WebVRFreeCamera
  82734. * @param position The starting anchor position for the camera
  82735. * @param scene The scene the camera belongs to
  82736. * @param webVROptions a set of customizable options for the webVRCamera
  82737. */
  82738. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  82739. /**
  82740. * Gets the device distance from the ground in meters.
  82741. * @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.
  82742. */
  82743. deviceDistanceToRoomGround(): number;
  82744. /**
  82745. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  82746. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  82747. */
  82748. useStandingMatrix(callback?: (bool: boolean) => void): void;
  82749. /**
  82750. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  82751. * @returns A promise with a boolean set to if the standing matrix is supported.
  82752. */
  82753. useStandingMatrixAsync(): Promise<boolean>;
  82754. /**
  82755. * Disposes the camera
  82756. */
  82757. dispose(): void;
  82758. /**
  82759. * Gets a vrController by name.
  82760. * @param name The name of the controller to retreive
  82761. * @returns the controller matching the name specified or null if not found
  82762. */
  82763. getControllerByName(name: string): Nullable<WebVRController>;
  82764. private _leftController;
  82765. /**
  82766. * The controller corresponding to the users left hand.
  82767. */
  82768. readonly leftController: Nullable<WebVRController>;
  82769. private _rightController;
  82770. /**
  82771. * The controller corresponding to the users right hand.
  82772. */
  82773. readonly rightController: Nullable<WebVRController>;
  82774. /**
  82775. * Casts a ray forward from the vrCamera's gaze.
  82776. * @param length Length of the ray (default: 100)
  82777. * @returns the ray corresponding to the gaze
  82778. */
  82779. getForwardRay(length?: number): Ray;
  82780. /**
  82781. * @hidden
  82782. * Updates the camera based on device's frame data
  82783. */
  82784. _checkInputs(): void;
  82785. /**
  82786. * Updates the poseControlled values based on the input device pose.
  82787. * @param poseData Pose coming from the device
  82788. */
  82789. updateFromDevice(poseData: DevicePose): void;
  82790. private _htmlElementAttached;
  82791. private _detachIfAttached;
  82792. /**
  82793. * WebVR's attach control will start broadcasting frames to the device.
  82794. * Note that in certain browsers (chrome for example) this function must be called
  82795. * within a user-interaction callback. Example:
  82796. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  82797. *
  82798. * @param element html element to attach the vrDevice to
  82799. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  82800. */
  82801. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  82802. /**
  82803. * Detaches the camera from the html element and disables VR
  82804. *
  82805. * @param element html element to detach from
  82806. */
  82807. detachControl(element: HTMLElement): void;
  82808. /**
  82809. * @returns the name of this class
  82810. */
  82811. getClassName(): string;
  82812. /**
  82813. * Calls resetPose on the vrDisplay
  82814. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  82815. */
  82816. resetToCurrentRotation(): void;
  82817. /**
  82818. * @hidden
  82819. * Updates the rig cameras (left and right eye)
  82820. */
  82821. _updateRigCameras(): void;
  82822. private _workingVector;
  82823. private _oneVector;
  82824. private _workingMatrix;
  82825. private updateCacheCalled;
  82826. private _correctPositionIfNotTrackPosition;
  82827. /**
  82828. * @hidden
  82829. * Updates the cached values of the camera
  82830. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  82831. */
  82832. _updateCache(ignoreParentClass?: boolean): void;
  82833. /**
  82834. * @hidden
  82835. * Get current device position in babylon world
  82836. */
  82837. _computeDevicePosition(): void;
  82838. /**
  82839. * Updates the current device position and rotation in the babylon world
  82840. */
  82841. update(): void;
  82842. /**
  82843. * @hidden
  82844. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  82845. * @returns an identity matrix
  82846. */
  82847. _getViewMatrix(): Matrix;
  82848. private _tmpMatrix;
  82849. /**
  82850. * This function is called by the two RIG cameras.
  82851. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  82852. * @hidden
  82853. */
  82854. _getWebVRViewMatrix(): Matrix;
  82855. /** @hidden */
  82856. _getWebVRProjectionMatrix(): Matrix;
  82857. private _onGamepadConnectedObserver;
  82858. private _onGamepadDisconnectedObserver;
  82859. private _updateCacheWhenTrackingDisabledObserver;
  82860. /**
  82861. * Initializes the controllers and their meshes
  82862. */
  82863. initControllers(): void;
  82864. }
  82865. }
  82866. declare module BABYLON {
  82867. /**
  82868. * Size options for a post process
  82869. */
  82870. export type PostProcessOptions = {
  82871. width: number;
  82872. height: number;
  82873. };
  82874. /**
  82875. * PostProcess can be used to apply a shader to a texture after it has been rendered
  82876. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  82877. */
  82878. export class PostProcess {
  82879. /** Name of the PostProcess. */
  82880. name: string;
  82881. /**
  82882. * Gets or sets the unique id of the post process
  82883. */
  82884. uniqueId: number;
  82885. /**
  82886. * Width of the texture to apply the post process on
  82887. */
  82888. width: number;
  82889. /**
  82890. * Height of the texture to apply the post process on
  82891. */
  82892. height: number;
  82893. /**
  82894. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  82895. * @hidden
  82896. */
  82897. _outputTexture: Nullable<InternalTexture>;
  82898. /**
  82899. * Sampling mode used by the shader
  82900. * See https://doc.babylonjs.com/classes/3.1/texture
  82901. */
  82902. renderTargetSamplingMode: number;
  82903. /**
  82904. * Clear color to use when screen clearing
  82905. */
  82906. clearColor: Color4;
  82907. /**
  82908. * If the buffer needs to be cleared before applying the post process. (default: true)
  82909. * Should be set to false if shader will overwrite all previous pixels.
  82910. */
  82911. autoClear: boolean;
  82912. /**
  82913. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  82914. */
  82915. alphaMode: number;
  82916. /**
  82917. * Sets the setAlphaBlendConstants of the babylon engine
  82918. */
  82919. alphaConstants: Color4;
  82920. /**
  82921. * Animations to be used for the post processing
  82922. */
  82923. animations: Animation[];
  82924. /**
  82925. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  82926. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  82927. */
  82928. enablePixelPerfectMode: boolean;
  82929. /**
  82930. * Force the postprocess to be applied without taking in account viewport
  82931. */
  82932. forceFullscreenViewport: boolean;
  82933. /**
  82934. * List of inspectable custom properties (used by the Inspector)
  82935. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  82936. */
  82937. inspectableCustomProperties: IInspectable[];
  82938. /**
  82939. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  82940. *
  82941. * | Value | Type | Description |
  82942. * | ----- | ----------------------------------- | ----------- |
  82943. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  82944. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  82945. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  82946. *
  82947. */
  82948. scaleMode: number;
  82949. /**
  82950. * Force textures to be a power of two (default: false)
  82951. */
  82952. alwaysForcePOT: boolean;
  82953. private _samples;
  82954. /**
  82955. * Number of sample textures (default: 1)
  82956. */
  82957. samples: number;
  82958. /**
  82959. * Modify the scale of the post process to be the same as the viewport (default: false)
  82960. */
  82961. adaptScaleToCurrentViewport: boolean;
  82962. private _camera;
  82963. private _scene;
  82964. private _engine;
  82965. private _options;
  82966. private _reusable;
  82967. private _textureType;
  82968. /**
  82969. * Smart array of input and output textures for the post process.
  82970. * @hidden
  82971. */
  82972. _textures: SmartArray<InternalTexture>;
  82973. /**
  82974. * The index in _textures that corresponds to the output texture.
  82975. * @hidden
  82976. */
  82977. _currentRenderTextureInd: number;
  82978. private _effect;
  82979. private _samplers;
  82980. private _fragmentUrl;
  82981. private _vertexUrl;
  82982. private _parameters;
  82983. private _scaleRatio;
  82984. protected _indexParameters: any;
  82985. private _shareOutputWithPostProcess;
  82986. private _texelSize;
  82987. private _forcedOutputTexture;
  82988. /**
  82989. * Returns the fragment url or shader name used in the post process.
  82990. * @returns the fragment url or name in the shader store.
  82991. */
  82992. getEffectName(): string;
  82993. /**
  82994. * An event triggered when the postprocess is activated.
  82995. */
  82996. onActivateObservable: Observable<Camera>;
  82997. private _onActivateObserver;
  82998. /**
  82999. * A function that is added to the onActivateObservable
  83000. */
  83001. onActivate: Nullable<(camera: Camera) => void>;
  83002. /**
  83003. * An event triggered when the postprocess changes its size.
  83004. */
  83005. onSizeChangedObservable: Observable<PostProcess>;
  83006. private _onSizeChangedObserver;
  83007. /**
  83008. * A function that is added to the onSizeChangedObservable
  83009. */
  83010. onSizeChanged: (postProcess: PostProcess) => void;
  83011. /**
  83012. * An event triggered when the postprocess applies its effect.
  83013. */
  83014. onApplyObservable: Observable<Effect>;
  83015. private _onApplyObserver;
  83016. /**
  83017. * A function that is added to the onApplyObservable
  83018. */
  83019. onApply: (effect: Effect) => void;
  83020. /**
  83021. * An event triggered before rendering the postprocess
  83022. */
  83023. onBeforeRenderObservable: Observable<Effect>;
  83024. private _onBeforeRenderObserver;
  83025. /**
  83026. * A function that is added to the onBeforeRenderObservable
  83027. */
  83028. onBeforeRender: (effect: Effect) => void;
  83029. /**
  83030. * An event triggered after rendering the postprocess
  83031. */
  83032. onAfterRenderObservable: Observable<Effect>;
  83033. private _onAfterRenderObserver;
  83034. /**
  83035. * A function that is added to the onAfterRenderObservable
  83036. */
  83037. onAfterRender: (efect: Effect) => void;
  83038. /**
  83039. * 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
  83040. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  83041. */
  83042. inputTexture: InternalTexture;
  83043. /**
  83044. * Gets the camera which post process is applied to.
  83045. * @returns The camera the post process is applied to.
  83046. */
  83047. getCamera(): Camera;
  83048. /**
  83049. * Gets the texel size of the postprocess.
  83050. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  83051. */
  83052. readonly texelSize: Vector2;
  83053. /**
  83054. * Creates a new instance PostProcess
  83055. * @param name The name of the PostProcess.
  83056. * @param fragmentUrl The url of the fragment shader to be used.
  83057. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  83058. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  83059. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  83060. * @param camera The camera to apply the render pass to.
  83061. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  83062. * @param engine The engine which the post process will be applied. (default: current engine)
  83063. * @param reusable If the post process can be reused on the same frame. (default: false)
  83064. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  83065. * @param textureType Type of textures used when performing the post process. (default: 0)
  83066. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  83067. * @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
  83068. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  83069. */
  83070. constructor(
  83071. /** Name of the PostProcess. */
  83072. 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);
  83073. /**
  83074. * Gets a string idenfifying the name of the class
  83075. * @returns "PostProcess" string
  83076. */
  83077. getClassName(): string;
  83078. /**
  83079. * Gets the engine which this post process belongs to.
  83080. * @returns The engine the post process was enabled with.
  83081. */
  83082. getEngine(): Engine;
  83083. /**
  83084. * The effect that is created when initializing the post process.
  83085. * @returns The created effect corresponding the the postprocess.
  83086. */
  83087. getEffect(): Effect;
  83088. /**
  83089. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  83090. * @param postProcess The post process to share the output with.
  83091. * @returns This post process.
  83092. */
  83093. shareOutputWith(postProcess: PostProcess): PostProcess;
  83094. /**
  83095. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  83096. * This should be called if the post process that shares output with this post process is disabled/disposed.
  83097. */
  83098. useOwnOutput(): void;
  83099. /**
  83100. * Updates the effect with the current post process compile time values and recompiles the shader.
  83101. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  83102. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  83103. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  83104. * @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
  83105. * @param onCompiled Called when the shader has been compiled.
  83106. * @param onError Called if there is an error when compiling a shader.
  83107. */
  83108. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83109. /**
  83110. * The post process is reusable if it can be used multiple times within one frame.
  83111. * @returns If the post process is reusable
  83112. */
  83113. isReusable(): boolean;
  83114. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  83115. markTextureDirty(): void;
  83116. /**
  83117. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  83118. * 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.
  83119. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  83120. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  83121. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  83122. * @returns The target texture that was bound to be written to.
  83123. */
  83124. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  83125. /**
  83126. * If the post process is supported.
  83127. */
  83128. readonly isSupported: boolean;
  83129. /**
  83130. * The aspect ratio of the output texture.
  83131. */
  83132. readonly aspectRatio: number;
  83133. /**
  83134. * Get a value indicating if the post-process is ready to be used
  83135. * @returns true if the post-process is ready (shader is compiled)
  83136. */
  83137. isReady(): boolean;
  83138. /**
  83139. * Binds all textures and uniforms to the shader, this will be run on every pass.
  83140. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  83141. */
  83142. apply(): Nullable<Effect>;
  83143. private _disposeTextures;
  83144. /**
  83145. * Disposes the post process.
  83146. * @param camera The camera to dispose the post process on.
  83147. */
  83148. dispose(camera?: Camera): void;
  83149. }
  83150. }
  83151. declare module BABYLON {
  83152. /** @hidden */
  83153. export var kernelBlurVaryingDeclaration: {
  83154. name: string;
  83155. shader: string;
  83156. };
  83157. }
  83158. declare module BABYLON {
  83159. /** @hidden */
  83160. export var kernelBlurFragment: {
  83161. name: string;
  83162. shader: string;
  83163. };
  83164. }
  83165. declare module BABYLON {
  83166. /** @hidden */
  83167. export var kernelBlurFragment2: {
  83168. name: string;
  83169. shader: string;
  83170. };
  83171. }
  83172. declare module BABYLON {
  83173. /** @hidden */
  83174. export var kernelBlurPixelShader: {
  83175. name: string;
  83176. shader: string;
  83177. };
  83178. }
  83179. declare module BABYLON {
  83180. /** @hidden */
  83181. export var kernelBlurVertex: {
  83182. name: string;
  83183. shader: string;
  83184. };
  83185. }
  83186. declare module BABYLON {
  83187. /** @hidden */
  83188. export var kernelBlurVertexShader: {
  83189. name: string;
  83190. shader: string;
  83191. };
  83192. }
  83193. declare module BABYLON {
  83194. /**
  83195. * The Blur Post Process which blurs an image based on a kernel and direction.
  83196. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  83197. */
  83198. export class BlurPostProcess extends PostProcess {
  83199. /** The direction in which to blur the image. */
  83200. direction: Vector2;
  83201. private blockCompilation;
  83202. protected _kernel: number;
  83203. protected _idealKernel: number;
  83204. protected _packedFloat: boolean;
  83205. private _staticDefines;
  83206. /**
  83207. * Sets the length in pixels of the blur sample region
  83208. */
  83209. /**
  83210. * Gets the length in pixels of the blur sample region
  83211. */
  83212. kernel: number;
  83213. /**
  83214. * Sets wether or not the blur needs to unpack/repack floats
  83215. */
  83216. /**
  83217. * Gets wether or not the blur is unpacking/repacking floats
  83218. */
  83219. packedFloat: boolean;
  83220. /**
  83221. * Creates a new instance BlurPostProcess
  83222. * @param name The name of the effect.
  83223. * @param direction The direction in which to blur the image.
  83224. * @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.
  83225. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  83226. * @param camera The camera to apply the render pass to.
  83227. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  83228. * @param engine The engine which the post process will be applied. (default: current engine)
  83229. * @param reusable If the post process can be reused on the same frame. (default: false)
  83230. * @param textureType Type of textures used when performing the post process. (default: 0)
  83231. * @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)
  83232. */
  83233. constructor(name: string,
  83234. /** The direction in which to blur the image. */
  83235. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  83236. /**
  83237. * Updates the effect with the current post process compile time values and recompiles the shader.
  83238. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  83239. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  83240. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  83241. * @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
  83242. * @param onCompiled Called when the shader has been compiled.
  83243. * @param onError Called if there is an error when compiling a shader.
  83244. */
  83245. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83246. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83247. /**
  83248. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  83249. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  83250. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  83251. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  83252. * The gaps between physical kernels are compensated for in the weighting of the samples
  83253. * @param idealKernel Ideal blur kernel.
  83254. * @return Nearest best kernel.
  83255. */
  83256. protected _nearestBestKernel(idealKernel: number): number;
  83257. /**
  83258. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  83259. * @param x The point on the Gaussian distribution to sample.
  83260. * @return the value of the Gaussian function at x.
  83261. */
  83262. protected _gaussianWeight(x: number): number;
  83263. /**
  83264. * Generates a string that can be used as a floating point number in GLSL.
  83265. * @param x Value to print.
  83266. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  83267. * @return GLSL float string.
  83268. */
  83269. protected _glslFloat(x: number, decimalFigures?: number): string;
  83270. }
  83271. }
  83272. declare module BABYLON {
  83273. /**
  83274. * Mirror texture can be used to simulate the view from a mirror in a scene.
  83275. * It will dynamically be rendered every frame to adapt to the camera point of view.
  83276. * You can then easily use it as a reflectionTexture on a flat surface.
  83277. * In case the surface is not a plane, please consider relying on reflection probes.
  83278. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83279. */
  83280. export class MirrorTexture extends RenderTargetTexture {
  83281. private scene;
  83282. /**
  83283. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  83284. * 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.
  83285. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83286. */
  83287. mirrorPlane: Plane;
  83288. /**
  83289. * Define the blur ratio used to blur the reflection if needed.
  83290. */
  83291. blurRatio: number;
  83292. /**
  83293. * Define the adaptive blur kernel used to blur the reflection if needed.
  83294. * This will autocompute the closest best match for the `blurKernel`
  83295. */
  83296. adaptiveBlurKernel: number;
  83297. /**
  83298. * Define the blur kernel used to blur the reflection if needed.
  83299. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83300. */
  83301. blurKernel: number;
  83302. /**
  83303. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  83304. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83305. */
  83306. blurKernelX: number;
  83307. /**
  83308. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  83309. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83310. */
  83311. blurKernelY: number;
  83312. private _autoComputeBlurKernel;
  83313. protected _onRatioRescale(): void;
  83314. private _updateGammaSpace;
  83315. private _imageProcessingConfigChangeObserver;
  83316. private _transformMatrix;
  83317. private _mirrorMatrix;
  83318. private _savedViewMatrix;
  83319. private _blurX;
  83320. private _blurY;
  83321. private _adaptiveBlurKernel;
  83322. private _blurKernelX;
  83323. private _blurKernelY;
  83324. private _blurRatio;
  83325. /**
  83326. * Instantiates a Mirror Texture.
  83327. * Mirror texture can be used to simulate the view from a mirror in a scene.
  83328. * It will dynamically be rendered every frame to adapt to the camera point of view.
  83329. * You can then easily use it as a reflectionTexture on a flat surface.
  83330. * In case the surface is not a plane, please consider relying on reflection probes.
  83331. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83332. * @param name
  83333. * @param size
  83334. * @param scene
  83335. * @param generateMipMaps
  83336. * @param type
  83337. * @param samplingMode
  83338. * @param generateDepthBuffer
  83339. */
  83340. constructor(name: string, size: number | {
  83341. width: number;
  83342. height: number;
  83343. } | {
  83344. ratio: number;
  83345. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  83346. private _preparePostProcesses;
  83347. /**
  83348. * Clone the mirror texture.
  83349. * @returns the cloned texture
  83350. */
  83351. clone(): MirrorTexture;
  83352. /**
  83353. * Serialize the texture to a JSON representation you could use in Parse later on
  83354. * @returns the serialized JSON representation
  83355. */
  83356. serialize(): any;
  83357. /**
  83358. * Dispose the texture and release its associated resources.
  83359. */
  83360. dispose(): void;
  83361. }
  83362. }
  83363. declare module BABYLON {
  83364. /**
  83365. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  83366. * @see http://doc.babylonjs.com/babylon101/materials#texture
  83367. */
  83368. export class Texture extends BaseTexture {
  83369. /**
  83370. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  83371. */
  83372. static SerializeBuffers: boolean;
  83373. /** @hidden */
  83374. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  83375. /** @hidden */
  83376. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  83377. /** @hidden */
  83378. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  83379. /** nearest is mag = nearest and min = nearest and mip = linear */
  83380. static readonly NEAREST_SAMPLINGMODE: number;
  83381. /** nearest is mag = nearest and min = nearest and mip = linear */
  83382. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  83383. /** Bilinear is mag = linear and min = linear and mip = nearest */
  83384. static readonly BILINEAR_SAMPLINGMODE: number;
  83385. /** Bilinear is mag = linear and min = linear and mip = nearest */
  83386. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  83387. /** Trilinear is mag = linear and min = linear and mip = linear */
  83388. static readonly TRILINEAR_SAMPLINGMODE: number;
  83389. /** Trilinear is mag = linear and min = linear and mip = linear */
  83390. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  83391. /** mag = nearest and min = nearest and mip = nearest */
  83392. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  83393. /** mag = nearest and min = linear and mip = nearest */
  83394. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  83395. /** mag = nearest and min = linear and mip = linear */
  83396. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  83397. /** mag = nearest and min = linear and mip = none */
  83398. static readonly NEAREST_LINEAR: number;
  83399. /** mag = nearest and min = nearest and mip = none */
  83400. static readonly NEAREST_NEAREST: number;
  83401. /** mag = linear and min = nearest and mip = nearest */
  83402. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  83403. /** mag = linear and min = nearest and mip = linear */
  83404. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  83405. /** mag = linear and min = linear and mip = none */
  83406. static readonly LINEAR_LINEAR: number;
  83407. /** mag = linear and min = nearest and mip = none */
  83408. static readonly LINEAR_NEAREST: number;
  83409. /** Explicit coordinates mode */
  83410. static readonly EXPLICIT_MODE: number;
  83411. /** Spherical coordinates mode */
  83412. static readonly SPHERICAL_MODE: number;
  83413. /** Planar coordinates mode */
  83414. static readonly PLANAR_MODE: number;
  83415. /** Cubic coordinates mode */
  83416. static readonly CUBIC_MODE: number;
  83417. /** Projection coordinates mode */
  83418. static readonly PROJECTION_MODE: number;
  83419. /** Inverse Cubic coordinates mode */
  83420. static readonly SKYBOX_MODE: number;
  83421. /** Inverse Cubic coordinates mode */
  83422. static readonly INVCUBIC_MODE: number;
  83423. /** Equirectangular coordinates mode */
  83424. static readonly EQUIRECTANGULAR_MODE: number;
  83425. /** Equirectangular Fixed coordinates mode */
  83426. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  83427. /** Equirectangular Fixed Mirrored coordinates mode */
  83428. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  83429. /** Texture is not repeating outside of 0..1 UVs */
  83430. static readonly CLAMP_ADDRESSMODE: number;
  83431. /** Texture is repeating outside of 0..1 UVs */
  83432. static readonly WRAP_ADDRESSMODE: number;
  83433. /** Texture is repeating and mirrored */
  83434. static readonly MIRROR_ADDRESSMODE: number;
  83435. /**
  83436. * 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
  83437. */
  83438. static UseSerializedUrlIfAny: boolean;
  83439. /**
  83440. * Define the url of the texture.
  83441. */
  83442. url: Nullable<string>;
  83443. /**
  83444. * Define an offset on the texture to offset the u coordinates of the UVs
  83445. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  83446. */
  83447. uOffset: number;
  83448. /**
  83449. * Define an offset on the texture to offset the v coordinates of the UVs
  83450. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  83451. */
  83452. vOffset: number;
  83453. /**
  83454. * Define an offset on the texture to scale the u coordinates of the UVs
  83455. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  83456. */
  83457. uScale: number;
  83458. /**
  83459. * Define an offset on the texture to scale the v coordinates of the UVs
  83460. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  83461. */
  83462. vScale: number;
  83463. /**
  83464. * Define an offset on the texture to rotate around the u coordinates of the UVs
  83465. * @see http://doc.babylonjs.com/how_to/more_materials
  83466. */
  83467. uAng: number;
  83468. /**
  83469. * Define an offset on the texture to rotate around the v coordinates of the UVs
  83470. * @see http://doc.babylonjs.com/how_to/more_materials
  83471. */
  83472. vAng: number;
  83473. /**
  83474. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  83475. * @see http://doc.babylonjs.com/how_to/more_materials
  83476. */
  83477. wAng: number;
  83478. /**
  83479. * Defines the center of rotation (U)
  83480. */
  83481. uRotationCenter: number;
  83482. /**
  83483. * Defines the center of rotation (V)
  83484. */
  83485. vRotationCenter: number;
  83486. /**
  83487. * Defines the center of rotation (W)
  83488. */
  83489. wRotationCenter: number;
  83490. /**
  83491. * Are mip maps generated for this texture or not.
  83492. */
  83493. readonly noMipmap: boolean;
  83494. /**
  83495. * List of inspectable custom properties (used by the Inspector)
  83496. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83497. */
  83498. inspectableCustomProperties: Nullable<IInspectable[]>;
  83499. private _noMipmap;
  83500. /** @hidden */
  83501. _invertY: boolean;
  83502. private _rowGenerationMatrix;
  83503. private _cachedTextureMatrix;
  83504. private _projectionModeMatrix;
  83505. private _t0;
  83506. private _t1;
  83507. private _t2;
  83508. private _cachedUOffset;
  83509. private _cachedVOffset;
  83510. private _cachedUScale;
  83511. private _cachedVScale;
  83512. private _cachedUAng;
  83513. private _cachedVAng;
  83514. private _cachedWAng;
  83515. private _cachedProjectionMatrixId;
  83516. private _cachedCoordinatesMode;
  83517. /** @hidden */
  83518. protected _initialSamplingMode: number;
  83519. /** @hidden */
  83520. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  83521. private _deleteBuffer;
  83522. protected _format: Nullable<number>;
  83523. private _delayedOnLoad;
  83524. private _delayedOnError;
  83525. private _mimeType?;
  83526. /**
  83527. * Observable triggered once the texture has been loaded.
  83528. */
  83529. onLoadObservable: Observable<Texture>;
  83530. protected _isBlocking: boolean;
  83531. /**
  83532. * Is the texture preventing material to render while loading.
  83533. * If false, a default texture will be used instead of the loading one during the preparation step.
  83534. */
  83535. isBlocking: boolean;
  83536. /**
  83537. * Get the current sampling mode associated with the texture.
  83538. */
  83539. readonly samplingMode: number;
  83540. /**
  83541. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  83542. */
  83543. readonly invertY: boolean;
  83544. /**
  83545. * Instantiates a new texture.
  83546. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  83547. * @see http://doc.babylonjs.com/babylon101/materials#texture
  83548. * @param url defines the url of the picture to load as a texture
  83549. * @param scene defines the scene or engine the texture will belong to
  83550. * @param noMipmap defines if the texture will require mip maps or not
  83551. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  83552. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  83553. * @param onLoad defines a callback triggered when the texture has been loaded
  83554. * @param onError defines a callback triggered when an error occurred during the loading session
  83555. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  83556. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  83557. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  83558. * @param mimeType defines an optional mime type information
  83559. */
  83560. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | ThinEngine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, deleteBuffer?: boolean, format?: number, mimeType?: string);
  83561. /**
  83562. * Update the url (and optional buffer) of this texture if url was null during construction.
  83563. * @param url the url of the texture
  83564. * @param buffer the buffer of the texture (defaults to null)
  83565. * @param onLoad callback called when the texture is loaded (defaults to null)
  83566. */
  83567. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  83568. /**
  83569. * Finish the loading sequence of a texture flagged as delayed load.
  83570. * @hidden
  83571. */
  83572. delayLoad(): void;
  83573. private _prepareRowForTextureGeneration;
  83574. /**
  83575. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  83576. * @returns the transform matrix of the texture.
  83577. */
  83578. getTextureMatrix(): Matrix;
  83579. /**
  83580. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  83581. * @returns The reflection texture transform
  83582. */
  83583. getReflectionTextureMatrix(): Matrix;
  83584. /**
  83585. * Clones the texture.
  83586. * @returns the cloned texture
  83587. */
  83588. clone(): Texture;
  83589. /**
  83590. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  83591. * @returns The JSON representation of the texture
  83592. */
  83593. serialize(): any;
  83594. /**
  83595. * Get the current class name of the texture useful for serialization or dynamic coding.
  83596. * @returns "Texture"
  83597. */
  83598. getClassName(): string;
  83599. /**
  83600. * Dispose the texture and release its associated resources.
  83601. */
  83602. dispose(): void;
  83603. /**
  83604. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  83605. * @param parsedTexture Define the JSON representation of the texture
  83606. * @param scene Define the scene the parsed texture should be instantiated in
  83607. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  83608. * @returns The parsed texture if successful
  83609. */
  83610. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  83611. /**
  83612. * Creates a texture from its base 64 representation.
  83613. * @param data Define the base64 payload without the data: prefix
  83614. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  83615. * @param scene Define the scene the texture should belong to
  83616. * @param noMipmap Forces the texture to not create mip map information if true
  83617. * @param invertY define if the texture needs to be inverted on the y axis during loading
  83618. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  83619. * @param onLoad define a callback triggered when the texture has been loaded
  83620. * @param onError define a callback triggered when an error occurred during the loading session
  83621. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  83622. * @returns the created texture
  83623. */
  83624. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  83625. /**
  83626. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  83627. * @param data Define the base64 payload without the data: prefix
  83628. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  83629. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  83630. * @param scene Define the scene the texture should belong to
  83631. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  83632. * @param noMipmap Forces the texture to not create mip map information if true
  83633. * @param invertY define if the texture needs to be inverted on the y axis during loading
  83634. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  83635. * @param onLoad define a callback triggered when the texture has been loaded
  83636. * @param onError define a callback triggered when an error occurred during the loading session
  83637. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  83638. * @returns the created texture
  83639. */
  83640. 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;
  83641. }
  83642. }
  83643. declare module BABYLON {
  83644. /**
  83645. * PostProcessManager is used to manage one or more post processes or post process pipelines
  83646. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  83647. */
  83648. export class PostProcessManager {
  83649. private _scene;
  83650. private _indexBuffer;
  83651. private _vertexBuffers;
  83652. /**
  83653. * Creates a new instance PostProcess
  83654. * @param scene The scene that the post process is associated with.
  83655. */
  83656. constructor(scene: Scene);
  83657. private _prepareBuffers;
  83658. private _buildIndexBuffer;
  83659. /**
  83660. * Rebuilds the vertex buffers of the manager.
  83661. * @hidden
  83662. */
  83663. _rebuild(): void;
  83664. /**
  83665. * Prepares a frame to be run through a post process.
  83666. * @param sourceTexture The input texture to the post procesess. (default: null)
  83667. * @param postProcesses An array of post processes to be run. (default: null)
  83668. * @returns True if the post processes were able to be run.
  83669. * @hidden
  83670. */
  83671. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  83672. /**
  83673. * Manually render a set of post processes to a texture.
  83674. * @param postProcesses An array of post processes to be run.
  83675. * @param targetTexture The target texture to render to.
  83676. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  83677. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  83678. * @param lodLevel defines which lod of the texture to render to
  83679. */
  83680. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  83681. /**
  83682. * Finalize the result of the output of the postprocesses.
  83683. * @param doNotPresent If true the result will not be displayed to the screen.
  83684. * @param targetTexture The target texture to render to.
  83685. * @param faceIndex The index of the face to bind the target texture to.
  83686. * @param postProcesses The array of post processes to render.
  83687. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  83688. * @hidden
  83689. */
  83690. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  83691. /**
  83692. * Disposes of the post process manager.
  83693. */
  83694. dispose(): void;
  83695. }
  83696. }
  83697. declare module BABYLON {
  83698. /** Interface used by value gradients (color, factor, ...) */
  83699. export interface IValueGradient {
  83700. /**
  83701. * Gets or sets the gradient value (between 0 and 1)
  83702. */
  83703. gradient: number;
  83704. }
  83705. /** Class used to store color4 gradient */
  83706. export class ColorGradient implements IValueGradient {
  83707. /**
  83708. * Gets or sets the gradient value (between 0 and 1)
  83709. */
  83710. gradient: number;
  83711. /**
  83712. * Gets or sets first associated color
  83713. */
  83714. color1: Color4;
  83715. /**
  83716. * Gets or sets second associated color
  83717. */
  83718. color2?: Color4;
  83719. /**
  83720. * Will get a color picked randomly between color1 and color2.
  83721. * If color2 is undefined then color1 will be used
  83722. * @param result defines the target Color4 to store the result in
  83723. */
  83724. getColorToRef(result: Color4): void;
  83725. }
  83726. /** Class used to store color 3 gradient */
  83727. export class Color3Gradient implements IValueGradient {
  83728. /**
  83729. * Gets or sets the gradient value (between 0 and 1)
  83730. */
  83731. gradient: number;
  83732. /**
  83733. * Gets or sets the associated color
  83734. */
  83735. color: Color3;
  83736. }
  83737. /** Class used to store factor gradient */
  83738. export class FactorGradient implements IValueGradient {
  83739. /**
  83740. * Gets or sets the gradient value (between 0 and 1)
  83741. */
  83742. gradient: number;
  83743. /**
  83744. * Gets or sets first associated factor
  83745. */
  83746. factor1: number;
  83747. /**
  83748. * Gets or sets second associated factor
  83749. */
  83750. factor2?: number;
  83751. /**
  83752. * Will get a number picked randomly between factor1 and factor2.
  83753. * If factor2 is undefined then factor1 will be used
  83754. * @returns the picked number
  83755. */
  83756. getFactor(): number;
  83757. }
  83758. /**
  83759. * Helper used to simplify some generic gradient tasks
  83760. */
  83761. export class GradientHelper {
  83762. /**
  83763. * Gets the current gradient from an array of IValueGradient
  83764. * @param ratio defines the current ratio to get
  83765. * @param gradients defines the array of IValueGradient
  83766. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  83767. */
  83768. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  83769. }
  83770. }
  83771. declare module BABYLON {
  83772. interface ThinEngine {
  83773. /**
  83774. * Creates a dynamic texture
  83775. * @param width defines the width of the texture
  83776. * @param height defines the height of the texture
  83777. * @param generateMipMaps defines if the engine should generate the mip levels
  83778. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  83779. * @returns the dynamic texture inside an InternalTexture
  83780. */
  83781. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  83782. /**
  83783. * Update the content of a dynamic texture
  83784. * @param texture defines the texture to update
  83785. * @param canvas defines the canvas containing the source
  83786. * @param invertY defines if data must be stored with Y axis inverted
  83787. * @param premulAlpha defines if alpha is stored as premultiplied
  83788. * @param format defines the format of the data
  83789. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  83790. */
  83791. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  83792. }
  83793. }
  83794. declare module BABYLON {
  83795. /**
  83796. * Helper class used to generate a canvas to manipulate images
  83797. */
  83798. export class CanvasGenerator {
  83799. /**
  83800. * Create a new canvas (or offscreen canvas depending on the context)
  83801. * @param width defines the expected width
  83802. * @param height defines the expected height
  83803. * @return a new canvas or offscreen canvas
  83804. */
  83805. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  83806. }
  83807. }
  83808. declare module BABYLON {
  83809. /**
  83810. * A class extending Texture allowing drawing on a texture
  83811. * @see http://doc.babylonjs.com/how_to/dynamictexture
  83812. */
  83813. export class DynamicTexture extends Texture {
  83814. private _generateMipMaps;
  83815. private _canvas;
  83816. private _context;
  83817. private _engine;
  83818. /**
  83819. * Creates a DynamicTexture
  83820. * @param name defines the name of the texture
  83821. * @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
  83822. * @param scene defines the scene where you want the texture
  83823. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  83824. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  83825. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  83826. */
  83827. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  83828. /**
  83829. * Get the current class name of the texture useful for serialization or dynamic coding.
  83830. * @returns "DynamicTexture"
  83831. */
  83832. getClassName(): string;
  83833. /**
  83834. * Gets the current state of canRescale
  83835. */
  83836. readonly canRescale: boolean;
  83837. private _recreate;
  83838. /**
  83839. * Scales the texture
  83840. * @param ratio the scale factor to apply to both width and height
  83841. */
  83842. scale(ratio: number): void;
  83843. /**
  83844. * Resizes the texture
  83845. * @param width the new width
  83846. * @param height the new height
  83847. */
  83848. scaleTo(width: number, height: number): void;
  83849. /**
  83850. * Gets the context of the canvas used by the texture
  83851. * @returns the canvas context of the dynamic texture
  83852. */
  83853. getContext(): CanvasRenderingContext2D;
  83854. /**
  83855. * Clears the texture
  83856. */
  83857. clear(): void;
  83858. /**
  83859. * Updates the texture
  83860. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  83861. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  83862. */
  83863. update(invertY?: boolean, premulAlpha?: boolean): void;
  83864. /**
  83865. * Draws text onto the texture
  83866. * @param text defines the text to be drawn
  83867. * @param x defines the placement of the text from the left
  83868. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  83869. * @param font defines the font to be used with font-style, font-size, font-name
  83870. * @param color defines the color used for the text
  83871. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  83872. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  83873. * @param update defines whether texture is immediately update (default is true)
  83874. */
  83875. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  83876. /**
  83877. * Clones the texture
  83878. * @returns the clone of the texture.
  83879. */
  83880. clone(): DynamicTexture;
  83881. /**
  83882. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  83883. * @returns a serialized dynamic texture object
  83884. */
  83885. serialize(): any;
  83886. /** @hidden */
  83887. _rebuild(): void;
  83888. }
  83889. }
  83890. declare module BABYLON {
  83891. interface AbstractScene {
  83892. /**
  83893. * The list of procedural textures added to the scene
  83894. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  83895. */
  83896. proceduralTextures: Array<ProceduralTexture>;
  83897. }
  83898. /**
  83899. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  83900. * in a given scene.
  83901. */
  83902. export class ProceduralTextureSceneComponent implements ISceneComponent {
  83903. /**
  83904. * The component name helpfull to identify the component in the list of scene components.
  83905. */
  83906. readonly name: string;
  83907. /**
  83908. * The scene the component belongs to.
  83909. */
  83910. scene: Scene;
  83911. /**
  83912. * Creates a new instance of the component for the given scene
  83913. * @param scene Defines the scene to register the component in
  83914. */
  83915. constructor(scene: Scene);
  83916. /**
  83917. * Registers the component in a given scene
  83918. */
  83919. register(): void;
  83920. /**
  83921. * Rebuilds the elements related to this component in case of
  83922. * context lost for instance.
  83923. */
  83924. rebuild(): void;
  83925. /**
  83926. * Disposes the component and the associated ressources.
  83927. */
  83928. dispose(): void;
  83929. private _beforeClear;
  83930. }
  83931. }
  83932. declare module BABYLON {
  83933. interface ThinEngine {
  83934. /**
  83935. * Creates a new render target cube texture
  83936. * @param size defines the size of the texture
  83937. * @param options defines the options used to create the texture
  83938. * @returns a new render target cube texture stored in an InternalTexture
  83939. */
  83940. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  83941. }
  83942. }
  83943. declare module BABYLON {
  83944. /** @hidden */
  83945. export var proceduralVertexShader: {
  83946. name: string;
  83947. shader: string;
  83948. };
  83949. }
  83950. declare module BABYLON {
  83951. /**
  83952. * 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.
  83953. * This is the base class of any Procedural texture and contains most of the shareable code.
  83954. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  83955. */
  83956. export class ProceduralTexture extends Texture {
  83957. isCube: boolean;
  83958. /**
  83959. * Define if the texture is enabled or not (disabled texture will not render)
  83960. */
  83961. isEnabled: boolean;
  83962. /**
  83963. * Define if the texture must be cleared before rendering (default is true)
  83964. */
  83965. autoClear: boolean;
  83966. /**
  83967. * Callback called when the texture is generated
  83968. */
  83969. onGenerated: () => void;
  83970. /**
  83971. * Event raised when the texture is generated
  83972. */
  83973. onGeneratedObservable: Observable<ProceduralTexture>;
  83974. /** @hidden */
  83975. _generateMipMaps: boolean;
  83976. /** @hidden **/
  83977. _effect: Effect;
  83978. /** @hidden */
  83979. _textures: {
  83980. [key: string]: Texture;
  83981. };
  83982. private _size;
  83983. private _currentRefreshId;
  83984. private _refreshRate;
  83985. private _vertexBuffers;
  83986. private _indexBuffer;
  83987. private _uniforms;
  83988. private _samplers;
  83989. private _fragment;
  83990. private _floats;
  83991. private _ints;
  83992. private _floatsArrays;
  83993. private _colors3;
  83994. private _colors4;
  83995. private _vectors2;
  83996. private _vectors3;
  83997. private _matrices;
  83998. private _fallbackTexture;
  83999. private _fallbackTextureUsed;
  84000. private _engine;
  84001. private _cachedDefines;
  84002. private _contentUpdateId;
  84003. private _contentData;
  84004. /**
  84005. * Instantiates a new procedural texture.
  84006. * 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.
  84007. * This is the base class of any Procedural texture and contains most of the shareable code.
  84008. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84009. * @param name Define the name of the texture
  84010. * @param size Define the size of the texture to create
  84011. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  84012. * @param scene Define the scene the texture belongs to
  84013. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  84014. * @param generateMipMaps Define if the texture should creates mip maps or not
  84015. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  84016. */
  84017. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  84018. /**
  84019. * The effect that is created when initializing the post process.
  84020. * @returns The created effect corresponding the the postprocess.
  84021. */
  84022. getEffect(): Effect;
  84023. /**
  84024. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  84025. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  84026. */
  84027. getContent(): Nullable<ArrayBufferView>;
  84028. private _createIndexBuffer;
  84029. /** @hidden */
  84030. _rebuild(): void;
  84031. /**
  84032. * Resets the texture in order to recreate its associated resources.
  84033. * This can be called in case of context loss
  84034. */
  84035. reset(): void;
  84036. protected _getDefines(): string;
  84037. /**
  84038. * Is the texture ready to be used ? (rendered at least once)
  84039. * @returns true if ready, otherwise, false.
  84040. */
  84041. isReady(): boolean;
  84042. /**
  84043. * Resets the refresh counter of the texture and start bak from scratch.
  84044. * Could be useful to regenerate the texture if it is setup to render only once.
  84045. */
  84046. resetRefreshCounter(): void;
  84047. /**
  84048. * Set the fragment shader to use in order to render the texture.
  84049. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  84050. */
  84051. setFragment(fragment: any): void;
  84052. /**
  84053. * Define the refresh rate of the texture or the rendering frequency.
  84054. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  84055. */
  84056. refreshRate: number;
  84057. /** @hidden */
  84058. _shouldRender(): boolean;
  84059. /**
  84060. * Get the size the texture is rendering at.
  84061. * @returns the size (texture is always squared)
  84062. */
  84063. getRenderSize(): number;
  84064. /**
  84065. * Resize the texture to new value.
  84066. * @param size Define the new size the texture should have
  84067. * @param generateMipMaps Define whether the new texture should create mip maps
  84068. */
  84069. resize(size: number, generateMipMaps: boolean): void;
  84070. private _checkUniform;
  84071. /**
  84072. * Set a texture in the shader program used to render.
  84073. * @param name Define the name of the uniform samplers as defined in the shader
  84074. * @param texture Define the texture to bind to this sampler
  84075. * @return the texture itself allowing "fluent" like uniform updates
  84076. */
  84077. setTexture(name: string, texture: Texture): ProceduralTexture;
  84078. /**
  84079. * Set a float in the shader.
  84080. * @param name Define the name of the uniform as defined in the shader
  84081. * @param value Define the value to give to the uniform
  84082. * @return the texture itself allowing "fluent" like uniform updates
  84083. */
  84084. setFloat(name: string, value: number): ProceduralTexture;
  84085. /**
  84086. * Set a int in the shader.
  84087. * @param name Define the name of the uniform as defined in the shader
  84088. * @param value Define the value to give to the uniform
  84089. * @return the texture itself allowing "fluent" like uniform updates
  84090. */
  84091. setInt(name: string, value: number): ProceduralTexture;
  84092. /**
  84093. * Set an array of floats in the shader.
  84094. * @param name Define the name of the uniform as defined in the shader
  84095. * @param value Define the value to give to the uniform
  84096. * @return the texture itself allowing "fluent" like uniform updates
  84097. */
  84098. setFloats(name: string, value: number[]): ProceduralTexture;
  84099. /**
  84100. * Set a vec3 in the shader from a Color3.
  84101. * @param name Define the name of the uniform as defined in the shader
  84102. * @param value Define the value to give to the uniform
  84103. * @return the texture itself allowing "fluent" like uniform updates
  84104. */
  84105. setColor3(name: string, value: Color3): ProceduralTexture;
  84106. /**
  84107. * Set a vec4 in the shader from a Color4.
  84108. * @param name Define the name of the uniform as defined in the shader
  84109. * @param value Define the value to give to the uniform
  84110. * @return the texture itself allowing "fluent" like uniform updates
  84111. */
  84112. setColor4(name: string, value: Color4): ProceduralTexture;
  84113. /**
  84114. * Set a vec2 in the shader from a Vector2.
  84115. * @param name Define the name of the uniform as defined in the shader
  84116. * @param value Define the value to give to the uniform
  84117. * @return the texture itself allowing "fluent" like uniform updates
  84118. */
  84119. setVector2(name: string, value: Vector2): ProceduralTexture;
  84120. /**
  84121. * Set a vec3 in the shader from a Vector3.
  84122. * @param name Define the name of the uniform as defined in the shader
  84123. * @param value Define the value to give to the uniform
  84124. * @return the texture itself allowing "fluent" like uniform updates
  84125. */
  84126. setVector3(name: string, value: Vector3): ProceduralTexture;
  84127. /**
  84128. * Set a mat4 in the shader from a MAtrix.
  84129. * @param name Define the name of the uniform as defined in the shader
  84130. * @param value Define the value to give to the uniform
  84131. * @return the texture itself allowing "fluent" like uniform updates
  84132. */
  84133. setMatrix(name: string, value: Matrix): ProceduralTexture;
  84134. /**
  84135. * Render the texture to its associated render target.
  84136. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  84137. */
  84138. render(useCameraPostProcess?: boolean): void;
  84139. /**
  84140. * Clone the texture.
  84141. * @returns the cloned texture
  84142. */
  84143. clone(): ProceduralTexture;
  84144. /**
  84145. * Dispose the texture and release its asoociated resources.
  84146. */
  84147. dispose(): void;
  84148. }
  84149. }
  84150. declare module BABYLON {
  84151. /**
  84152. * This represents the base class for particle system in Babylon.
  84153. * 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.
  84154. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  84155. * @example https://doc.babylonjs.com/babylon101/particles
  84156. */
  84157. export class BaseParticleSystem {
  84158. /**
  84159. * Source color is added to the destination color without alpha affecting the result
  84160. */
  84161. static BLENDMODE_ONEONE: number;
  84162. /**
  84163. * Blend current color and particle color using particle’s alpha
  84164. */
  84165. static BLENDMODE_STANDARD: number;
  84166. /**
  84167. * Add current color and particle color multiplied by particle’s alpha
  84168. */
  84169. static BLENDMODE_ADD: number;
  84170. /**
  84171. * Multiply current color with particle color
  84172. */
  84173. static BLENDMODE_MULTIPLY: number;
  84174. /**
  84175. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  84176. */
  84177. static BLENDMODE_MULTIPLYADD: number;
  84178. /**
  84179. * List of animations used by the particle system.
  84180. */
  84181. animations: Animation[];
  84182. /**
  84183. * The id of the Particle system.
  84184. */
  84185. id: string;
  84186. /**
  84187. * The friendly name of the Particle system.
  84188. */
  84189. name: string;
  84190. /**
  84191. * The rendering group used by the Particle system to chose when to render.
  84192. */
  84193. renderingGroupId: number;
  84194. /**
  84195. * The emitter represents the Mesh or position we are attaching the particle system to.
  84196. */
  84197. emitter: Nullable<AbstractMesh | Vector3>;
  84198. /**
  84199. * The maximum number of particles to emit per frame
  84200. */
  84201. emitRate: number;
  84202. /**
  84203. * If you want to launch only a few particles at once, that can be done, as well.
  84204. */
  84205. manualEmitCount: number;
  84206. /**
  84207. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  84208. */
  84209. updateSpeed: number;
  84210. /**
  84211. * The amount of time the particle system is running (depends of the overall update speed).
  84212. */
  84213. targetStopDuration: number;
  84214. /**
  84215. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  84216. */
  84217. disposeOnStop: boolean;
  84218. /**
  84219. * Minimum power of emitting particles.
  84220. */
  84221. minEmitPower: number;
  84222. /**
  84223. * Maximum power of emitting particles.
  84224. */
  84225. maxEmitPower: number;
  84226. /**
  84227. * Minimum life time of emitting particles.
  84228. */
  84229. minLifeTime: number;
  84230. /**
  84231. * Maximum life time of emitting particles.
  84232. */
  84233. maxLifeTime: number;
  84234. /**
  84235. * Minimum Size of emitting particles.
  84236. */
  84237. minSize: number;
  84238. /**
  84239. * Maximum Size of emitting particles.
  84240. */
  84241. maxSize: number;
  84242. /**
  84243. * Minimum scale of emitting particles on X axis.
  84244. */
  84245. minScaleX: number;
  84246. /**
  84247. * Maximum scale of emitting particles on X axis.
  84248. */
  84249. maxScaleX: number;
  84250. /**
  84251. * Minimum scale of emitting particles on Y axis.
  84252. */
  84253. minScaleY: number;
  84254. /**
  84255. * Maximum scale of emitting particles on Y axis.
  84256. */
  84257. maxScaleY: number;
  84258. /**
  84259. * Gets or sets the minimal initial rotation in radians.
  84260. */
  84261. minInitialRotation: number;
  84262. /**
  84263. * Gets or sets the maximal initial rotation in radians.
  84264. */
  84265. maxInitialRotation: number;
  84266. /**
  84267. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  84268. */
  84269. minAngularSpeed: number;
  84270. /**
  84271. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  84272. */
  84273. maxAngularSpeed: number;
  84274. /**
  84275. * The texture used to render each particle. (this can be a spritesheet)
  84276. */
  84277. particleTexture: Nullable<Texture>;
  84278. /**
  84279. * The layer mask we are rendering the particles through.
  84280. */
  84281. layerMask: number;
  84282. /**
  84283. * This can help using your own shader to render the particle system.
  84284. * The according effect will be created
  84285. */
  84286. customShader: any;
  84287. /**
  84288. * By default particle system starts as soon as they are created. This prevents the
  84289. * automatic start to happen and let you decide when to start emitting particles.
  84290. */
  84291. preventAutoStart: boolean;
  84292. private _noiseTexture;
  84293. /**
  84294. * Gets or sets a texture used to add random noise to particle positions
  84295. */
  84296. noiseTexture: Nullable<ProceduralTexture>;
  84297. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  84298. noiseStrength: Vector3;
  84299. /**
  84300. * Callback triggered when the particle animation is ending.
  84301. */
  84302. onAnimationEnd: Nullable<() => void>;
  84303. /**
  84304. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  84305. */
  84306. blendMode: number;
  84307. /**
  84308. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  84309. * to override the particles.
  84310. */
  84311. forceDepthWrite: boolean;
  84312. /** 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 */
  84313. preWarmCycles: number;
  84314. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  84315. preWarmStepOffset: number;
  84316. /**
  84317. * 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)
  84318. */
  84319. spriteCellChangeSpeed: number;
  84320. /**
  84321. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  84322. */
  84323. startSpriteCellID: number;
  84324. /**
  84325. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  84326. */
  84327. endSpriteCellID: number;
  84328. /**
  84329. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  84330. */
  84331. spriteCellWidth: number;
  84332. /**
  84333. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  84334. */
  84335. spriteCellHeight: number;
  84336. /**
  84337. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  84338. */
  84339. spriteRandomStartCell: boolean;
  84340. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  84341. translationPivot: Vector2;
  84342. /** @hidden */
  84343. protected _isAnimationSheetEnabled: boolean;
  84344. /**
  84345. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  84346. */
  84347. beginAnimationOnStart: boolean;
  84348. /**
  84349. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  84350. */
  84351. beginAnimationFrom: number;
  84352. /**
  84353. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  84354. */
  84355. beginAnimationTo: number;
  84356. /**
  84357. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  84358. */
  84359. beginAnimationLoop: boolean;
  84360. /**
  84361. * Gets or sets a world offset applied to all particles
  84362. */
  84363. worldOffset: Vector3;
  84364. /**
  84365. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  84366. */
  84367. isAnimationSheetEnabled: boolean;
  84368. /**
  84369. * Get hosting scene
  84370. * @returns the scene
  84371. */
  84372. getScene(): Scene;
  84373. /**
  84374. * You can use gravity if you want to give an orientation to your particles.
  84375. */
  84376. gravity: Vector3;
  84377. protected _colorGradients: Nullable<Array<ColorGradient>>;
  84378. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  84379. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  84380. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  84381. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  84382. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  84383. protected _dragGradients: Nullable<Array<FactorGradient>>;
  84384. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  84385. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  84386. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  84387. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  84388. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  84389. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  84390. /**
  84391. * Defines the delay in milliseconds before starting the system (0 by default)
  84392. */
  84393. startDelay: number;
  84394. /**
  84395. * Gets the current list of drag gradients.
  84396. * You must use addDragGradient and removeDragGradient to udpate this list
  84397. * @returns the list of drag gradients
  84398. */
  84399. getDragGradients(): Nullable<Array<FactorGradient>>;
  84400. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  84401. limitVelocityDamping: number;
  84402. /**
  84403. * Gets the current list of limit velocity gradients.
  84404. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  84405. * @returns the list of limit velocity gradients
  84406. */
  84407. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  84408. /**
  84409. * Gets the current list of color gradients.
  84410. * You must use addColorGradient and removeColorGradient to udpate this list
  84411. * @returns the list of color gradients
  84412. */
  84413. getColorGradients(): Nullable<Array<ColorGradient>>;
  84414. /**
  84415. * Gets the current list of size gradients.
  84416. * You must use addSizeGradient and removeSizeGradient to udpate this list
  84417. * @returns the list of size gradients
  84418. */
  84419. getSizeGradients(): Nullable<Array<FactorGradient>>;
  84420. /**
  84421. * Gets the current list of color remap gradients.
  84422. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  84423. * @returns the list of color remap gradients
  84424. */
  84425. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  84426. /**
  84427. * Gets the current list of alpha remap gradients.
  84428. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  84429. * @returns the list of alpha remap gradients
  84430. */
  84431. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  84432. /**
  84433. * Gets the current list of life time gradients.
  84434. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  84435. * @returns the list of life time gradients
  84436. */
  84437. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  84438. /**
  84439. * Gets the current list of angular speed gradients.
  84440. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  84441. * @returns the list of angular speed gradients
  84442. */
  84443. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  84444. /**
  84445. * Gets the current list of velocity gradients.
  84446. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  84447. * @returns the list of velocity gradients
  84448. */
  84449. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  84450. /**
  84451. * Gets the current list of start size gradients.
  84452. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  84453. * @returns the list of start size gradients
  84454. */
  84455. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  84456. /**
  84457. * Gets the current list of emit rate gradients.
  84458. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  84459. * @returns the list of emit rate gradients
  84460. */
  84461. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  84462. /**
  84463. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  84464. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84465. */
  84466. direction1: Vector3;
  84467. /**
  84468. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  84469. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84470. */
  84471. direction2: Vector3;
  84472. /**
  84473. * 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.
  84474. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84475. */
  84476. minEmitBox: Vector3;
  84477. /**
  84478. * 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.
  84479. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84480. */
  84481. maxEmitBox: Vector3;
  84482. /**
  84483. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  84484. */
  84485. color1: Color4;
  84486. /**
  84487. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  84488. */
  84489. color2: Color4;
  84490. /**
  84491. * Color the particle will have at the end of its lifetime
  84492. */
  84493. colorDead: Color4;
  84494. /**
  84495. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  84496. */
  84497. textureMask: Color4;
  84498. /**
  84499. * The particle emitter type defines the emitter used by the particle system.
  84500. * It can be for example box, sphere, or cone...
  84501. */
  84502. particleEmitterType: IParticleEmitterType;
  84503. /** @hidden */
  84504. _isSubEmitter: boolean;
  84505. /**
  84506. * Gets or sets the billboard mode to use when isBillboardBased = true.
  84507. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  84508. */
  84509. billboardMode: number;
  84510. protected _isBillboardBased: boolean;
  84511. /**
  84512. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  84513. */
  84514. isBillboardBased: boolean;
  84515. /**
  84516. * The scene the particle system belongs to.
  84517. */
  84518. protected _scene: Scene;
  84519. /**
  84520. * Local cache of defines for image processing.
  84521. */
  84522. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  84523. /**
  84524. * Default configuration related to image processing available in the standard Material.
  84525. */
  84526. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  84527. /**
  84528. * Gets the image processing configuration used either in this material.
  84529. */
  84530. /**
  84531. * Sets the Default image processing configuration used either in the this material.
  84532. *
  84533. * If sets to null, the scene one is in use.
  84534. */
  84535. imageProcessingConfiguration: ImageProcessingConfiguration;
  84536. /**
  84537. * Attaches a new image processing configuration to the Standard Material.
  84538. * @param configuration
  84539. */
  84540. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  84541. /** @hidden */
  84542. protected _reset(): void;
  84543. /** @hidden */
  84544. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  84545. /**
  84546. * Instantiates a particle system.
  84547. * 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.
  84548. * @param name The name of the particle system
  84549. */
  84550. constructor(name: string);
  84551. /**
  84552. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  84553. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84554. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84555. * @returns the emitter
  84556. */
  84557. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  84558. /**
  84559. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  84560. * @param radius The radius of the hemisphere to emit from
  84561. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84562. * @returns the emitter
  84563. */
  84564. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  84565. /**
  84566. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  84567. * @param radius The radius of the sphere to emit from
  84568. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84569. * @returns the emitter
  84570. */
  84571. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  84572. /**
  84573. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  84574. * @param radius The radius of the sphere to emit from
  84575. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  84576. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  84577. * @returns the emitter
  84578. */
  84579. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  84580. /**
  84581. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  84582. * @param radius The radius of the emission cylinder
  84583. * @param height The height of the emission cylinder
  84584. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  84585. * @param directionRandomizer How much to randomize the particle direction [0-1]
  84586. * @returns the emitter
  84587. */
  84588. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  84589. /**
  84590. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  84591. * @param radius The radius of the cylinder to emit from
  84592. * @param height The height of the emission cylinder
  84593. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  84594. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  84595. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  84596. * @returns the emitter
  84597. */
  84598. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  84599. /**
  84600. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  84601. * @param radius The radius of the cone to emit from
  84602. * @param angle The base angle of the cone
  84603. * @returns the emitter
  84604. */
  84605. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  84606. /**
  84607. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  84608. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84609. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84610. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84611. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84612. * @returns the emitter
  84613. */
  84614. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  84615. }
  84616. }
  84617. declare module BABYLON {
  84618. /**
  84619. * Type of sub emitter
  84620. */
  84621. export enum SubEmitterType {
  84622. /**
  84623. * Attached to the particle over it's lifetime
  84624. */
  84625. ATTACHED = 0,
  84626. /**
  84627. * Created when the particle dies
  84628. */
  84629. END = 1
  84630. }
  84631. /**
  84632. * Sub emitter class used to emit particles from an existing particle
  84633. */
  84634. export class SubEmitter {
  84635. /**
  84636. * the particle system to be used by the sub emitter
  84637. */
  84638. particleSystem: ParticleSystem;
  84639. /**
  84640. * Type of the submitter (Default: END)
  84641. */
  84642. type: SubEmitterType;
  84643. /**
  84644. * 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)
  84645. * Note: This only is supported when using an emitter of type Mesh
  84646. */
  84647. inheritDirection: boolean;
  84648. /**
  84649. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  84650. */
  84651. inheritedVelocityAmount: number;
  84652. /**
  84653. * Creates a sub emitter
  84654. * @param particleSystem the particle system to be used by the sub emitter
  84655. */
  84656. constructor(
  84657. /**
  84658. * the particle system to be used by the sub emitter
  84659. */
  84660. particleSystem: ParticleSystem);
  84661. /**
  84662. * Clones the sub emitter
  84663. * @returns the cloned sub emitter
  84664. */
  84665. clone(): SubEmitter;
  84666. /**
  84667. * Serialize current object to a JSON object
  84668. * @returns the serialized object
  84669. */
  84670. serialize(): any;
  84671. /** @hidden */
  84672. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  84673. /**
  84674. * Creates a new SubEmitter from a serialized JSON version
  84675. * @param serializationObject defines the JSON object to read from
  84676. * @param scene defines the hosting scene
  84677. * @param rootUrl defines the rootUrl for data loading
  84678. * @returns a new SubEmitter
  84679. */
  84680. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  84681. /** Release associated resources */
  84682. dispose(): void;
  84683. }
  84684. }
  84685. declare module BABYLON {
  84686. /** @hidden */
  84687. export var clipPlaneFragmentDeclaration: {
  84688. name: string;
  84689. shader: string;
  84690. };
  84691. }
  84692. declare module BABYLON {
  84693. /** @hidden */
  84694. export var imageProcessingDeclaration: {
  84695. name: string;
  84696. shader: string;
  84697. };
  84698. }
  84699. declare module BABYLON {
  84700. /** @hidden */
  84701. export var imageProcessingFunctions: {
  84702. name: string;
  84703. shader: string;
  84704. };
  84705. }
  84706. declare module BABYLON {
  84707. /** @hidden */
  84708. export var clipPlaneFragment: {
  84709. name: string;
  84710. shader: string;
  84711. };
  84712. }
  84713. declare module BABYLON {
  84714. /** @hidden */
  84715. export var particlesPixelShader: {
  84716. name: string;
  84717. shader: string;
  84718. };
  84719. }
  84720. declare module BABYLON {
  84721. /** @hidden */
  84722. export var clipPlaneVertexDeclaration: {
  84723. name: string;
  84724. shader: string;
  84725. };
  84726. }
  84727. declare module BABYLON {
  84728. /** @hidden */
  84729. export var clipPlaneVertex: {
  84730. name: string;
  84731. shader: string;
  84732. };
  84733. }
  84734. declare module BABYLON {
  84735. /** @hidden */
  84736. export var particlesVertexShader: {
  84737. name: string;
  84738. shader: string;
  84739. };
  84740. }
  84741. declare module BABYLON {
  84742. /**
  84743. * This represents a particle system in Babylon.
  84744. * 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.
  84745. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  84746. * @example https://doc.babylonjs.com/babylon101/particles
  84747. */
  84748. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  84749. /**
  84750. * Billboard mode will only apply to Y axis
  84751. */
  84752. static readonly BILLBOARDMODE_Y: number;
  84753. /**
  84754. * Billboard mode will apply to all axes
  84755. */
  84756. static readonly BILLBOARDMODE_ALL: number;
  84757. /**
  84758. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  84759. */
  84760. static readonly BILLBOARDMODE_STRETCHED: number;
  84761. /**
  84762. * This function can be defined to provide custom update for active particles.
  84763. * This function will be called instead of regular update (age, position, color, etc.).
  84764. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  84765. */
  84766. updateFunction: (particles: Particle[]) => void;
  84767. private _emitterWorldMatrix;
  84768. /**
  84769. * This function can be defined to specify initial direction for every new particle.
  84770. * It by default use the emitterType defined function
  84771. */
  84772. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  84773. /**
  84774. * This function can be defined to specify initial position for every new particle.
  84775. * It by default use the emitterType defined function
  84776. */
  84777. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  84778. /**
  84779. * @hidden
  84780. */
  84781. _inheritedVelocityOffset: Vector3;
  84782. /**
  84783. * An event triggered when the system is disposed
  84784. */
  84785. onDisposeObservable: Observable<ParticleSystem>;
  84786. private _onDisposeObserver;
  84787. /**
  84788. * Sets a callback that will be triggered when the system is disposed
  84789. */
  84790. onDispose: () => void;
  84791. private _particles;
  84792. private _epsilon;
  84793. private _capacity;
  84794. private _stockParticles;
  84795. private _newPartsExcess;
  84796. private _vertexData;
  84797. private _vertexBuffer;
  84798. private _vertexBuffers;
  84799. private _spriteBuffer;
  84800. private _indexBuffer;
  84801. private _effect;
  84802. private _customEffect;
  84803. private _cachedDefines;
  84804. private _scaledColorStep;
  84805. private _colorDiff;
  84806. private _scaledDirection;
  84807. private _scaledGravity;
  84808. private _currentRenderId;
  84809. private _alive;
  84810. private _useInstancing;
  84811. private _started;
  84812. private _stopped;
  84813. private _actualFrame;
  84814. private _scaledUpdateSpeed;
  84815. private _vertexBufferSize;
  84816. /** @hidden */
  84817. _currentEmitRateGradient: Nullable<FactorGradient>;
  84818. /** @hidden */
  84819. _currentEmitRate1: number;
  84820. /** @hidden */
  84821. _currentEmitRate2: number;
  84822. /** @hidden */
  84823. _currentStartSizeGradient: Nullable<FactorGradient>;
  84824. /** @hidden */
  84825. _currentStartSize1: number;
  84826. /** @hidden */
  84827. _currentStartSize2: number;
  84828. private readonly _rawTextureWidth;
  84829. private _rampGradientsTexture;
  84830. private _useRampGradients;
  84831. /** Gets or sets a boolean indicating that ramp gradients must be used
  84832. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  84833. */
  84834. useRampGradients: boolean;
  84835. /**
  84836. * 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.
  84837. * 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: [])
  84838. */
  84839. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  84840. private _subEmitters;
  84841. /**
  84842. * @hidden
  84843. * If the particle systems emitter should be disposed when the particle system is disposed
  84844. */
  84845. _disposeEmitterOnDispose: boolean;
  84846. /**
  84847. * The current active Sub-systems, this property is used by the root particle system only.
  84848. */
  84849. activeSubSystems: Array<ParticleSystem>;
  84850. private _rootParticleSystem;
  84851. /**
  84852. * Gets the current list of active particles
  84853. */
  84854. readonly particles: Particle[];
  84855. /**
  84856. * Returns the string "ParticleSystem"
  84857. * @returns a string containing the class name
  84858. */
  84859. getClassName(): string;
  84860. /**
  84861. * Instantiates a particle system.
  84862. * 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.
  84863. * @param name The name of the particle system
  84864. * @param capacity The max number of particles alive at the same time
  84865. * @param scene The scene the particle system belongs to
  84866. * @param customEffect a custom effect used to change the way particles are rendered by default
  84867. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  84868. * @param epsilon Offset used to render the particles
  84869. */
  84870. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  84871. private _addFactorGradient;
  84872. private _removeFactorGradient;
  84873. /**
  84874. * Adds a new life time gradient
  84875. * @param gradient defines the gradient to use (between 0 and 1)
  84876. * @param factor defines the life time factor to affect to the specified gradient
  84877. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84878. * @returns the current particle system
  84879. */
  84880. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84881. /**
  84882. * Remove a specific life time gradient
  84883. * @param gradient defines the gradient to remove
  84884. * @returns the current particle system
  84885. */
  84886. removeLifeTimeGradient(gradient: number): IParticleSystem;
  84887. /**
  84888. * Adds a new size gradient
  84889. * @param gradient defines the gradient to use (between 0 and 1)
  84890. * @param factor defines the size factor to affect to the specified gradient
  84891. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84892. * @returns the current particle system
  84893. */
  84894. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84895. /**
  84896. * Remove a specific size gradient
  84897. * @param gradient defines the gradient to remove
  84898. * @returns the current particle system
  84899. */
  84900. removeSizeGradient(gradient: number): IParticleSystem;
  84901. /**
  84902. * Adds a new color remap gradient
  84903. * @param gradient defines the gradient to use (between 0 and 1)
  84904. * @param min defines the color remap minimal range
  84905. * @param max defines the color remap maximal range
  84906. * @returns the current particle system
  84907. */
  84908. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84909. /**
  84910. * Remove a specific color remap gradient
  84911. * @param gradient defines the gradient to remove
  84912. * @returns the current particle system
  84913. */
  84914. removeColorRemapGradient(gradient: number): IParticleSystem;
  84915. /**
  84916. * Adds a new alpha remap gradient
  84917. * @param gradient defines the gradient to use (between 0 and 1)
  84918. * @param min defines the alpha remap minimal range
  84919. * @param max defines the alpha remap maximal range
  84920. * @returns the current particle system
  84921. */
  84922. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84923. /**
  84924. * Remove a specific alpha remap gradient
  84925. * @param gradient defines the gradient to remove
  84926. * @returns the current particle system
  84927. */
  84928. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  84929. /**
  84930. * Adds a new angular speed gradient
  84931. * @param gradient defines the gradient to use (between 0 and 1)
  84932. * @param factor defines the angular speed to affect to the specified gradient
  84933. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84934. * @returns the current particle system
  84935. */
  84936. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84937. /**
  84938. * Remove a specific angular speed gradient
  84939. * @param gradient defines the gradient to remove
  84940. * @returns the current particle system
  84941. */
  84942. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  84943. /**
  84944. * Adds a new velocity gradient
  84945. * @param gradient defines the gradient to use (between 0 and 1)
  84946. * @param factor defines the velocity to affect to the specified gradient
  84947. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84948. * @returns the current particle system
  84949. */
  84950. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84951. /**
  84952. * Remove a specific velocity gradient
  84953. * @param gradient defines the gradient to remove
  84954. * @returns the current particle system
  84955. */
  84956. removeVelocityGradient(gradient: number): IParticleSystem;
  84957. /**
  84958. * Adds a new limit velocity gradient
  84959. * @param gradient defines the gradient to use (between 0 and 1)
  84960. * @param factor defines the limit velocity value to affect to the specified gradient
  84961. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84962. * @returns the current particle system
  84963. */
  84964. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84965. /**
  84966. * Remove a specific limit velocity gradient
  84967. * @param gradient defines the gradient to remove
  84968. * @returns the current particle system
  84969. */
  84970. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  84971. /**
  84972. * Adds a new drag gradient
  84973. * @param gradient defines the gradient to use (between 0 and 1)
  84974. * @param factor defines the drag value to affect to the specified gradient
  84975. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84976. * @returns the current particle system
  84977. */
  84978. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84979. /**
  84980. * Remove a specific drag gradient
  84981. * @param gradient defines the gradient to remove
  84982. * @returns the current particle system
  84983. */
  84984. removeDragGradient(gradient: number): IParticleSystem;
  84985. /**
  84986. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  84987. * @param gradient defines the gradient to use (between 0 and 1)
  84988. * @param factor defines the emit rate value to affect to the specified gradient
  84989. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84990. * @returns the current particle system
  84991. */
  84992. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84993. /**
  84994. * Remove a specific emit rate gradient
  84995. * @param gradient defines the gradient to remove
  84996. * @returns the current particle system
  84997. */
  84998. removeEmitRateGradient(gradient: number): IParticleSystem;
  84999. /**
  85000. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  85001. * @param gradient defines the gradient to use (between 0 and 1)
  85002. * @param factor defines the start size value to affect to the specified gradient
  85003. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85004. * @returns the current particle system
  85005. */
  85006. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85007. /**
  85008. * Remove a specific start size gradient
  85009. * @param gradient defines the gradient to remove
  85010. * @returns the current particle system
  85011. */
  85012. removeStartSizeGradient(gradient: number): IParticleSystem;
  85013. private _createRampGradientTexture;
  85014. /**
  85015. * Gets the current list of ramp gradients.
  85016. * You must use addRampGradient and removeRampGradient to udpate this list
  85017. * @returns the list of ramp gradients
  85018. */
  85019. getRampGradients(): Nullable<Array<Color3Gradient>>;
  85020. /**
  85021. * Adds a new ramp gradient used to remap particle colors
  85022. * @param gradient defines the gradient to use (between 0 and 1)
  85023. * @param color defines the color to affect to the specified gradient
  85024. * @returns the current particle system
  85025. */
  85026. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  85027. /**
  85028. * Remove a specific ramp gradient
  85029. * @param gradient defines the gradient to remove
  85030. * @returns the current particle system
  85031. */
  85032. removeRampGradient(gradient: number): ParticleSystem;
  85033. /**
  85034. * Adds a new color gradient
  85035. * @param gradient defines the gradient to use (between 0 and 1)
  85036. * @param color1 defines the color to affect to the specified gradient
  85037. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  85038. * @returns this particle system
  85039. */
  85040. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  85041. /**
  85042. * Remove a specific color gradient
  85043. * @param gradient defines the gradient to remove
  85044. * @returns this particle system
  85045. */
  85046. removeColorGradient(gradient: number): IParticleSystem;
  85047. private _fetchR;
  85048. protected _reset(): void;
  85049. private _resetEffect;
  85050. private _createVertexBuffers;
  85051. private _createIndexBuffer;
  85052. /**
  85053. * Gets the maximum number of particles active at the same time.
  85054. * @returns The max number of active particles.
  85055. */
  85056. getCapacity(): number;
  85057. /**
  85058. * Gets whether there are still active particles in the system.
  85059. * @returns True if it is alive, otherwise false.
  85060. */
  85061. isAlive(): boolean;
  85062. /**
  85063. * Gets if the system has been started. (Note: this will still be true after stop is called)
  85064. * @returns True if it has been started, otherwise false.
  85065. */
  85066. isStarted(): boolean;
  85067. private _prepareSubEmitterInternalArray;
  85068. /**
  85069. * Starts the particle system and begins to emit
  85070. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  85071. */
  85072. start(delay?: number): void;
  85073. /**
  85074. * Stops the particle system.
  85075. * @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.
  85076. */
  85077. stop(stopSubEmitters?: boolean): void;
  85078. /**
  85079. * Remove all active particles
  85080. */
  85081. reset(): void;
  85082. /**
  85083. * @hidden (for internal use only)
  85084. */
  85085. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  85086. /**
  85087. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  85088. * Its lifetime will start back at 0.
  85089. */
  85090. recycleParticle: (particle: Particle) => void;
  85091. private _stopSubEmitters;
  85092. private _createParticle;
  85093. private _removeFromRoot;
  85094. private _emitFromParticle;
  85095. private _update;
  85096. /** @hidden */
  85097. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  85098. /** @hidden */
  85099. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  85100. /** @hidden */
  85101. private _getEffect;
  85102. /**
  85103. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  85104. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  85105. */
  85106. animate(preWarmOnly?: boolean): void;
  85107. private _appendParticleVertices;
  85108. /**
  85109. * Rebuilds the particle system.
  85110. */
  85111. rebuild(): void;
  85112. /**
  85113. * Is this system ready to be used/rendered
  85114. * @return true if the system is ready
  85115. */
  85116. isReady(): boolean;
  85117. private _render;
  85118. /**
  85119. * Renders the particle system in its current state.
  85120. * @returns the current number of particles
  85121. */
  85122. render(): number;
  85123. /**
  85124. * Disposes the particle system and free the associated resources
  85125. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  85126. */
  85127. dispose(disposeTexture?: boolean): void;
  85128. /**
  85129. * Clones the particle system.
  85130. * @param name The name of the cloned object
  85131. * @param newEmitter The new emitter to use
  85132. * @returns the cloned particle system
  85133. */
  85134. clone(name: string, newEmitter: any): ParticleSystem;
  85135. /**
  85136. * Serializes the particle system to a JSON object.
  85137. * @returns the JSON object
  85138. */
  85139. serialize(): any;
  85140. /** @hidden */
  85141. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  85142. /** @hidden */
  85143. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  85144. /**
  85145. * Parses a JSON object to create a particle system.
  85146. * @param parsedParticleSystem The JSON object to parse
  85147. * @param scene The scene to create the particle system in
  85148. * @param rootUrl The root url to use to load external dependencies like texture
  85149. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  85150. * @returns the Parsed particle system
  85151. */
  85152. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  85153. }
  85154. }
  85155. declare module BABYLON {
  85156. /**
  85157. * A particle represents one of the element emitted by a particle system.
  85158. * This is mainly define by its coordinates, direction, velocity and age.
  85159. */
  85160. export class Particle {
  85161. /**
  85162. * The particle system the particle belongs to.
  85163. */
  85164. particleSystem: ParticleSystem;
  85165. private static _Count;
  85166. /**
  85167. * Unique ID of the particle
  85168. */
  85169. id: number;
  85170. /**
  85171. * The world position of the particle in the scene.
  85172. */
  85173. position: Vector3;
  85174. /**
  85175. * The world direction of the particle in the scene.
  85176. */
  85177. direction: Vector3;
  85178. /**
  85179. * The color of the particle.
  85180. */
  85181. color: Color4;
  85182. /**
  85183. * The color change of the particle per step.
  85184. */
  85185. colorStep: Color4;
  85186. /**
  85187. * Defines how long will the life of the particle be.
  85188. */
  85189. lifeTime: number;
  85190. /**
  85191. * The current age of the particle.
  85192. */
  85193. age: number;
  85194. /**
  85195. * The current size of the particle.
  85196. */
  85197. size: number;
  85198. /**
  85199. * The current scale of the particle.
  85200. */
  85201. scale: Vector2;
  85202. /**
  85203. * The current angle of the particle.
  85204. */
  85205. angle: number;
  85206. /**
  85207. * Defines how fast is the angle changing.
  85208. */
  85209. angularSpeed: number;
  85210. /**
  85211. * Defines the cell index used by the particle to be rendered from a sprite.
  85212. */
  85213. cellIndex: number;
  85214. /**
  85215. * The information required to support color remapping
  85216. */
  85217. remapData: Vector4;
  85218. /** @hidden */
  85219. _randomCellOffset?: number;
  85220. /** @hidden */
  85221. _initialDirection: Nullable<Vector3>;
  85222. /** @hidden */
  85223. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  85224. /** @hidden */
  85225. _initialStartSpriteCellID: number;
  85226. /** @hidden */
  85227. _initialEndSpriteCellID: number;
  85228. /** @hidden */
  85229. _currentColorGradient: Nullable<ColorGradient>;
  85230. /** @hidden */
  85231. _currentColor1: Color4;
  85232. /** @hidden */
  85233. _currentColor2: Color4;
  85234. /** @hidden */
  85235. _currentSizeGradient: Nullable<FactorGradient>;
  85236. /** @hidden */
  85237. _currentSize1: number;
  85238. /** @hidden */
  85239. _currentSize2: number;
  85240. /** @hidden */
  85241. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  85242. /** @hidden */
  85243. _currentAngularSpeed1: number;
  85244. /** @hidden */
  85245. _currentAngularSpeed2: number;
  85246. /** @hidden */
  85247. _currentVelocityGradient: Nullable<FactorGradient>;
  85248. /** @hidden */
  85249. _currentVelocity1: number;
  85250. /** @hidden */
  85251. _currentVelocity2: number;
  85252. /** @hidden */
  85253. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  85254. /** @hidden */
  85255. _currentLimitVelocity1: number;
  85256. /** @hidden */
  85257. _currentLimitVelocity2: number;
  85258. /** @hidden */
  85259. _currentDragGradient: Nullable<FactorGradient>;
  85260. /** @hidden */
  85261. _currentDrag1: number;
  85262. /** @hidden */
  85263. _currentDrag2: number;
  85264. /** @hidden */
  85265. _randomNoiseCoordinates1: Vector3;
  85266. /** @hidden */
  85267. _randomNoiseCoordinates2: Vector3;
  85268. /**
  85269. * Creates a new instance Particle
  85270. * @param particleSystem the particle system the particle belongs to
  85271. */
  85272. constructor(
  85273. /**
  85274. * The particle system the particle belongs to.
  85275. */
  85276. particleSystem: ParticleSystem);
  85277. private updateCellInfoFromSystem;
  85278. /**
  85279. * Defines how the sprite cell index is updated for the particle
  85280. */
  85281. updateCellIndex(): void;
  85282. /** @hidden */
  85283. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  85284. /** @hidden */
  85285. _inheritParticleInfoToSubEmitters(): void;
  85286. /** @hidden */
  85287. _reset(): void;
  85288. /**
  85289. * Copy the properties of particle to another one.
  85290. * @param other the particle to copy the information to.
  85291. */
  85292. copyTo(other: Particle): void;
  85293. }
  85294. }
  85295. declare module BABYLON {
  85296. /**
  85297. * Particle emitter represents a volume emitting particles.
  85298. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  85299. */
  85300. export interface IParticleEmitterType {
  85301. /**
  85302. * Called by the particle System when the direction is computed for the created particle.
  85303. * @param worldMatrix is the world matrix of the particle system
  85304. * @param directionToUpdate is the direction vector to update with the result
  85305. * @param particle is the particle we are computed the direction for
  85306. */
  85307. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85308. /**
  85309. * Called by the particle System when the position is computed for the created particle.
  85310. * @param worldMatrix is the world matrix of the particle system
  85311. * @param positionToUpdate is the position vector to update with the result
  85312. * @param particle is the particle we are computed the position for
  85313. */
  85314. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85315. /**
  85316. * Clones the current emitter and returns a copy of it
  85317. * @returns the new emitter
  85318. */
  85319. clone(): IParticleEmitterType;
  85320. /**
  85321. * Called by the GPUParticleSystem to setup the update shader
  85322. * @param effect defines the update shader
  85323. */
  85324. applyToShader(effect: Effect): void;
  85325. /**
  85326. * Returns a string to use to update the GPU particles update shader
  85327. * @returns the effect defines string
  85328. */
  85329. getEffectDefines(): string;
  85330. /**
  85331. * Returns a string representing the class name
  85332. * @returns a string containing the class name
  85333. */
  85334. getClassName(): string;
  85335. /**
  85336. * Serializes the particle system to a JSON object.
  85337. * @returns the JSON object
  85338. */
  85339. serialize(): any;
  85340. /**
  85341. * Parse properties from a JSON object
  85342. * @param serializationObject defines the JSON object
  85343. */
  85344. parse(serializationObject: any): void;
  85345. }
  85346. }
  85347. declare module BABYLON {
  85348. /**
  85349. * Particle emitter emitting particles from the inside of a box.
  85350. * It emits the particles randomly between 2 given directions.
  85351. */
  85352. export class BoxParticleEmitter implements IParticleEmitterType {
  85353. /**
  85354. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85355. */
  85356. direction1: Vector3;
  85357. /**
  85358. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85359. */
  85360. direction2: Vector3;
  85361. /**
  85362. * 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.
  85363. */
  85364. minEmitBox: Vector3;
  85365. /**
  85366. * 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.
  85367. */
  85368. maxEmitBox: Vector3;
  85369. /**
  85370. * Creates a new instance BoxParticleEmitter
  85371. */
  85372. constructor();
  85373. /**
  85374. * Called by the particle System when the direction is computed for the created particle.
  85375. * @param worldMatrix is the world matrix of the particle system
  85376. * @param directionToUpdate is the direction vector to update with the result
  85377. * @param particle is the particle we are computed the direction for
  85378. */
  85379. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85380. /**
  85381. * Called by the particle System when the position is computed for the created particle.
  85382. * @param worldMatrix is the world matrix of the particle system
  85383. * @param positionToUpdate is the position vector to update with the result
  85384. * @param particle is the particle we are computed the position for
  85385. */
  85386. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85387. /**
  85388. * Clones the current emitter and returns a copy of it
  85389. * @returns the new emitter
  85390. */
  85391. clone(): BoxParticleEmitter;
  85392. /**
  85393. * Called by the GPUParticleSystem to setup the update shader
  85394. * @param effect defines the update shader
  85395. */
  85396. applyToShader(effect: Effect): void;
  85397. /**
  85398. * Returns a string to use to update the GPU particles update shader
  85399. * @returns a string containng the defines string
  85400. */
  85401. getEffectDefines(): string;
  85402. /**
  85403. * Returns the string "BoxParticleEmitter"
  85404. * @returns a string containing the class name
  85405. */
  85406. getClassName(): string;
  85407. /**
  85408. * Serializes the particle system to a JSON object.
  85409. * @returns the JSON object
  85410. */
  85411. serialize(): any;
  85412. /**
  85413. * Parse properties from a JSON object
  85414. * @param serializationObject defines the JSON object
  85415. */
  85416. parse(serializationObject: any): void;
  85417. }
  85418. }
  85419. declare module BABYLON {
  85420. /**
  85421. * Particle emitter emitting particles from the inside of a cone.
  85422. * It emits the particles alongside the cone volume from the base to the particle.
  85423. * The emission direction might be randomized.
  85424. */
  85425. export class ConeParticleEmitter implements IParticleEmitterType {
  85426. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  85427. directionRandomizer: number;
  85428. private _radius;
  85429. private _angle;
  85430. private _height;
  85431. /**
  85432. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  85433. */
  85434. radiusRange: number;
  85435. /**
  85436. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  85437. */
  85438. heightRange: number;
  85439. /**
  85440. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  85441. */
  85442. emitFromSpawnPointOnly: boolean;
  85443. /**
  85444. * Gets or sets the radius of the emission cone
  85445. */
  85446. radius: number;
  85447. /**
  85448. * Gets or sets the angle of the emission cone
  85449. */
  85450. angle: number;
  85451. private _buildHeight;
  85452. /**
  85453. * Creates a new instance ConeParticleEmitter
  85454. * @param radius the radius of the emission cone (1 by default)
  85455. * @param angle the cone base angle (PI by default)
  85456. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  85457. */
  85458. constructor(radius?: number, angle?: number,
  85459. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  85460. directionRandomizer?: number);
  85461. /**
  85462. * Called by the particle System when the direction is computed for the created particle.
  85463. * @param worldMatrix is the world matrix of the particle system
  85464. * @param directionToUpdate is the direction vector to update with the result
  85465. * @param particle is the particle we are computed the direction for
  85466. */
  85467. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85468. /**
  85469. * Called by the particle System when the position is computed for the created particle.
  85470. * @param worldMatrix is the world matrix of the particle system
  85471. * @param positionToUpdate is the position vector to update with the result
  85472. * @param particle is the particle we are computed the position for
  85473. */
  85474. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85475. /**
  85476. * Clones the current emitter and returns a copy of it
  85477. * @returns the new emitter
  85478. */
  85479. clone(): ConeParticleEmitter;
  85480. /**
  85481. * Called by the GPUParticleSystem to setup the update shader
  85482. * @param effect defines the update shader
  85483. */
  85484. applyToShader(effect: Effect): void;
  85485. /**
  85486. * Returns a string to use to update the GPU particles update shader
  85487. * @returns a string containng the defines string
  85488. */
  85489. getEffectDefines(): string;
  85490. /**
  85491. * Returns the string "ConeParticleEmitter"
  85492. * @returns a string containing the class name
  85493. */
  85494. getClassName(): string;
  85495. /**
  85496. * Serializes the particle system to a JSON object.
  85497. * @returns the JSON object
  85498. */
  85499. serialize(): any;
  85500. /**
  85501. * Parse properties from a JSON object
  85502. * @param serializationObject defines the JSON object
  85503. */
  85504. parse(serializationObject: any): void;
  85505. }
  85506. }
  85507. declare module BABYLON {
  85508. /**
  85509. * Particle emitter emitting particles from the inside of a cylinder.
  85510. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  85511. */
  85512. export class CylinderParticleEmitter implements IParticleEmitterType {
  85513. /**
  85514. * The radius of the emission cylinder.
  85515. */
  85516. radius: number;
  85517. /**
  85518. * The height of the emission cylinder.
  85519. */
  85520. height: number;
  85521. /**
  85522. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85523. */
  85524. radiusRange: number;
  85525. /**
  85526. * How much to randomize the particle direction [0-1].
  85527. */
  85528. directionRandomizer: number;
  85529. /**
  85530. * Creates a new instance CylinderParticleEmitter
  85531. * @param radius the radius of the emission cylinder (1 by default)
  85532. * @param height the height of the emission cylinder (1 by default)
  85533. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85534. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  85535. */
  85536. constructor(
  85537. /**
  85538. * The radius of the emission cylinder.
  85539. */
  85540. radius?: number,
  85541. /**
  85542. * The height of the emission cylinder.
  85543. */
  85544. height?: number,
  85545. /**
  85546. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85547. */
  85548. radiusRange?: number,
  85549. /**
  85550. * How much to randomize the particle direction [0-1].
  85551. */
  85552. directionRandomizer?: number);
  85553. /**
  85554. * Called by the particle System when the direction is computed for the created particle.
  85555. * @param worldMatrix is the world matrix of the particle system
  85556. * @param directionToUpdate is the direction vector to update with the result
  85557. * @param particle is the particle we are computed the direction for
  85558. */
  85559. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85560. /**
  85561. * Called by the particle System when the position is computed for the created particle.
  85562. * @param worldMatrix is the world matrix of the particle system
  85563. * @param positionToUpdate is the position vector to update with the result
  85564. * @param particle is the particle we are computed the position for
  85565. */
  85566. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85567. /**
  85568. * Clones the current emitter and returns a copy of it
  85569. * @returns the new emitter
  85570. */
  85571. clone(): CylinderParticleEmitter;
  85572. /**
  85573. * Called by the GPUParticleSystem to setup the update shader
  85574. * @param effect defines the update shader
  85575. */
  85576. applyToShader(effect: Effect): void;
  85577. /**
  85578. * Returns a string to use to update the GPU particles update shader
  85579. * @returns a string containng the defines string
  85580. */
  85581. getEffectDefines(): string;
  85582. /**
  85583. * Returns the string "CylinderParticleEmitter"
  85584. * @returns a string containing the class name
  85585. */
  85586. getClassName(): string;
  85587. /**
  85588. * Serializes the particle system to a JSON object.
  85589. * @returns the JSON object
  85590. */
  85591. serialize(): any;
  85592. /**
  85593. * Parse properties from a JSON object
  85594. * @param serializationObject defines the JSON object
  85595. */
  85596. parse(serializationObject: any): void;
  85597. }
  85598. /**
  85599. * Particle emitter emitting particles from the inside of a cylinder.
  85600. * It emits the particles randomly between two vectors.
  85601. */
  85602. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  85603. /**
  85604. * The min limit of the emission direction.
  85605. */
  85606. direction1: Vector3;
  85607. /**
  85608. * The max limit of the emission direction.
  85609. */
  85610. direction2: Vector3;
  85611. /**
  85612. * Creates a new instance CylinderDirectedParticleEmitter
  85613. * @param radius the radius of the emission cylinder (1 by default)
  85614. * @param height the height of the emission cylinder (1 by default)
  85615. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85616. * @param direction1 the min limit of the emission direction (up vector by default)
  85617. * @param direction2 the max limit of the emission direction (up vector by default)
  85618. */
  85619. constructor(radius?: number, height?: number, radiusRange?: number,
  85620. /**
  85621. * The min limit of the emission direction.
  85622. */
  85623. direction1?: Vector3,
  85624. /**
  85625. * The max limit of the emission direction.
  85626. */
  85627. direction2?: Vector3);
  85628. /**
  85629. * Called by the particle System when the direction is computed for the created particle.
  85630. * @param worldMatrix is the world matrix of the particle system
  85631. * @param directionToUpdate is the direction vector to update with the result
  85632. * @param particle is the particle we are computed the direction for
  85633. */
  85634. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85635. /**
  85636. * Clones the current emitter and returns a copy of it
  85637. * @returns the new emitter
  85638. */
  85639. clone(): CylinderDirectedParticleEmitter;
  85640. /**
  85641. * Called by the GPUParticleSystem to setup the update shader
  85642. * @param effect defines the update shader
  85643. */
  85644. applyToShader(effect: Effect): void;
  85645. /**
  85646. * Returns a string to use to update the GPU particles update shader
  85647. * @returns a string containng the defines string
  85648. */
  85649. getEffectDefines(): string;
  85650. /**
  85651. * Returns the string "CylinderDirectedParticleEmitter"
  85652. * @returns a string containing the class name
  85653. */
  85654. getClassName(): string;
  85655. /**
  85656. * Serializes the particle system to a JSON object.
  85657. * @returns the JSON object
  85658. */
  85659. serialize(): any;
  85660. /**
  85661. * Parse properties from a JSON object
  85662. * @param serializationObject defines the JSON object
  85663. */
  85664. parse(serializationObject: any): void;
  85665. }
  85666. }
  85667. declare module BABYLON {
  85668. /**
  85669. * Particle emitter emitting particles from the inside of a hemisphere.
  85670. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  85671. */
  85672. export class HemisphericParticleEmitter implements IParticleEmitterType {
  85673. /**
  85674. * The radius of the emission hemisphere.
  85675. */
  85676. radius: number;
  85677. /**
  85678. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85679. */
  85680. radiusRange: number;
  85681. /**
  85682. * How much to randomize the particle direction [0-1].
  85683. */
  85684. directionRandomizer: number;
  85685. /**
  85686. * Creates a new instance HemisphericParticleEmitter
  85687. * @param radius the radius of the emission hemisphere (1 by default)
  85688. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85689. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  85690. */
  85691. constructor(
  85692. /**
  85693. * The radius of the emission hemisphere.
  85694. */
  85695. radius?: number,
  85696. /**
  85697. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85698. */
  85699. radiusRange?: number,
  85700. /**
  85701. * How much to randomize the particle direction [0-1].
  85702. */
  85703. directionRandomizer?: number);
  85704. /**
  85705. * Called by the particle System when the direction is computed for the created particle.
  85706. * @param worldMatrix is the world matrix of the particle system
  85707. * @param directionToUpdate is the direction vector to update with the result
  85708. * @param particle is the particle we are computed the direction for
  85709. */
  85710. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85711. /**
  85712. * Called by the particle System when the position is computed for the created particle.
  85713. * @param worldMatrix is the world matrix of the particle system
  85714. * @param positionToUpdate is the position vector to update with the result
  85715. * @param particle is the particle we are computed the position for
  85716. */
  85717. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85718. /**
  85719. * Clones the current emitter and returns a copy of it
  85720. * @returns the new emitter
  85721. */
  85722. clone(): HemisphericParticleEmitter;
  85723. /**
  85724. * Called by the GPUParticleSystem to setup the update shader
  85725. * @param effect defines the update shader
  85726. */
  85727. applyToShader(effect: Effect): void;
  85728. /**
  85729. * Returns a string to use to update the GPU particles update shader
  85730. * @returns a string containng the defines string
  85731. */
  85732. getEffectDefines(): string;
  85733. /**
  85734. * Returns the string "HemisphericParticleEmitter"
  85735. * @returns a string containing the class name
  85736. */
  85737. getClassName(): string;
  85738. /**
  85739. * Serializes the particle system to a JSON object.
  85740. * @returns the JSON object
  85741. */
  85742. serialize(): any;
  85743. /**
  85744. * Parse properties from a JSON object
  85745. * @param serializationObject defines the JSON object
  85746. */
  85747. parse(serializationObject: any): void;
  85748. }
  85749. }
  85750. declare module BABYLON {
  85751. /**
  85752. * Particle emitter emitting particles from a point.
  85753. * It emits the particles randomly between 2 given directions.
  85754. */
  85755. export class PointParticleEmitter implements IParticleEmitterType {
  85756. /**
  85757. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85758. */
  85759. direction1: Vector3;
  85760. /**
  85761. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85762. */
  85763. direction2: Vector3;
  85764. /**
  85765. * Creates a new instance PointParticleEmitter
  85766. */
  85767. constructor();
  85768. /**
  85769. * Called by the particle System when the direction is computed for the created particle.
  85770. * @param worldMatrix is the world matrix of the particle system
  85771. * @param directionToUpdate is the direction vector to update with the result
  85772. * @param particle is the particle we are computed the direction for
  85773. */
  85774. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85775. /**
  85776. * Called by the particle System when the position is computed for the created particle.
  85777. * @param worldMatrix is the world matrix of the particle system
  85778. * @param positionToUpdate is the position vector to update with the result
  85779. * @param particle is the particle we are computed the position for
  85780. */
  85781. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85782. /**
  85783. * Clones the current emitter and returns a copy of it
  85784. * @returns the new emitter
  85785. */
  85786. clone(): PointParticleEmitter;
  85787. /**
  85788. * Called by the GPUParticleSystem to setup the update shader
  85789. * @param effect defines the update shader
  85790. */
  85791. applyToShader(effect: Effect): void;
  85792. /**
  85793. * Returns a string to use to update the GPU particles update shader
  85794. * @returns a string containng the defines string
  85795. */
  85796. getEffectDefines(): string;
  85797. /**
  85798. * Returns the string "PointParticleEmitter"
  85799. * @returns a string containing the class name
  85800. */
  85801. getClassName(): string;
  85802. /**
  85803. * Serializes the particle system to a JSON object.
  85804. * @returns the JSON object
  85805. */
  85806. serialize(): any;
  85807. /**
  85808. * Parse properties from a JSON object
  85809. * @param serializationObject defines the JSON object
  85810. */
  85811. parse(serializationObject: any): void;
  85812. }
  85813. }
  85814. declare module BABYLON {
  85815. /**
  85816. * Particle emitter emitting particles from the inside of a sphere.
  85817. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  85818. */
  85819. export class SphereParticleEmitter implements IParticleEmitterType {
  85820. /**
  85821. * The radius of the emission sphere.
  85822. */
  85823. radius: number;
  85824. /**
  85825. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85826. */
  85827. radiusRange: number;
  85828. /**
  85829. * How much to randomize the particle direction [0-1].
  85830. */
  85831. directionRandomizer: number;
  85832. /**
  85833. * Creates a new instance SphereParticleEmitter
  85834. * @param radius the radius of the emission sphere (1 by default)
  85835. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85836. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  85837. */
  85838. constructor(
  85839. /**
  85840. * The radius of the emission sphere.
  85841. */
  85842. radius?: number,
  85843. /**
  85844. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85845. */
  85846. radiusRange?: number,
  85847. /**
  85848. * How much to randomize the particle direction [0-1].
  85849. */
  85850. directionRandomizer?: number);
  85851. /**
  85852. * Called by the particle System when the direction is computed for the created particle.
  85853. * @param worldMatrix is the world matrix of the particle system
  85854. * @param directionToUpdate is the direction vector to update with the result
  85855. * @param particle is the particle we are computed the direction for
  85856. */
  85857. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85858. /**
  85859. * Called by the particle System when the position is computed for the created particle.
  85860. * @param worldMatrix is the world matrix of the particle system
  85861. * @param positionToUpdate is the position vector to update with the result
  85862. * @param particle is the particle we are computed the position for
  85863. */
  85864. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85865. /**
  85866. * Clones the current emitter and returns a copy of it
  85867. * @returns the new emitter
  85868. */
  85869. clone(): SphereParticleEmitter;
  85870. /**
  85871. * Called by the GPUParticleSystem to setup the update shader
  85872. * @param effect defines the update shader
  85873. */
  85874. applyToShader(effect: Effect): void;
  85875. /**
  85876. * Returns a string to use to update the GPU particles update shader
  85877. * @returns a string containng the defines string
  85878. */
  85879. getEffectDefines(): string;
  85880. /**
  85881. * Returns the string "SphereParticleEmitter"
  85882. * @returns a string containing the class name
  85883. */
  85884. getClassName(): string;
  85885. /**
  85886. * Serializes the particle system to a JSON object.
  85887. * @returns the JSON object
  85888. */
  85889. serialize(): any;
  85890. /**
  85891. * Parse properties from a JSON object
  85892. * @param serializationObject defines the JSON object
  85893. */
  85894. parse(serializationObject: any): void;
  85895. }
  85896. /**
  85897. * Particle emitter emitting particles from the inside of a sphere.
  85898. * It emits the particles randomly between two vectors.
  85899. */
  85900. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  85901. /**
  85902. * The min limit of the emission direction.
  85903. */
  85904. direction1: Vector3;
  85905. /**
  85906. * The max limit of the emission direction.
  85907. */
  85908. direction2: Vector3;
  85909. /**
  85910. * Creates a new instance SphereDirectedParticleEmitter
  85911. * @param radius the radius of the emission sphere (1 by default)
  85912. * @param direction1 the min limit of the emission direction (up vector by default)
  85913. * @param direction2 the max limit of the emission direction (up vector by default)
  85914. */
  85915. constructor(radius?: number,
  85916. /**
  85917. * The min limit of the emission direction.
  85918. */
  85919. direction1?: Vector3,
  85920. /**
  85921. * The max limit of the emission direction.
  85922. */
  85923. direction2?: Vector3);
  85924. /**
  85925. * Called by the particle System when the direction is computed for the created particle.
  85926. * @param worldMatrix is the world matrix of the particle system
  85927. * @param directionToUpdate is the direction vector to update with the result
  85928. * @param particle is the particle we are computed the direction for
  85929. */
  85930. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85931. /**
  85932. * Clones the current emitter and returns a copy of it
  85933. * @returns the new emitter
  85934. */
  85935. clone(): SphereDirectedParticleEmitter;
  85936. /**
  85937. * Called by the GPUParticleSystem to setup the update shader
  85938. * @param effect defines the update shader
  85939. */
  85940. applyToShader(effect: Effect): void;
  85941. /**
  85942. * Returns a string to use to update the GPU particles update shader
  85943. * @returns a string containng the defines string
  85944. */
  85945. getEffectDefines(): string;
  85946. /**
  85947. * Returns the string "SphereDirectedParticleEmitter"
  85948. * @returns a string containing the class name
  85949. */
  85950. getClassName(): string;
  85951. /**
  85952. * Serializes the particle system to a JSON object.
  85953. * @returns the JSON object
  85954. */
  85955. serialize(): any;
  85956. /**
  85957. * Parse properties from a JSON object
  85958. * @param serializationObject defines the JSON object
  85959. */
  85960. parse(serializationObject: any): void;
  85961. }
  85962. }
  85963. declare module BABYLON {
  85964. /**
  85965. * Interface representing a particle system in Babylon.js.
  85966. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  85967. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  85968. */
  85969. export interface IParticleSystem {
  85970. /**
  85971. * List of animations used by the particle system.
  85972. */
  85973. animations: Animation[];
  85974. /**
  85975. * The id of the Particle system.
  85976. */
  85977. id: string;
  85978. /**
  85979. * The name of the Particle system.
  85980. */
  85981. name: string;
  85982. /**
  85983. * The emitter represents the Mesh or position we are attaching the particle system to.
  85984. */
  85985. emitter: Nullable<AbstractMesh | Vector3>;
  85986. /**
  85987. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  85988. */
  85989. isBillboardBased: boolean;
  85990. /**
  85991. * The rendering group used by the Particle system to chose when to render.
  85992. */
  85993. renderingGroupId: number;
  85994. /**
  85995. * The layer mask we are rendering the particles through.
  85996. */
  85997. layerMask: number;
  85998. /**
  85999. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  86000. */
  86001. updateSpeed: number;
  86002. /**
  86003. * The amount of time the particle system is running (depends of the overall update speed).
  86004. */
  86005. targetStopDuration: number;
  86006. /**
  86007. * The texture used to render each particle. (this can be a spritesheet)
  86008. */
  86009. particleTexture: Nullable<Texture>;
  86010. /**
  86011. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  86012. */
  86013. blendMode: number;
  86014. /**
  86015. * Minimum life time of emitting particles.
  86016. */
  86017. minLifeTime: number;
  86018. /**
  86019. * Maximum life time of emitting particles.
  86020. */
  86021. maxLifeTime: number;
  86022. /**
  86023. * Minimum Size of emitting particles.
  86024. */
  86025. minSize: number;
  86026. /**
  86027. * Maximum Size of emitting particles.
  86028. */
  86029. maxSize: number;
  86030. /**
  86031. * Minimum scale of emitting particles on X axis.
  86032. */
  86033. minScaleX: number;
  86034. /**
  86035. * Maximum scale of emitting particles on X axis.
  86036. */
  86037. maxScaleX: number;
  86038. /**
  86039. * Minimum scale of emitting particles on Y axis.
  86040. */
  86041. minScaleY: number;
  86042. /**
  86043. * Maximum scale of emitting particles on Y axis.
  86044. */
  86045. maxScaleY: number;
  86046. /**
  86047. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  86048. */
  86049. color1: Color4;
  86050. /**
  86051. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  86052. */
  86053. color2: Color4;
  86054. /**
  86055. * Color the particle will have at the end of its lifetime.
  86056. */
  86057. colorDead: Color4;
  86058. /**
  86059. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  86060. */
  86061. emitRate: number;
  86062. /**
  86063. * You can use gravity if you want to give an orientation to your particles.
  86064. */
  86065. gravity: Vector3;
  86066. /**
  86067. * Minimum power of emitting particles.
  86068. */
  86069. minEmitPower: number;
  86070. /**
  86071. * Maximum power of emitting particles.
  86072. */
  86073. maxEmitPower: number;
  86074. /**
  86075. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  86076. */
  86077. minAngularSpeed: number;
  86078. /**
  86079. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  86080. */
  86081. maxAngularSpeed: number;
  86082. /**
  86083. * Gets or sets the minimal initial rotation in radians.
  86084. */
  86085. minInitialRotation: number;
  86086. /**
  86087. * Gets or sets the maximal initial rotation in radians.
  86088. */
  86089. maxInitialRotation: number;
  86090. /**
  86091. * The particle emitter type defines the emitter used by the particle system.
  86092. * It can be for example box, sphere, or cone...
  86093. */
  86094. particleEmitterType: Nullable<IParticleEmitterType>;
  86095. /**
  86096. * Defines the delay in milliseconds before starting the system (0 by default)
  86097. */
  86098. startDelay: number;
  86099. /**
  86100. * 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
  86101. */
  86102. preWarmCycles: number;
  86103. /**
  86104. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  86105. */
  86106. preWarmStepOffset: number;
  86107. /**
  86108. * 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)
  86109. */
  86110. spriteCellChangeSpeed: number;
  86111. /**
  86112. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  86113. */
  86114. startSpriteCellID: number;
  86115. /**
  86116. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  86117. */
  86118. endSpriteCellID: number;
  86119. /**
  86120. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  86121. */
  86122. spriteCellWidth: number;
  86123. /**
  86124. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  86125. */
  86126. spriteCellHeight: number;
  86127. /**
  86128. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  86129. */
  86130. spriteRandomStartCell: boolean;
  86131. /**
  86132. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  86133. */
  86134. isAnimationSheetEnabled: boolean;
  86135. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  86136. translationPivot: Vector2;
  86137. /**
  86138. * Gets or sets a texture used to add random noise to particle positions
  86139. */
  86140. noiseTexture: Nullable<BaseTexture>;
  86141. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  86142. noiseStrength: Vector3;
  86143. /**
  86144. * Gets or sets the billboard mode to use when isBillboardBased = true.
  86145. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  86146. */
  86147. billboardMode: number;
  86148. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  86149. limitVelocityDamping: number;
  86150. /**
  86151. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  86152. */
  86153. beginAnimationOnStart: boolean;
  86154. /**
  86155. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  86156. */
  86157. beginAnimationFrom: number;
  86158. /**
  86159. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  86160. */
  86161. beginAnimationTo: number;
  86162. /**
  86163. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  86164. */
  86165. beginAnimationLoop: boolean;
  86166. /**
  86167. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  86168. */
  86169. disposeOnStop: boolean;
  86170. /**
  86171. * Gets the maximum number of particles active at the same time.
  86172. * @returns The max number of active particles.
  86173. */
  86174. getCapacity(): number;
  86175. /**
  86176. * Gets if the system has been started. (Note: this will still be true after stop is called)
  86177. * @returns True if it has been started, otherwise false.
  86178. */
  86179. isStarted(): boolean;
  86180. /**
  86181. * Animates the particle system for this frame.
  86182. */
  86183. animate(): void;
  86184. /**
  86185. * Renders the particle system in its current state.
  86186. * @returns the current number of particles
  86187. */
  86188. render(): number;
  86189. /**
  86190. * Dispose the particle system and frees its associated resources.
  86191. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  86192. */
  86193. dispose(disposeTexture?: boolean): void;
  86194. /**
  86195. * Clones the particle system.
  86196. * @param name The name of the cloned object
  86197. * @param newEmitter The new emitter to use
  86198. * @returns the cloned particle system
  86199. */
  86200. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  86201. /**
  86202. * Serializes the particle system to a JSON object.
  86203. * @returns the JSON object
  86204. */
  86205. serialize(): any;
  86206. /**
  86207. * Rebuild the particle system
  86208. */
  86209. rebuild(): void;
  86210. /**
  86211. * Starts the particle system and begins to emit
  86212. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  86213. */
  86214. start(delay?: number): void;
  86215. /**
  86216. * Stops the particle system.
  86217. */
  86218. stop(): void;
  86219. /**
  86220. * Remove all active particles
  86221. */
  86222. reset(): void;
  86223. /**
  86224. * Is this system ready to be used/rendered
  86225. * @return true if the system is ready
  86226. */
  86227. isReady(): boolean;
  86228. /**
  86229. * Adds a new color gradient
  86230. * @param gradient defines the gradient to use (between 0 and 1)
  86231. * @param color1 defines the color to affect to the specified gradient
  86232. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  86233. * @returns the current particle system
  86234. */
  86235. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  86236. /**
  86237. * Remove a specific color gradient
  86238. * @param gradient defines the gradient to remove
  86239. * @returns the current particle system
  86240. */
  86241. removeColorGradient(gradient: number): IParticleSystem;
  86242. /**
  86243. * Adds a new size gradient
  86244. * @param gradient defines the gradient to use (between 0 and 1)
  86245. * @param factor defines the size factor to affect to the specified gradient
  86246. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86247. * @returns the current particle system
  86248. */
  86249. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86250. /**
  86251. * Remove a specific size gradient
  86252. * @param gradient defines the gradient to remove
  86253. * @returns the current particle system
  86254. */
  86255. removeSizeGradient(gradient: number): IParticleSystem;
  86256. /**
  86257. * Gets the current list of color gradients.
  86258. * You must use addColorGradient and removeColorGradient to udpate this list
  86259. * @returns the list of color gradients
  86260. */
  86261. getColorGradients(): Nullable<Array<ColorGradient>>;
  86262. /**
  86263. * Gets the current list of size gradients.
  86264. * You must use addSizeGradient and removeSizeGradient to udpate this list
  86265. * @returns the list of size gradients
  86266. */
  86267. getSizeGradients(): Nullable<Array<FactorGradient>>;
  86268. /**
  86269. * Gets the current list of angular speed gradients.
  86270. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  86271. * @returns the list of angular speed gradients
  86272. */
  86273. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  86274. /**
  86275. * Adds a new angular speed gradient
  86276. * @param gradient defines the gradient to use (between 0 and 1)
  86277. * @param factor defines the angular speed to affect to the specified gradient
  86278. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86279. * @returns the current particle system
  86280. */
  86281. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86282. /**
  86283. * Remove a specific angular speed gradient
  86284. * @param gradient defines the gradient to remove
  86285. * @returns the current particle system
  86286. */
  86287. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  86288. /**
  86289. * Gets the current list of velocity gradients.
  86290. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  86291. * @returns the list of velocity gradients
  86292. */
  86293. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  86294. /**
  86295. * Adds a new velocity gradient
  86296. * @param gradient defines the gradient to use (between 0 and 1)
  86297. * @param factor defines the velocity to affect to the specified gradient
  86298. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86299. * @returns the current particle system
  86300. */
  86301. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86302. /**
  86303. * Remove a specific velocity gradient
  86304. * @param gradient defines the gradient to remove
  86305. * @returns the current particle system
  86306. */
  86307. removeVelocityGradient(gradient: number): IParticleSystem;
  86308. /**
  86309. * Gets the current list of limit velocity gradients.
  86310. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  86311. * @returns the list of limit velocity gradients
  86312. */
  86313. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  86314. /**
  86315. * Adds a new limit velocity gradient
  86316. * @param gradient defines the gradient to use (between 0 and 1)
  86317. * @param factor defines the limit velocity to affect to the specified gradient
  86318. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86319. * @returns the current particle system
  86320. */
  86321. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86322. /**
  86323. * Remove a specific limit velocity gradient
  86324. * @param gradient defines the gradient to remove
  86325. * @returns the current particle system
  86326. */
  86327. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  86328. /**
  86329. * Adds a new drag gradient
  86330. * @param gradient defines the gradient to use (between 0 and 1)
  86331. * @param factor defines the drag to affect to the specified gradient
  86332. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86333. * @returns the current particle system
  86334. */
  86335. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86336. /**
  86337. * Remove a specific drag gradient
  86338. * @param gradient defines the gradient to remove
  86339. * @returns the current particle system
  86340. */
  86341. removeDragGradient(gradient: number): IParticleSystem;
  86342. /**
  86343. * Gets the current list of drag gradients.
  86344. * You must use addDragGradient and removeDragGradient to udpate this list
  86345. * @returns the list of drag gradients
  86346. */
  86347. getDragGradients(): Nullable<Array<FactorGradient>>;
  86348. /**
  86349. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  86350. * @param gradient defines the gradient to use (between 0 and 1)
  86351. * @param factor defines the emit rate to affect to the specified gradient
  86352. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86353. * @returns the current particle system
  86354. */
  86355. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86356. /**
  86357. * Remove a specific emit rate gradient
  86358. * @param gradient defines the gradient to remove
  86359. * @returns the current particle system
  86360. */
  86361. removeEmitRateGradient(gradient: number): IParticleSystem;
  86362. /**
  86363. * Gets the current list of emit rate gradients.
  86364. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  86365. * @returns the list of emit rate gradients
  86366. */
  86367. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  86368. /**
  86369. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  86370. * @param gradient defines the gradient to use (between 0 and 1)
  86371. * @param factor defines the start size to affect to the specified gradient
  86372. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86373. * @returns the current particle system
  86374. */
  86375. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86376. /**
  86377. * Remove a specific start size gradient
  86378. * @param gradient defines the gradient to remove
  86379. * @returns the current particle system
  86380. */
  86381. removeStartSizeGradient(gradient: number): IParticleSystem;
  86382. /**
  86383. * Gets the current list of start size gradients.
  86384. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  86385. * @returns the list of start size gradients
  86386. */
  86387. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  86388. /**
  86389. * Adds a new life time gradient
  86390. * @param gradient defines the gradient to use (between 0 and 1)
  86391. * @param factor defines the life time factor to affect to the specified gradient
  86392. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86393. * @returns the current particle system
  86394. */
  86395. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86396. /**
  86397. * Remove a specific life time gradient
  86398. * @param gradient defines the gradient to remove
  86399. * @returns the current particle system
  86400. */
  86401. removeLifeTimeGradient(gradient: number): IParticleSystem;
  86402. /**
  86403. * Gets the current list of life time gradients.
  86404. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  86405. * @returns the list of life time gradients
  86406. */
  86407. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  86408. /**
  86409. * Gets the current list of color gradients.
  86410. * You must use addColorGradient and removeColorGradient to udpate this list
  86411. * @returns the list of color gradients
  86412. */
  86413. getColorGradients(): Nullable<Array<ColorGradient>>;
  86414. /**
  86415. * Adds a new ramp gradient used to remap particle colors
  86416. * @param gradient defines the gradient to use (between 0 and 1)
  86417. * @param color defines the color to affect to the specified gradient
  86418. * @returns the current particle system
  86419. */
  86420. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  86421. /**
  86422. * Gets the current list of ramp gradients.
  86423. * You must use addRampGradient and removeRampGradient to udpate this list
  86424. * @returns the list of ramp gradients
  86425. */
  86426. getRampGradients(): Nullable<Array<Color3Gradient>>;
  86427. /** Gets or sets a boolean indicating that ramp gradients must be used
  86428. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  86429. */
  86430. useRampGradients: boolean;
  86431. /**
  86432. * Adds a new color remap gradient
  86433. * @param gradient defines the gradient to use (between 0 and 1)
  86434. * @param min defines the color remap minimal range
  86435. * @param max defines the color remap maximal range
  86436. * @returns the current particle system
  86437. */
  86438. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  86439. /**
  86440. * Gets the current list of color remap gradients.
  86441. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  86442. * @returns the list of color remap gradients
  86443. */
  86444. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  86445. /**
  86446. * Adds a new alpha remap gradient
  86447. * @param gradient defines the gradient to use (between 0 and 1)
  86448. * @param min defines the alpha remap minimal range
  86449. * @param max defines the alpha remap maximal range
  86450. * @returns the current particle system
  86451. */
  86452. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  86453. /**
  86454. * Gets the current list of alpha remap gradients.
  86455. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  86456. * @returns the list of alpha remap gradients
  86457. */
  86458. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  86459. /**
  86460. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  86461. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  86462. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  86463. * @returns the emitter
  86464. */
  86465. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  86466. /**
  86467. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  86468. * @param radius The radius of the hemisphere to emit from
  86469. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  86470. * @returns the emitter
  86471. */
  86472. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  86473. /**
  86474. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  86475. * @param radius The radius of the sphere to emit from
  86476. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  86477. * @returns the emitter
  86478. */
  86479. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  86480. /**
  86481. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  86482. * @param radius The radius of the sphere to emit from
  86483. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  86484. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  86485. * @returns the emitter
  86486. */
  86487. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  86488. /**
  86489. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  86490. * @param radius The radius of the emission cylinder
  86491. * @param height The height of the emission cylinder
  86492. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  86493. * @param directionRandomizer How much to randomize the particle direction [0-1]
  86494. * @returns the emitter
  86495. */
  86496. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  86497. /**
  86498. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  86499. * @param radius The radius of the cylinder to emit from
  86500. * @param height The height of the emission cylinder
  86501. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86502. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  86503. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  86504. * @returns the emitter
  86505. */
  86506. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  86507. /**
  86508. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  86509. * @param radius The radius of the cone to emit from
  86510. * @param angle The base angle of the cone
  86511. * @returns the emitter
  86512. */
  86513. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  86514. /**
  86515. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  86516. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  86517. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  86518. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  86519. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  86520. * @returns the emitter
  86521. */
  86522. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  86523. /**
  86524. * Get hosting scene
  86525. * @returns the scene
  86526. */
  86527. getScene(): Scene;
  86528. }
  86529. }
  86530. declare module BABYLON {
  86531. /**
  86532. * Creates an instance based on a source mesh.
  86533. */
  86534. export class InstancedMesh extends AbstractMesh {
  86535. private _sourceMesh;
  86536. private _currentLOD;
  86537. /** @hidden */
  86538. _indexInSourceMeshInstanceArray: number;
  86539. constructor(name: string, source: Mesh);
  86540. /**
  86541. * Returns the string "InstancedMesh".
  86542. */
  86543. getClassName(): string;
  86544. /** Gets the list of lights affecting that mesh */
  86545. readonly lightSources: Light[];
  86546. _resyncLightSources(): void;
  86547. _resyncLighSource(light: Light): void;
  86548. _removeLightSource(light: Light, dispose: boolean): void;
  86549. /**
  86550. * If the source mesh receives shadows
  86551. */
  86552. readonly receiveShadows: boolean;
  86553. /**
  86554. * The material of the source mesh
  86555. */
  86556. readonly material: Nullable<Material>;
  86557. /**
  86558. * Visibility of the source mesh
  86559. */
  86560. readonly visibility: number;
  86561. /**
  86562. * Skeleton of the source mesh
  86563. */
  86564. readonly skeleton: Nullable<Skeleton>;
  86565. /**
  86566. * Rendering ground id of the source mesh
  86567. */
  86568. renderingGroupId: number;
  86569. /**
  86570. * Returns the total number of vertices (integer).
  86571. */
  86572. getTotalVertices(): number;
  86573. /**
  86574. * Returns a positive integer : the total number of indices in this mesh geometry.
  86575. * @returns the numner of indices or zero if the mesh has no geometry.
  86576. */
  86577. getTotalIndices(): number;
  86578. /**
  86579. * The source mesh of the instance
  86580. */
  86581. readonly sourceMesh: Mesh;
  86582. /**
  86583. * Is this node ready to be used/rendered
  86584. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  86585. * @return {boolean} is it ready
  86586. */
  86587. isReady(completeCheck?: boolean): boolean;
  86588. /**
  86589. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  86590. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  86591. * @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.
  86592. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  86593. */
  86594. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  86595. /**
  86596. * Sets the vertex data of the mesh geometry for the requested `kind`.
  86597. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  86598. * The `data` are either a numeric array either a Float32Array.
  86599. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  86600. * 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).
  86601. * Note that a new underlying VertexBuffer object is created each call.
  86602. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  86603. *
  86604. * Possible `kind` values :
  86605. * - VertexBuffer.PositionKind
  86606. * - VertexBuffer.UVKind
  86607. * - VertexBuffer.UV2Kind
  86608. * - VertexBuffer.UV3Kind
  86609. * - VertexBuffer.UV4Kind
  86610. * - VertexBuffer.UV5Kind
  86611. * - VertexBuffer.UV6Kind
  86612. * - VertexBuffer.ColorKind
  86613. * - VertexBuffer.MatricesIndicesKind
  86614. * - VertexBuffer.MatricesIndicesExtraKind
  86615. * - VertexBuffer.MatricesWeightsKind
  86616. * - VertexBuffer.MatricesWeightsExtraKind
  86617. *
  86618. * Returns the Mesh.
  86619. */
  86620. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  86621. /**
  86622. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  86623. * If the mesh has no geometry, it is simply returned as it is.
  86624. * The `data` are either a numeric array either a Float32Array.
  86625. * No new underlying VertexBuffer object is created.
  86626. * 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.
  86627. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  86628. *
  86629. * Possible `kind` values :
  86630. * - VertexBuffer.PositionKind
  86631. * - VertexBuffer.UVKind
  86632. * - VertexBuffer.UV2Kind
  86633. * - VertexBuffer.UV3Kind
  86634. * - VertexBuffer.UV4Kind
  86635. * - VertexBuffer.UV5Kind
  86636. * - VertexBuffer.UV6Kind
  86637. * - VertexBuffer.ColorKind
  86638. * - VertexBuffer.MatricesIndicesKind
  86639. * - VertexBuffer.MatricesIndicesExtraKind
  86640. * - VertexBuffer.MatricesWeightsKind
  86641. * - VertexBuffer.MatricesWeightsExtraKind
  86642. *
  86643. * Returns the Mesh.
  86644. */
  86645. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  86646. /**
  86647. * Sets the mesh indices.
  86648. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  86649. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  86650. * This method creates a new index buffer each call.
  86651. * Returns the Mesh.
  86652. */
  86653. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  86654. /**
  86655. * Boolean : True if the mesh owns the requested kind of data.
  86656. */
  86657. isVerticesDataPresent(kind: string): boolean;
  86658. /**
  86659. * Returns an array of indices (IndicesArray).
  86660. */
  86661. getIndices(): Nullable<IndicesArray>;
  86662. readonly _positions: Nullable<Vector3[]>;
  86663. /**
  86664. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  86665. * This means the mesh underlying bounding box and sphere are recomputed.
  86666. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  86667. * @returns the current mesh
  86668. */
  86669. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  86670. /** @hidden */
  86671. _preActivate(): InstancedMesh;
  86672. /** @hidden */
  86673. _activate(renderId: number, intermediateRendering: boolean): boolean;
  86674. /** @hidden */
  86675. _postActivate(): void;
  86676. getWorldMatrix(): Matrix;
  86677. readonly isAnInstance: boolean;
  86678. /**
  86679. * Returns the current associated LOD AbstractMesh.
  86680. */
  86681. getLOD(camera: Camera): AbstractMesh;
  86682. /** @hidden */
  86683. _syncSubMeshes(): InstancedMesh;
  86684. /** @hidden */
  86685. _generatePointsArray(): boolean;
  86686. /**
  86687. * Creates a new InstancedMesh from the current mesh.
  86688. * - name (string) : the cloned mesh name
  86689. * - newParent (optional Node) : the optional Node to parent the clone to.
  86690. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  86691. *
  86692. * Returns the clone.
  86693. */
  86694. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  86695. /**
  86696. * Disposes the InstancedMesh.
  86697. * Returns nothing.
  86698. */
  86699. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  86700. }
  86701. interface Mesh {
  86702. /**
  86703. * Register a custom buffer that will be instanced
  86704. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  86705. * @param kind defines the buffer kind
  86706. * @param stride defines the stride in floats
  86707. */
  86708. registerInstancedBuffer(kind: string, stride: number): void;
  86709. /** @hidden */
  86710. _userInstancedBuffersStorage: {
  86711. data: {
  86712. [key: string]: Float32Array;
  86713. };
  86714. sizes: {
  86715. [key: string]: number;
  86716. };
  86717. vertexBuffers: {
  86718. [key: string]: Nullable<VertexBuffer>;
  86719. };
  86720. strides: {
  86721. [key: string]: number;
  86722. };
  86723. };
  86724. }
  86725. interface AbstractMesh {
  86726. /**
  86727. * Object used to store instanced buffers defined by user
  86728. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  86729. */
  86730. instancedBuffers: {
  86731. [key: string]: any;
  86732. };
  86733. }
  86734. }
  86735. declare module BABYLON {
  86736. /**
  86737. * Defines the options associated with the creation of a shader material.
  86738. */
  86739. export interface IShaderMaterialOptions {
  86740. /**
  86741. * Does the material work in alpha blend mode
  86742. */
  86743. needAlphaBlending: boolean;
  86744. /**
  86745. * Does the material work in alpha test mode
  86746. */
  86747. needAlphaTesting: boolean;
  86748. /**
  86749. * The list of attribute names used in the shader
  86750. */
  86751. attributes: string[];
  86752. /**
  86753. * The list of unifrom names used in the shader
  86754. */
  86755. uniforms: string[];
  86756. /**
  86757. * The list of UBO names used in the shader
  86758. */
  86759. uniformBuffers: string[];
  86760. /**
  86761. * The list of sampler names used in the shader
  86762. */
  86763. samplers: string[];
  86764. /**
  86765. * The list of defines used in the shader
  86766. */
  86767. defines: string[];
  86768. }
  86769. /**
  86770. * 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.
  86771. *
  86772. * This returned material effects how the mesh will look based on the code in the shaders.
  86773. *
  86774. * @see http://doc.babylonjs.com/how_to/shader_material
  86775. */
  86776. export class ShaderMaterial extends Material {
  86777. private _shaderPath;
  86778. private _options;
  86779. private _textures;
  86780. private _textureArrays;
  86781. private _floats;
  86782. private _ints;
  86783. private _floatsArrays;
  86784. private _colors3;
  86785. private _colors3Arrays;
  86786. private _colors4;
  86787. private _colors4Arrays;
  86788. private _vectors2;
  86789. private _vectors3;
  86790. private _vectors4;
  86791. private _matrices;
  86792. private _matrices3x3;
  86793. private _matrices2x2;
  86794. private _vectors2Arrays;
  86795. private _vectors3Arrays;
  86796. private _vectors4Arrays;
  86797. private _cachedWorldViewMatrix;
  86798. private _cachedWorldViewProjectionMatrix;
  86799. private _renderId;
  86800. /**
  86801. * Instantiate a new shader material.
  86802. * 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.
  86803. * This returned material effects how the mesh will look based on the code in the shaders.
  86804. * @see http://doc.babylonjs.com/how_to/shader_material
  86805. * @param name Define the name of the material in the scene
  86806. * @param scene Define the scene the material belongs to
  86807. * @param shaderPath Defines the route to the shader code in one of three ways:
  86808. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  86809. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  86810. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  86811. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  86812. * @param options Define the options used to create the shader
  86813. */
  86814. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  86815. /**
  86816. * Gets the options used to compile the shader.
  86817. * They can be modified to trigger a new compilation
  86818. */
  86819. readonly options: IShaderMaterialOptions;
  86820. /**
  86821. * Gets the current class name of the material e.g. "ShaderMaterial"
  86822. * Mainly use in serialization.
  86823. * @returns the class name
  86824. */
  86825. getClassName(): string;
  86826. /**
  86827. * Specifies if the material will require alpha blending
  86828. * @returns a boolean specifying if alpha blending is needed
  86829. */
  86830. needAlphaBlending(): boolean;
  86831. /**
  86832. * Specifies if this material should be rendered in alpha test mode
  86833. * @returns a boolean specifying if an alpha test is needed.
  86834. */
  86835. needAlphaTesting(): boolean;
  86836. private _checkUniform;
  86837. /**
  86838. * Set a texture in the shader.
  86839. * @param name Define the name of the uniform samplers as defined in the shader
  86840. * @param texture Define the texture to bind to this sampler
  86841. * @return the material itself allowing "fluent" like uniform updates
  86842. */
  86843. setTexture(name: string, texture: Texture): ShaderMaterial;
  86844. /**
  86845. * Set a texture array in the shader.
  86846. * @param name Define the name of the uniform sampler array as defined in the shader
  86847. * @param textures Define the list of textures to bind to this sampler
  86848. * @return the material itself allowing "fluent" like uniform updates
  86849. */
  86850. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  86851. /**
  86852. * Set a float in the shader.
  86853. * @param name Define the name of the uniform as defined in the shader
  86854. * @param value Define the value to give to the uniform
  86855. * @return the material itself allowing "fluent" like uniform updates
  86856. */
  86857. setFloat(name: string, value: number): ShaderMaterial;
  86858. /**
  86859. * Set a int in the shader.
  86860. * @param name Define the name of the uniform as defined in the shader
  86861. * @param value Define the value to give to the uniform
  86862. * @return the material itself allowing "fluent" like uniform updates
  86863. */
  86864. setInt(name: string, value: number): ShaderMaterial;
  86865. /**
  86866. * Set an array of floats in the shader.
  86867. * @param name Define the name of the uniform as defined in the shader
  86868. * @param value Define the value to give to the uniform
  86869. * @return the material itself allowing "fluent" like uniform updates
  86870. */
  86871. setFloats(name: string, value: number[]): ShaderMaterial;
  86872. /**
  86873. * Set a vec3 in the shader from a Color3.
  86874. * @param name Define the name of the uniform as defined in the shader
  86875. * @param value Define the value to give to the uniform
  86876. * @return the material itself allowing "fluent" like uniform updates
  86877. */
  86878. setColor3(name: string, value: Color3): ShaderMaterial;
  86879. /**
  86880. * Set a vec3 array in the shader from a Color3 array.
  86881. * @param name Define the name of the uniform as defined in the shader
  86882. * @param value Define the value to give to the uniform
  86883. * @return the material itself allowing "fluent" like uniform updates
  86884. */
  86885. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  86886. /**
  86887. * Set a vec4 in the shader from a Color4.
  86888. * @param name Define the name of the uniform as defined in the shader
  86889. * @param value Define the value to give to the uniform
  86890. * @return the material itself allowing "fluent" like uniform updates
  86891. */
  86892. setColor4(name: string, value: Color4): ShaderMaterial;
  86893. /**
  86894. * Set a vec4 array in the shader from a Color4 array.
  86895. * @param name Define the name of the uniform as defined in the shader
  86896. * @param value Define the value to give to the uniform
  86897. * @return the material itself allowing "fluent" like uniform updates
  86898. */
  86899. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  86900. /**
  86901. * Set a vec2 in the shader from a Vector2.
  86902. * @param name Define the name of the uniform as defined in the shader
  86903. * @param value Define the value to give to the uniform
  86904. * @return the material itself allowing "fluent" like uniform updates
  86905. */
  86906. setVector2(name: string, value: Vector2): ShaderMaterial;
  86907. /**
  86908. * Set a vec3 in the shader from a Vector3.
  86909. * @param name Define the name of the uniform as defined in the shader
  86910. * @param value Define the value to give to the uniform
  86911. * @return the material itself allowing "fluent" like uniform updates
  86912. */
  86913. setVector3(name: string, value: Vector3): ShaderMaterial;
  86914. /**
  86915. * Set a vec4 in the shader from a Vector4.
  86916. * @param name Define the name of the uniform as defined in the shader
  86917. * @param value Define the value to give to the uniform
  86918. * @return the material itself allowing "fluent" like uniform updates
  86919. */
  86920. setVector4(name: string, value: Vector4): ShaderMaterial;
  86921. /**
  86922. * Set a mat4 in the shader from a Matrix.
  86923. * @param name Define the name of the uniform as defined in the shader
  86924. * @param value Define the value to give to the uniform
  86925. * @return the material itself allowing "fluent" like uniform updates
  86926. */
  86927. setMatrix(name: string, value: Matrix): ShaderMaterial;
  86928. /**
  86929. * Set a mat3 in the shader from a Float32Array.
  86930. * @param name Define the name of the uniform as defined in the shader
  86931. * @param value Define the value to give to the uniform
  86932. * @return the material itself allowing "fluent" like uniform updates
  86933. */
  86934. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  86935. /**
  86936. * Set a mat2 in the shader from a Float32Array.
  86937. * @param name Define the name of the uniform as defined in the shader
  86938. * @param value Define the value to give to the uniform
  86939. * @return the material itself allowing "fluent" like uniform updates
  86940. */
  86941. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  86942. /**
  86943. * Set a vec2 array in the shader from a number array.
  86944. * @param name Define the name of the uniform as defined in the shader
  86945. * @param value Define the value to give to the uniform
  86946. * @return the material itself allowing "fluent" like uniform updates
  86947. */
  86948. setArray2(name: string, value: number[]): ShaderMaterial;
  86949. /**
  86950. * Set a vec3 array in the shader from a number array.
  86951. * @param name Define the name of the uniform as defined in the shader
  86952. * @param value Define the value to give to the uniform
  86953. * @return the material itself allowing "fluent" like uniform updates
  86954. */
  86955. setArray3(name: string, value: number[]): ShaderMaterial;
  86956. /**
  86957. * Set a vec4 array in the shader from a number array.
  86958. * @param name Define the name of the uniform as defined in the shader
  86959. * @param value Define the value to give to the uniform
  86960. * @return the material itself allowing "fluent" like uniform updates
  86961. */
  86962. setArray4(name: string, value: number[]): ShaderMaterial;
  86963. private _checkCache;
  86964. /**
  86965. * Specifies that the submesh is ready to be used
  86966. * @param mesh defines the mesh to check
  86967. * @param subMesh defines which submesh to check
  86968. * @param useInstances specifies that instances should be used
  86969. * @returns a boolean indicating that the submesh is ready or not
  86970. */
  86971. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  86972. /**
  86973. * Checks if the material is ready to render the requested mesh
  86974. * @param mesh Define the mesh to render
  86975. * @param useInstances Define whether or not the material is used with instances
  86976. * @returns true if ready, otherwise false
  86977. */
  86978. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  86979. /**
  86980. * Binds the world matrix to the material
  86981. * @param world defines the world transformation matrix
  86982. */
  86983. bindOnlyWorldMatrix(world: Matrix): void;
  86984. /**
  86985. * Binds the material to the mesh
  86986. * @param world defines the world transformation matrix
  86987. * @param mesh defines the mesh to bind the material to
  86988. */
  86989. bind(world: Matrix, mesh?: Mesh): void;
  86990. /**
  86991. * Gets the active textures from the material
  86992. * @returns an array of textures
  86993. */
  86994. getActiveTextures(): BaseTexture[];
  86995. /**
  86996. * Specifies if the material uses a texture
  86997. * @param texture defines the texture to check against the material
  86998. * @returns a boolean specifying if the material uses the texture
  86999. */
  87000. hasTexture(texture: BaseTexture): boolean;
  87001. /**
  87002. * Makes a duplicate of the material, and gives it a new name
  87003. * @param name defines the new name for the duplicated material
  87004. * @returns the cloned material
  87005. */
  87006. clone(name: string): ShaderMaterial;
  87007. /**
  87008. * Disposes the material
  87009. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  87010. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  87011. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  87012. */
  87013. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  87014. /**
  87015. * Serializes this material in a JSON representation
  87016. * @returns the serialized material object
  87017. */
  87018. serialize(): any;
  87019. /**
  87020. * Creates a shader material from parsed shader material data
  87021. * @param source defines the JSON represnetation of the material
  87022. * @param scene defines the hosting scene
  87023. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  87024. * @returns a new material
  87025. */
  87026. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  87027. }
  87028. }
  87029. declare module BABYLON {
  87030. /** @hidden */
  87031. export var colorPixelShader: {
  87032. name: string;
  87033. shader: string;
  87034. };
  87035. }
  87036. declare module BABYLON {
  87037. /** @hidden */
  87038. export var colorVertexShader: {
  87039. name: string;
  87040. shader: string;
  87041. };
  87042. }
  87043. declare module BABYLON {
  87044. /**
  87045. * Line mesh
  87046. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  87047. */
  87048. export class LinesMesh extends Mesh {
  87049. /**
  87050. * If vertex color should be applied to the mesh
  87051. */
  87052. readonly useVertexColor?: boolean | undefined;
  87053. /**
  87054. * If vertex alpha should be applied to the mesh
  87055. */
  87056. readonly useVertexAlpha?: boolean | undefined;
  87057. /**
  87058. * Color of the line (Default: White)
  87059. */
  87060. color: Color3;
  87061. /**
  87062. * Alpha of the line (Default: 1)
  87063. */
  87064. alpha: number;
  87065. /**
  87066. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  87067. * This margin is expressed in world space coordinates, so its value may vary.
  87068. * Default value is 0.1
  87069. */
  87070. intersectionThreshold: number;
  87071. private _colorShader;
  87072. private color4;
  87073. /**
  87074. * Creates a new LinesMesh
  87075. * @param name defines the name
  87076. * @param scene defines the hosting scene
  87077. * @param parent defines the parent mesh if any
  87078. * @param source defines the optional source LinesMesh used to clone data from
  87079. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  87080. * When false, achieved by calling a clone(), also passing False.
  87081. * This will make creation of children, recursive.
  87082. * @param useVertexColor defines if this LinesMesh supports vertex color
  87083. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  87084. */
  87085. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  87086. /**
  87087. * If vertex color should be applied to the mesh
  87088. */
  87089. useVertexColor?: boolean | undefined,
  87090. /**
  87091. * If vertex alpha should be applied to the mesh
  87092. */
  87093. useVertexAlpha?: boolean | undefined);
  87094. private _addClipPlaneDefine;
  87095. private _removeClipPlaneDefine;
  87096. isReady(): boolean;
  87097. /**
  87098. * Returns the string "LineMesh"
  87099. */
  87100. getClassName(): string;
  87101. /**
  87102. * @hidden
  87103. */
  87104. /**
  87105. * @hidden
  87106. */
  87107. material: Material;
  87108. /**
  87109. * @hidden
  87110. */
  87111. readonly checkCollisions: boolean;
  87112. /** @hidden */
  87113. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  87114. /** @hidden */
  87115. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  87116. /**
  87117. * Disposes of the line mesh
  87118. * @param doNotRecurse If children should be disposed
  87119. */
  87120. dispose(doNotRecurse?: boolean): void;
  87121. /**
  87122. * Returns a new LineMesh object cloned from the current one.
  87123. */
  87124. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  87125. /**
  87126. * Creates a new InstancedLinesMesh object from the mesh model.
  87127. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87128. * @param name defines the name of the new instance
  87129. * @returns a new InstancedLinesMesh
  87130. */
  87131. createInstance(name: string): InstancedLinesMesh;
  87132. }
  87133. /**
  87134. * Creates an instance based on a source LinesMesh
  87135. */
  87136. export class InstancedLinesMesh extends InstancedMesh {
  87137. /**
  87138. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  87139. * This margin is expressed in world space coordinates, so its value may vary.
  87140. * Initilized with the intersectionThreshold value of the source LinesMesh
  87141. */
  87142. intersectionThreshold: number;
  87143. constructor(name: string, source: LinesMesh);
  87144. /**
  87145. * Returns the string "InstancedLinesMesh".
  87146. */
  87147. getClassName(): string;
  87148. }
  87149. }
  87150. declare module BABYLON {
  87151. /** @hidden */
  87152. export var linePixelShader: {
  87153. name: string;
  87154. shader: string;
  87155. };
  87156. }
  87157. declare module BABYLON {
  87158. /** @hidden */
  87159. export var lineVertexShader: {
  87160. name: string;
  87161. shader: string;
  87162. };
  87163. }
  87164. declare module BABYLON {
  87165. interface AbstractMesh {
  87166. /**
  87167. * Gets the edgesRenderer associated with the mesh
  87168. */
  87169. edgesRenderer: Nullable<EdgesRenderer>;
  87170. }
  87171. interface LinesMesh {
  87172. /**
  87173. * Enables the edge rendering mode on the mesh.
  87174. * This mode makes the mesh edges visible
  87175. * @param epsilon defines the maximal distance between two angles to detect a face
  87176. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  87177. * @returns the currentAbstractMesh
  87178. * @see https://www.babylonjs-playground.com/#19O9TU#0
  87179. */
  87180. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  87181. }
  87182. interface InstancedLinesMesh {
  87183. /**
  87184. * Enables the edge rendering mode on the mesh.
  87185. * This mode makes the mesh edges visible
  87186. * @param epsilon defines the maximal distance between two angles to detect a face
  87187. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  87188. * @returns the current InstancedLinesMesh
  87189. * @see https://www.babylonjs-playground.com/#19O9TU#0
  87190. */
  87191. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  87192. }
  87193. /**
  87194. * Defines the minimum contract an Edges renderer should follow.
  87195. */
  87196. export interface IEdgesRenderer extends IDisposable {
  87197. /**
  87198. * Gets or sets a boolean indicating if the edgesRenderer is active
  87199. */
  87200. isEnabled: boolean;
  87201. /**
  87202. * Renders the edges of the attached mesh,
  87203. */
  87204. render(): void;
  87205. /**
  87206. * Checks wether or not the edges renderer is ready to render.
  87207. * @return true if ready, otherwise false.
  87208. */
  87209. isReady(): boolean;
  87210. }
  87211. /**
  87212. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  87213. */
  87214. export class EdgesRenderer implements IEdgesRenderer {
  87215. /**
  87216. * Define the size of the edges with an orthographic camera
  87217. */
  87218. edgesWidthScalerForOrthographic: number;
  87219. /**
  87220. * Define the size of the edges with a perspective camera
  87221. */
  87222. edgesWidthScalerForPerspective: number;
  87223. protected _source: AbstractMesh;
  87224. protected _linesPositions: number[];
  87225. protected _linesNormals: number[];
  87226. protected _linesIndices: number[];
  87227. protected _epsilon: number;
  87228. protected _indicesCount: number;
  87229. protected _lineShader: ShaderMaterial;
  87230. protected _ib: DataBuffer;
  87231. protected _buffers: {
  87232. [key: string]: Nullable<VertexBuffer>;
  87233. };
  87234. protected _checkVerticesInsteadOfIndices: boolean;
  87235. private _meshRebuildObserver;
  87236. private _meshDisposeObserver;
  87237. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  87238. isEnabled: boolean;
  87239. /**
  87240. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  87241. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  87242. * @param source Mesh used to create edges
  87243. * @param epsilon sum of angles in adjacency to check for edge
  87244. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  87245. * @param generateEdgesLines - should generate Lines or only prepare resources.
  87246. */
  87247. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  87248. protected _prepareRessources(): void;
  87249. /** @hidden */
  87250. _rebuild(): void;
  87251. /**
  87252. * Releases the required resources for the edges renderer
  87253. */
  87254. dispose(): void;
  87255. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  87256. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  87257. /**
  87258. * Checks if the pair of p0 and p1 is en edge
  87259. * @param faceIndex
  87260. * @param edge
  87261. * @param faceNormals
  87262. * @param p0
  87263. * @param p1
  87264. * @private
  87265. */
  87266. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  87267. /**
  87268. * push line into the position, normal and index buffer
  87269. * @protected
  87270. */
  87271. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  87272. /**
  87273. * Generates lines edges from adjacencjes
  87274. * @private
  87275. */
  87276. _generateEdgesLines(): void;
  87277. /**
  87278. * Checks wether or not the edges renderer is ready to render.
  87279. * @return true if ready, otherwise false.
  87280. */
  87281. isReady(): boolean;
  87282. /**
  87283. * Renders the edges of the attached mesh,
  87284. */
  87285. render(): void;
  87286. }
  87287. /**
  87288. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  87289. */
  87290. export class LineEdgesRenderer extends EdgesRenderer {
  87291. /**
  87292. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  87293. * @param source LineMesh used to generate edges
  87294. * @param epsilon not important (specified angle for edge detection)
  87295. * @param checkVerticesInsteadOfIndices not important for LineMesh
  87296. */
  87297. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  87298. /**
  87299. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  87300. */
  87301. _generateEdgesLines(): void;
  87302. }
  87303. }
  87304. declare module BABYLON {
  87305. /**
  87306. * This represents the object necessary to create a rendering group.
  87307. * This is exclusively used and created by the rendering manager.
  87308. * To modify the behavior, you use the available helpers in your scene or meshes.
  87309. * @hidden
  87310. */
  87311. export class RenderingGroup {
  87312. index: number;
  87313. private static _zeroVector;
  87314. private _scene;
  87315. private _opaqueSubMeshes;
  87316. private _transparentSubMeshes;
  87317. private _alphaTestSubMeshes;
  87318. private _depthOnlySubMeshes;
  87319. private _particleSystems;
  87320. private _spriteManagers;
  87321. private _opaqueSortCompareFn;
  87322. private _alphaTestSortCompareFn;
  87323. private _transparentSortCompareFn;
  87324. private _renderOpaque;
  87325. private _renderAlphaTest;
  87326. private _renderTransparent;
  87327. /** @hidden */
  87328. _edgesRenderers: SmartArray<IEdgesRenderer>;
  87329. onBeforeTransparentRendering: () => void;
  87330. /**
  87331. * Set the opaque sort comparison function.
  87332. * If null the sub meshes will be render in the order they were created
  87333. */
  87334. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  87335. /**
  87336. * Set the alpha test sort comparison function.
  87337. * If null the sub meshes will be render in the order they were created
  87338. */
  87339. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  87340. /**
  87341. * Set the transparent sort comparison function.
  87342. * If null the sub meshes will be render in the order they were created
  87343. */
  87344. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  87345. /**
  87346. * Creates a new rendering group.
  87347. * @param index The rendering group index
  87348. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  87349. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  87350. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  87351. */
  87352. 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>);
  87353. /**
  87354. * Render all the sub meshes contained in the group.
  87355. * @param customRenderFunction Used to override the default render behaviour of the group.
  87356. * @returns true if rendered some submeshes.
  87357. */
  87358. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  87359. /**
  87360. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  87361. * @param subMeshes The submeshes to render
  87362. */
  87363. private renderOpaqueSorted;
  87364. /**
  87365. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  87366. * @param subMeshes The submeshes to render
  87367. */
  87368. private renderAlphaTestSorted;
  87369. /**
  87370. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  87371. * @param subMeshes The submeshes to render
  87372. */
  87373. private renderTransparentSorted;
  87374. /**
  87375. * Renders the submeshes in a specified order.
  87376. * @param subMeshes The submeshes to sort before render
  87377. * @param sortCompareFn The comparison function use to sort
  87378. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  87379. * @param transparent Specifies to activate blending if true
  87380. */
  87381. private static renderSorted;
  87382. /**
  87383. * Renders the submeshes in the order they were dispatched (no sort applied).
  87384. * @param subMeshes The submeshes to render
  87385. */
  87386. private static renderUnsorted;
  87387. /**
  87388. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  87389. * are rendered back to front if in the same alpha index.
  87390. *
  87391. * @param a The first submesh
  87392. * @param b The second submesh
  87393. * @returns The result of the comparison
  87394. */
  87395. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  87396. /**
  87397. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  87398. * are rendered back to front.
  87399. *
  87400. * @param a The first submesh
  87401. * @param b The second submesh
  87402. * @returns The result of the comparison
  87403. */
  87404. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  87405. /**
  87406. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  87407. * are rendered front to back (prevent overdraw).
  87408. *
  87409. * @param a The first submesh
  87410. * @param b The second submesh
  87411. * @returns The result of the comparison
  87412. */
  87413. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  87414. /**
  87415. * Resets the different lists of submeshes to prepare a new frame.
  87416. */
  87417. prepare(): void;
  87418. dispose(): void;
  87419. /**
  87420. * Inserts the submesh in its correct queue depending on its material.
  87421. * @param subMesh The submesh to dispatch
  87422. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  87423. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  87424. */
  87425. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  87426. dispatchSprites(spriteManager: ISpriteManager): void;
  87427. dispatchParticles(particleSystem: IParticleSystem): void;
  87428. private _renderParticles;
  87429. private _renderSprites;
  87430. }
  87431. }
  87432. declare module BABYLON {
  87433. /**
  87434. * Interface describing the different options available in the rendering manager
  87435. * regarding Auto Clear between groups.
  87436. */
  87437. export interface IRenderingManagerAutoClearSetup {
  87438. /**
  87439. * Defines whether or not autoclear is enable.
  87440. */
  87441. autoClear: boolean;
  87442. /**
  87443. * Defines whether or not to autoclear the depth buffer.
  87444. */
  87445. depth: boolean;
  87446. /**
  87447. * Defines whether or not to autoclear the stencil buffer.
  87448. */
  87449. stencil: boolean;
  87450. }
  87451. /**
  87452. * This class is used by the onRenderingGroupObservable
  87453. */
  87454. export class RenderingGroupInfo {
  87455. /**
  87456. * The Scene that being rendered
  87457. */
  87458. scene: Scene;
  87459. /**
  87460. * The camera currently used for the rendering pass
  87461. */
  87462. camera: Nullable<Camera>;
  87463. /**
  87464. * The ID of the renderingGroup being processed
  87465. */
  87466. renderingGroupId: number;
  87467. }
  87468. /**
  87469. * This is the manager responsible of all the rendering for meshes sprites and particles.
  87470. * It is enable to manage the different groups as well as the different necessary sort functions.
  87471. * This should not be used directly aside of the few static configurations
  87472. */
  87473. export class RenderingManager {
  87474. /**
  87475. * The max id used for rendering groups (not included)
  87476. */
  87477. static MAX_RENDERINGGROUPS: number;
  87478. /**
  87479. * The min id used for rendering groups (included)
  87480. */
  87481. static MIN_RENDERINGGROUPS: number;
  87482. /**
  87483. * Used to globally prevent autoclearing scenes.
  87484. */
  87485. static AUTOCLEAR: boolean;
  87486. /**
  87487. * @hidden
  87488. */
  87489. _useSceneAutoClearSetup: boolean;
  87490. private _scene;
  87491. private _renderingGroups;
  87492. private _depthStencilBufferAlreadyCleaned;
  87493. private _autoClearDepthStencil;
  87494. private _customOpaqueSortCompareFn;
  87495. private _customAlphaTestSortCompareFn;
  87496. private _customTransparentSortCompareFn;
  87497. private _renderingGroupInfo;
  87498. /**
  87499. * Instantiates a new rendering group for a particular scene
  87500. * @param scene Defines the scene the groups belongs to
  87501. */
  87502. constructor(scene: Scene);
  87503. private _clearDepthStencilBuffer;
  87504. /**
  87505. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  87506. * @hidden
  87507. */
  87508. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  87509. /**
  87510. * Resets the different information of the group to prepare a new frame
  87511. * @hidden
  87512. */
  87513. reset(): void;
  87514. /**
  87515. * Dispose and release the group and its associated resources.
  87516. * @hidden
  87517. */
  87518. dispose(): void;
  87519. /**
  87520. * Clear the info related to rendering groups preventing retention points during dispose.
  87521. */
  87522. freeRenderingGroups(): void;
  87523. private _prepareRenderingGroup;
  87524. /**
  87525. * Add a sprite manager to the rendering manager in order to render it this frame.
  87526. * @param spriteManager Define the sprite manager to render
  87527. */
  87528. dispatchSprites(spriteManager: ISpriteManager): void;
  87529. /**
  87530. * Add a particle system to the rendering manager in order to render it this frame.
  87531. * @param particleSystem Define the particle system to render
  87532. */
  87533. dispatchParticles(particleSystem: IParticleSystem): void;
  87534. /**
  87535. * Add a submesh to the manager in order to render it this frame
  87536. * @param subMesh The submesh to dispatch
  87537. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  87538. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  87539. */
  87540. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  87541. /**
  87542. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  87543. * This allowed control for front to back rendering or reversly depending of the special needs.
  87544. *
  87545. * @param renderingGroupId The rendering group id corresponding to its index
  87546. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  87547. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  87548. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  87549. */
  87550. 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;
  87551. /**
  87552. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  87553. *
  87554. * @param renderingGroupId The rendering group id corresponding to its index
  87555. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  87556. * @param depth Automatically clears depth between groups if true and autoClear is true.
  87557. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  87558. */
  87559. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  87560. /**
  87561. * Gets the current auto clear configuration for one rendering group of the rendering
  87562. * manager.
  87563. * @param index the rendering group index to get the information for
  87564. * @returns The auto clear setup for the requested rendering group
  87565. */
  87566. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  87567. }
  87568. }
  87569. declare module BABYLON {
  87570. /**
  87571. * This Helps creating a texture that will be created from a camera in your scene.
  87572. * It is basically a dynamic texture that could be used to create special effects for instance.
  87573. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  87574. */
  87575. export class RenderTargetTexture extends Texture {
  87576. isCube: boolean;
  87577. /**
  87578. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  87579. */
  87580. static readonly REFRESHRATE_RENDER_ONCE: number;
  87581. /**
  87582. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  87583. */
  87584. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  87585. /**
  87586. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  87587. * the central point of your effect and can save a lot of performances.
  87588. */
  87589. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  87590. /**
  87591. * Use this predicate to dynamically define the list of mesh you want to render.
  87592. * If set, the renderList property will be overwritten.
  87593. */
  87594. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  87595. private _renderList;
  87596. /**
  87597. * Use this list to define the list of mesh you want to render.
  87598. */
  87599. renderList: Nullable<Array<AbstractMesh>>;
  87600. private _hookArray;
  87601. /**
  87602. * Define if particles should be rendered in your texture.
  87603. */
  87604. renderParticles: boolean;
  87605. /**
  87606. * Define if sprites should be rendered in your texture.
  87607. */
  87608. renderSprites: boolean;
  87609. /**
  87610. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  87611. */
  87612. coordinatesMode: number;
  87613. /**
  87614. * Define the camera used to render the texture.
  87615. */
  87616. activeCamera: Nullable<Camera>;
  87617. /**
  87618. * Override the render function of the texture with your own one.
  87619. */
  87620. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  87621. /**
  87622. * Define if camera post processes should be use while rendering the texture.
  87623. */
  87624. useCameraPostProcesses: boolean;
  87625. /**
  87626. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  87627. */
  87628. ignoreCameraViewport: boolean;
  87629. private _postProcessManager;
  87630. private _postProcesses;
  87631. private _resizeObserver;
  87632. /**
  87633. * An event triggered when the texture is unbind.
  87634. */
  87635. onBeforeBindObservable: Observable<RenderTargetTexture>;
  87636. /**
  87637. * An event triggered when the texture is unbind.
  87638. */
  87639. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  87640. private _onAfterUnbindObserver;
  87641. /**
  87642. * Set a after unbind callback in the texture.
  87643. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  87644. */
  87645. onAfterUnbind: () => void;
  87646. /**
  87647. * An event triggered before rendering the texture
  87648. */
  87649. onBeforeRenderObservable: Observable<number>;
  87650. private _onBeforeRenderObserver;
  87651. /**
  87652. * Set a before render callback in the texture.
  87653. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  87654. */
  87655. onBeforeRender: (faceIndex: number) => void;
  87656. /**
  87657. * An event triggered after rendering the texture
  87658. */
  87659. onAfterRenderObservable: Observable<number>;
  87660. private _onAfterRenderObserver;
  87661. /**
  87662. * Set a after render callback in the texture.
  87663. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  87664. */
  87665. onAfterRender: (faceIndex: number) => void;
  87666. /**
  87667. * An event triggered after the texture clear
  87668. */
  87669. onClearObservable: Observable<Engine>;
  87670. private _onClearObserver;
  87671. /**
  87672. * Set a clear callback in the texture.
  87673. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  87674. */
  87675. onClear: (Engine: Engine) => void;
  87676. /**
  87677. * An event triggered when the texture is resized.
  87678. */
  87679. onResizeObservable: Observable<RenderTargetTexture>;
  87680. /**
  87681. * Define the clear color of the Render Target if it should be different from the scene.
  87682. */
  87683. clearColor: Color4;
  87684. protected _size: number | {
  87685. width: number;
  87686. height: number;
  87687. };
  87688. protected _initialSizeParameter: number | {
  87689. width: number;
  87690. height: number;
  87691. } | {
  87692. ratio: number;
  87693. };
  87694. protected _sizeRatio: Nullable<number>;
  87695. /** @hidden */
  87696. _generateMipMaps: boolean;
  87697. protected _renderingManager: RenderingManager;
  87698. /** @hidden */
  87699. _waitingRenderList: string[];
  87700. protected _doNotChangeAspectRatio: boolean;
  87701. protected _currentRefreshId: number;
  87702. protected _refreshRate: number;
  87703. protected _textureMatrix: Matrix;
  87704. protected _samples: number;
  87705. protected _renderTargetOptions: RenderTargetCreationOptions;
  87706. /**
  87707. * Gets render target creation options that were used.
  87708. */
  87709. readonly renderTargetOptions: RenderTargetCreationOptions;
  87710. protected _engine: Engine;
  87711. protected _onRatioRescale(): void;
  87712. /**
  87713. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  87714. * It must define where the camera used to render the texture is set
  87715. */
  87716. boundingBoxPosition: Vector3;
  87717. private _boundingBoxSize;
  87718. /**
  87719. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  87720. * When defined, the cubemap will switch to local mode
  87721. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  87722. * @example https://www.babylonjs-playground.com/#RNASML
  87723. */
  87724. boundingBoxSize: Vector3;
  87725. /**
  87726. * In case the RTT has been created with a depth texture, get the associated
  87727. * depth texture.
  87728. * Otherwise, return null.
  87729. */
  87730. depthStencilTexture: Nullable<InternalTexture>;
  87731. /**
  87732. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  87733. * or used a shadow, depth texture...
  87734. * @param name The friendly name of the texture
  87735. * @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)
  87736. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  87737. * @param generateMipMaps True if mip maps need to be generated after render.
  87738. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  87739. * @param type The type of the buffer in the RTT (int, half float, float...)
  87740. * @param isCube True if a cube texture needs to be created
  87741. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  87742. * @param generateDepthBuffer True to generate a depth buffer
  87743. * @param generateStencilBuffer True to generate a stencil buffer
  87744. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  87745. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  87746. * @param delayAllocation if the texture allocation should be delayed (default: false)
  87747. */
  87748. constructor(name: string, size: number | {
  87749. width: number;
  87750. height: number;
  87751. } | {
  87752. ratio: number;
  87753. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  87754. /**
  87755. * Creates a depth stencil texture.
  87756. * This is only available in WebGL 2 or with the depth texture extension available.
  87757. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  87758. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  87759. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  87760. */
  87761. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  87762. private _processSizeParameter;
  87763. /**
  87764. * Define the number of samples to use in case of MSAA.
  87765. * It defaults to one meaning no MSAA has been enabled.
  87766. */
  87767. samples: number;
  87768. /**
  87769. * Resets the refresh counter of the texture and start bak from scratch.
  87770. * Could be useful to regenerate the texture if it is setup to render only once.
  87771. */
  87772. resetRefreshCounter(): void;
  87773. /**
  87774. * Define the refresh rate of the texture or the rendering frequency.
  87775. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  87776. */
  87777. refreshRate: number;
  87778. /**
  87779. * Adds a post process to the render target rendering passes.
  87780. * @param postProcess define the post process to add
  87781. */
  87782. addPostProcess(postProcess: PostProcess): void;
  87783. /**
  87784. * Clear all the post processes attached to the render target
  87785. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  87786. */
  87787. clearPostProcesses(dispose?: boolean): void;
  87788. /**
  87789. * Remove one of the post process from the list of attached post processes to the texture
  87790. * @param postProcess define the post process to remove from the list
  87791. */
  87792. removePostProcess(postProcess: PostProcess): void;
  87793. /** @hidden */
  87794. _shouldRender(): boolean;
  87795. /**
  87796. * Gets the actual render size of the texture.
  87797. * @returns the width of the render size
  87798. */
  87799. getRenderSize(): number;
  87800. /**
  87801. * Gets the actual render width of the texture.
  87802. * @returns the width of the render size
  87803. */
  87804. getRenderWidth(): number;
  87805. /**
  87806. * Gets the actual render height of the texture.
  87807. * @returns the height of the render size
  87808. */
  87809. getRenderHeight(): number;
  87810. /**
  87811. * Get if the texture can be rescaled or not.
  87812. */
  87813. readonly canRescale: boolean;
  87814. /**
  87815. * Resize the texture using a ratio.
  87816. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  87817. */
  87818. scale(ratio: number): void;
  87819. /**
  87820. * Get the texture reflection matrix used to rotate/transform the reflection.
  87821. * @returns the reflection matrix
  87822. */
  87823. getReflectionTextureMatrix(): Matrix;
  87824. /**
  87825. * Resize the texture to a new desired size.
  87826. * Be carrefull as it will recreate all the data in the new texture.
  87827. * @param size Define the new size. It can be:
  87828. * - a number for squared texture,
  87829. * - an object containing { width: number, height: number }
  87830. * - or an object containing a ratio { ratio: number }
  87831. */
  87832. resize(size: number | {
  87833. width: number;
  87834. height: number;
  87835. } | {
  87836. ratio: number;
  87837. }): void;
  87838. /**
  87839. * Renders all the objects from the render list into the texture.
  87840. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  87841. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  87842. */
  87843. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  87844. private _bestReflectionRenderTargetDimension;
  87845. /**
  87846. * @hidden
  87847. * @param faceIndex face index to bind to if this is a cubetexture
  87848. */
  87849. _bindFrameBuffer(faceIndex?: number): void;
  87850. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  87851. private renderToTarget;
  87852. /**
  87853. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  87854. * This allowed control for front to back rendering or reversly depending of the special needs.
  87855. *
  87856. * @param renderingGroupId The rendering group id corresponding to its index
  87857. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  87858. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  87859. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  87860. */
  87861. 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;
  87862. /**
  87863. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  87864. *
  87865. * @param renderingGroupId The rendering group id corresponding to its index
  87866. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  87867. */
  87868. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  87869. /**
  87870. * Clones the texture.
  87871. * @returns the cloned texture
  87872. */
  87873. clone(): RenderTargetTexture;
  87874. /**
  87875. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  87876. * @returns The JSON representation of the texture
  87877. */
  87878. serialize(): any;
  87879. /**
  87880. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  87881. */
  87882. disposeFramebufferObjects(): void;
  87883. /**
  87884. * Dispose the texture and release its associated resources.
  87885. */
  87886. dispose(): void;
  87887. /** @hidden */
  87888. _rebuild(): void;
  87889. /**
  87890. * Clear the info related to rendering groups preventing retention point in material dispose.
  87891. */
  87892. freeRenderingGroups(): void;
  87893. /**
  87894. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  87895. * @returns the view count
  87896. */
  87897. getViewCount(): number;
  87898. }
  87899. }
  87900. declare module BABYLON {
  87901. /**
  87902. * Options for compiling materials.
  87903. */
  87904. export interface IMaterialCompilationOptions {
  87905. /**
  87906. * Defines whether clip planes are enabled.
  87907. */
  87908. clipPlane: boolean;
  87909. /**
  87910. * Defines whether instances are enabled.
  87911. */
  87912. useInstances: boolean;
  87913. }
  87914. /**
  87915. * Base class for the main features of a material in Babylon.js
  87916. */
  87917. export class Material implements IAnimatable {
  87918. /**
  87919. * Returns the triangle fill mode
  87920. */
  87921. static readonly TriangleFillMode: number;
  87922. /**
  87923. * Returns the wireframe mode
  87924. */
  87925. static readonly WireFrameFillMode: number;
  87926. /**
  87927. * Returns the point fill mode
  87928. */
  87929. static readonly PointFillMode: number;
  87930. /**
  87931. * Returns the point list draw mode
  87932. */
  87933. static readonly PointListDrawMode: number;
  87934. /**
  87935. * Returns the line list draw mode
  87936. */
  87937. static readonly LineListDrawMode: number;
  87938. /**
  87939. * Returns the line loop draw mode
  87940. */
  87941. static readonly LineLoopDrawMode: number;
  87942. /**
  87943. * Returns the line strip draw mode
  87944. */
  87945. static readonly LineStripDrawMode: number;
  87946. /**
  87947. * Returns the triangle strip draw mode
  87948. */
  87949. static readonly TriangleStripDrawMode: number;
  87950. /**
  87951. * Returns the triangle fan draw mode
  87952. */
  87953. static readonly TriangleFanDrawMode: number;
  87954. /**
  87955. * Stores the clock-wise side orientation
  87956. */
  87957. static readonly ClockWiseSideOrientation: number;
  87958. /**
  87959. * Stores the counter clock-wise side orientation
  87960. */
  87961. static readonly CounterClockWiseSideOrientation: number;
  87962. /**
  87963. * The dirty texture flag value
  87964. */
  87965. static readonly TextureDirtyFlag: number;
  87966. /**
  87967. * The dirty light flag value
  87968. */
  87969. static readonly LightDirtyFlag: number;
  87970. /**
  87971. * The dirty fresnel flag value
  87972. */
  87973. static readonly FresnelDirtyFlag: number;
  87974. /**
  87975. * The dirty attribute flag value
  87976. */
  87977. static readonly AttributesDirtyFlag: number;
  87978. /**
  87979. * The dirty misc flag value
  87980. */
  87981. static readonly MiscDirtyFlag: number;
  87982. /**
  87983. * The all dirty flag value
  87984. */
  87985. static readonly AllDirtyFlag: number;
  87986. /**
  87987. * The ID of the material
  87988. */
  87989. id: string;
  87990. /**
  87991. * Gets or sets the unique id of the material
  87992. */
  87993. uniqueId: number;
  87994. /**
  87995. * The name of the material
  87996. */
  87997. name: string;
  87998. /**
  87999. * Gets or sets user defined metadata
  88000. */
  88001. metadata: any;
  88002. /**
  88003. * For internal use only. Please do not use.
  88004. */
  88005. reservedDataStore: any;
  88006. /**
  88007. * Specifies if the ready state should be checked on each call
  88008. */
  88009. checkReadyOnEveryCall: boolean;
  88010. /**
  88011. * Specifies if the ready state should be checked once
  88012. */
  88013. checkReadyOnlyOnce: boolean;
  88014. /**
  88015. * The state of the material
  88016. */
  88017. state: string;
  88018. /**
  88019. * The alpha value of the material
  88020. */
  88021. protected _alpha: number;
  88022. /**
  88023. * List of inspectable custom properties (used by the Inspector)
  88024. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  88025. */
  88026. inspectableCustomProperties: IInspectable[];
  88027. /**
  88028. * Sets the alpha value of the material
  88029. */
  88030. /**
  88031. * Gets the alpha value of the material
  88032. */
  88033. alpha: number;
  88034. /**
  88035. * Specifies if back face culling is enabled
  88036. */
  88037. protected _backFaceCulling: boolean;
  88038. /**
  88039. * Sets the back-face culling state
  88040. */
  88041. /**
  88042. * Gets the back-face culling state
  88043. */
  88044. backFaceCulling: boolean;
  88045. /**
  88046. * Stores the value for side orientation
  88047. */
  88048. sideOrientation: number;
  88049. /**
  88050. * Callback triggered when the material is compiled
  88051. */
  88052. onCompiled: Nullable<(effect: Effect) => void>;
  88053. /**
  88054. * Callback triggered when an error occurs
  88055. */
  88056. onError: Nullable<(effect: Effect, errors: string) => void>;
  88057. /**
  88058. * Callback triggered to get the render target textures
  88059. */
  88060. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  88061. /**
  88062. * Gets a boolean indicating that current material needs to register RTT
  88063. */
  88064. readonly hasRenderTargetTextures: boolean;
  88065. /**
  88066. * Specifies if the material should be serialized
  88067. */
  88068. doNotSerialize: boolean;
  88069. /**
  88070. * @hidden
  88071. */
  88072. _storeEffectOnSubMeshes: boolean;
  88073. /**
  88074. * Stores the animations for the material
  88075. */
  88076. animations: Nullable<Array<Animation>>;
  88077. /**
  88078. * An event triggered when the material is disposed
  88079. */
  88080. onDisposeObservable: Observable<Material>;
  88081. /**
  88082. * An observer which watches for dispose events
  88083. */
  88084. private _onDisposeObserver;
  88085. private _onUnBindObservable;
  88086. /**
  88087. * Called during a dispose event
  88088. */
  88089. onDispose: () => void;
  88090. private _onBindObservable;
  88091. /**
  88092. * An event triggered when the material is bound
  88093. */
  88094. readonly onBindObservable: Observable<AbstractMesh>;
  88095. /**
  88096. * An observer which watches for bind events
  88097. */
  88098. private _onBindObserver;
  88099. /**
  88100. * Called during a bind event
  88101. */
  88102. onBind: (Mesh: AbstractMesh) => void;
  88103. /**
  88104. * An event triggered when the material is unbound
  88105. */
  88106. readonly onUnBindObservable: Observable<Material>;
  88107. /**
  88108. * Stores the value of the alpha mode
  88109. */
  88110. private _alphaMode;
  88111. /**
  88112. * Sets the value of the alpha mode.
  88113. *
  88114. * | Value | Type | Description |
  88115. * | --- | --- | --- |
  88116. * | 0 | ALPHA_DISABLE | |
  88117. * | 1 | ALPHA_ADD | |
  88118. * | 2 | ALPHA_COMBINE | |
  88119. * | 3 | ALPHA_SUBTRACT | |
  88120. * | 4 | ALPHA_MULTIPLY | |
  88121. * | 5 | ALPHA_MAXIMIZED | |
  88122. * | 6 | ALPHA_ONEONE | |
  88123. * | 7 | ALPHA_PREMULTIPLIED | |
  88124. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  88125. * | 9 | ALPHA_INTERPOLATE | |
  88126. * | 10 | ALPHA_SCREENMODE | |
  88127. *
  88128. */
  88129. /**
  88130. * Gets the value of the alpha mode
  88131. */
  88132. alphaMode: number;
  88133. /**
  88134. * Stores the state of the need depth pre-pass value
  88135. */
  88136. private _needDepthPrePass;
  88137. /**
  88138. * Sets the need depth pre-pass value
  88139. */
  88140. /**
  88141. * Gets the depth pre-pass value
  88142. */
  88143. needDepthPrePass: boolean;
  88144. /**
  88145. * Specifies if depth writing should be disabled
  88146. */
  88147. disableDepthWrite: boolean;
  88148. /**
  88149. * Specifies if depth writing should be forced
  88150. */
  88151. forceDepthWrite: boolean;
  88152. /**
  88153. * Specifies if there should be a separate pass for culling
  88154. */
  88155. separateCullingPass: boolean;
  88156. /**
  88157. * Stores the state specifing if fog should be enabled
  88158. */
  88159. private _fogEnabled;
  88160. /**
  88161. * Sets the state for enabling fog
  88162. */
  88163. /**
  88164. * Gets the value of the fog enabled state
  88165. */
  88166. fogEnabled: boolean;
  88167. /**
  88168. * Stores the size of points
  88169. */
  88170. pointSize: number;
  88171. /**
  88172. * Stores the z offset value
  88173. */
  88174. zOffset: number;
  88175. /**
  88176. * Gets a value specifying if wireframe mode is enabled
  88177. */
  88178. /**
  88179. * Sets the state of wireframe mode
  88180. */
  88181. wireframe: boolean;
  88182. /**
  88183. * Gets the value specifying if point clouds are enabled
  88184. */
  88185. /**
  88186. * Sets the state of point cloud mode
  88187. */
  88188. pointsCloud: boolean;
  88189. /**
  88190. * Gets the material fill mode
  88191. */
  88192. /**
  88193. * Sets the material fill mode
  88194. */
  88195. fillMode: number;
  88196. /**
  88197. * @hidden
  88198. * Stores the effects for the material
  88199. */
  88200. _effect: Nullable<Effect>;
  88201. /**
  88202. * @hidden
  88203. * Specifies if the material was previously ready
  88204. */
  88205. _wasPreviouslyReady: boolean;
  88206. /**
  88207. * Specifies if uniform buffers should be used
  88208. */
  88209. private _useUBO;
  88210. /**
  88211. * Stores a reference to the scene
  88212. */
  88213. private _scene;
  88214. /**
  88215. * Stores the fill mode state
  88216. */
  88217. private _fillMode;
  88218. /**
  88219. * Specifies if the depth write state should be cached
  88220. */
  88221. private _cachedDepthWriteState;
  88222. /**
  88223. * Stores the uniform buffer
  88224. */
  88225. protected _uniformBuffer: UniformBuffer;
  88226. /** @hidden */
  88227. _indexInSceneMaterialArray: number;
  88228. /** @hidden */
  88229. meshMap: Nullable<{
  88230. [id: string]: AbstractMesh | undefined;
  88231. }>;
  88232. /**
  88233. * Creates a material instance
  88234. * @param name defines the name of the material
  88235. * @param scene defines the scene to reference
  88236. * @param doNotAdd specifies if the material should be added to the scene
  88237. */
  88238. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  88239. /**
  88240. * Returns a string representation of the current material
  88241. * @param fullDetails defines a boolean indicating which levels of logging is desired
  88242. * @returns a string with material information
  88243. */
  88244. toString(fullDetails?: boolean): string;
  88245. /**
  88246. * Gets the class name of the material
  88247. * @returns a string with the class name of the material
  88248. */
  88249. getClassName(): string;
  88250. /**
  88251. * Specifies if updates for the material been locked
  88252. */
  88253. readonly isFrozen: boolean;
  88254. /**
  88255. * Locks updates for the material
  88256. */
  88257. freeze(): void;
  88258. /**
  88259. * Unlocks updates for the material
  88260. */
  88261. unfreeze(): void;
  88262. /**
  88263. * Specifies if the material is ready to be used
  88264. * @param mesh defines the mesh to check
  88265. * @param useInstances specifies if instances should be used
  88266. * @returns a boolean indicating if the material is ready to be used
  88267. */
  88268. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  88269. /**
  88270. * Specifies that the submesh is ready to be used
  88271. * @param mesh defines the mesh to check
  88272. * @param subMesh defines which submesh to check
  88273. * @param useInstances specifies that instances should be used
  88274. * @returns a boolean indicating that the submesh is ready or not
  88275. */
  88276. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  88277. /**
  88278. * Returns the material effect
  88279. * @returns the effect associated with the material
  88280. */
  88281. getEffect(): Nullable<Effect>;
  88282. /**
  88283. * Returns the current scene
  88284. * @returns a Scene
  88285. */
  88286. getScene(): Scene;
  88287. /**
  88288. * Specifies if the material will require alpha blending
  88289. * @returns a boolean specifying if alpha blending is needed
  88290. */
  88291. needAlphaBlending(): boolean;
  88292. /**
  88293. * Specifies if the mesh will require alpha blending
  88294. * @param mesh defines the mesh to check
  88295. * @returns a boolean specifying if alpha blending is needed for the mesh
  88296. */
  88297. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  88298. /**
  88299. * Specifies if this material should be rendered in alpha test mode
  88300. * @returns a boolean specifying if an alpha test is needed.
  88301. */
  88302. needAlphaTesting(): boolean;
  88303. /**
  88304. * Gets the texture used for the alpha test
  88305. * @returns the texture to use for alpha testing
  88306. */
  88307. getAlphaTestTexture(): Nullable<BaseTexture>;
  88308. /**
  88309. * Marks the material to indicate that it needs to be re-calculated
  88310. */
  88311. markDirty(): void;
  88312. /** @hidden */
  88313. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  88314. /**
  88315. * Binds the material to the mesh
  88316. * @param world defines the world transformation matrix
  88317. * @param mesh defines the mesh to bind the material to
  88318. */
  88319. bind(world: Matrix, mesh?: Mesh): void;
  88320. /**
  88321. * Binds the submesh to the material
  88322. * @param world defines the world transformation matrix
  88323. * @param mesh defines the mesh containing the submesh
  88324. * @param subMesh defines the submesh to bind the material to
  88325. */
  88326. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  88327. /**
  88328. * Binds the world matrix to the material
  88329. * @param world defines the world transformation matrix
  88330. */
  88331. bindOnlyWorldMatrix(world: Matrix): void;
  88332. /**
  88333. * Binds the scene's uniform buffer to the effect.
  88334. * @param effect defines the effect to bind to the scene uniform buffer
  88335. * @param sceneUbo defines the uniform buffer storing scene data
  88336. */
  88337. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  88338. /**
  88339. * Binds the view matrix to the effect
  88340. * @param effect defines the effect to bind the view matrix to
  88341. */
  88342. bindView(effect: Effect): void;
  88343. /**
  88344. * Binds the view projection matrix to the effect
  88345. * @param effect defines the effect to bind the view projection matrix to
  88346. */
  88347. bindViewProjection(effect: Effect): void;
  88348. /**
  88349. * Specifies if material alpha testing should be turned on for the mesh
  88350. * @param mesh defines the mesh to check
  88351. */
  88352. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  88353. /**
  88354. * Processes to execute after binding the material to a mesh
  88355. * @param mesh defines the rendered mesh
  88356. */
  88357. protected _afterBind(mesh?: Mesh): void;
  88358. /**
  88359. * Unbinds the material from the mesh
  88360. */
  88361. unbind(): void;
  88362. /**
  88363. * Gets the active textures from the material
  88364. * @returns an array of textures
  88365. */
  88366. getActiveTextures(): BaseTexture[];
  88367. /**
  88368. * Specifies if the material uses a texture
  88369. * @param texture defines the texture to check against the material
  88370. * @returns a boolean specifying if the material uses the texture
  88371. */
  88372. hasTexture(texture: BaseTexture): boolean;
  88373. /**
  88374. * Makes a duplicate of the material, and gives it a new name
  88375. * @param name defines the new name for the duplicated material
  88376. * @returns the cloned material
  88377. */
  88378. clone(name: string): Nullable<Material>;
  88379. /**
  88380. * Gets the meshes bound to the material
  88381. * @returns an array of meshes bound to the material
  88382. */
  88383. getBindedMeshes(): AbstractMesh[];
  88384. /**
  88385. * Force shader compilation
  88386. * @param mesh defines the mesh associated with this material
  88387. * @param onCompiled defines a function to execute once the material is compiled
  88388. * @param options defines the options to configure the compilation
  88389. * @param onError defines a function to execute if the material fails compiling
  88390. */
  88391. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  88392. /**
  88393. * Force shader compilation
  88394. * @param mesh defines the mesh that will use this material
  88395. * @param options defines additional options for compiling the shaders
  88396. * @returns a promise that resolves when the compilation completes
  88397. */
  88398. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  88399. private static readonly _AllDirtyCallBack;
  88400. private static readonly _ImageProcessingDirtyCallBack;
  88401. private static readonly _TextureDirtyCallBack;
  88402. private static readonly _FresnelDirtyCallBack;
  88403. private static readonly _MiscDirtyCallBack;
  88404. private static readonly _LightsDirtyCallBack;
  88405. private static readonly _AttributeDirtyCallBack;
  88406. private static _FresnelAndMiscDirtyCallBack;
  88407. private static _TextureAndMiscDirtyCallBack;
  88408. private static readonly _DirtyCallbackArray;
  88409. private static readonly _RunDirtyCallBacks;
  88410. /**
  88411. * Marks a define in the material to indicate that it needs to be re-computed
  88412. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  88413. */
  88414. markAsDirty(flag: number): void;
  88415. /**
  88416. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  88417. * @param func defines a function which checks material defines against the submeshes
  88418. */
  88419. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  88420. /**
  88421. * Indicates that we need to re-calculated for all submeshes
  88422. */
  88423. protected _markAllSubMeshesAsAllDirty(): void;
  88424. /**
  88425. * Indicates that image processing needs to be re-calculated for all submeshes
  88426. */
  88427. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  88428. /**
  88429. * Indicates that textures need to be re-calculated for all submeshes
  88430. */
  88431. protected _markAllSubMeshesAsTexturesDirty(): void;
  88432. /**
  88433. * Indicates that fresnel needs to be re-calculated for all submeshes
  88434. */
  88435. protected _markAllSubMeshesAsFresnelDirty(): void;
  88436. /**
  88437. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  88438. */
  88439. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  88440. /**
  88441. * Indicates that lights need to be re-calculated for all submeshes
  88442. */
  88443. protected _markAllSubMeshesAsLightsDirty(): void;
  88444. /**
  88445. * Indicates that attributes need to be re-calculated for all submeshes
  88446. */
  88447. protected _markAllSubMeshesAsAttributesDirty(): void;
  88448. /**
  88449. * Indicates that misc needs to be re-calculated for all submeshes
  88450. */
  88451. protected _markAllSubMeshesAsMiscDirty(): void;
  88452. /**
  88453. * Indicates that textures and misc need to be re-calculated for all submeshes
  88454. */
  88455. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  88456. /**
  88457. * Disposes the material
  88458. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  88459. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  88460. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  88461. */
  88462. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  88463. /** @hidden */
  88464. private releaseVertexArrayObject;
  88465. /**
  88466. * Serializes this material
  88467. * @returns the serialized material object
  88468. */
  88469. serialize(): any;
  88470. /**
  88471. * Creates a material from parsed material data
  88472. * @param parsedMaterial defines parsed material data
  88473. * @param scene defines the hosting scene
  88474. * @param rootUrl defines the root URL to use to load textures
  88475. * @returns a new material
  88476. */
  88477. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  88478. }
  88479. }
  88480. declare module BABYLON {
  88481. /**
  88482. * A multi-material is used to apply different materials to different parts of the same object without the need of
  88483. * separate meshes. This can be use to improve performances.
  88484. * @see http://doc.babylonjs.com/how_to/multi_materials
  88485. */
  88486. export class MultiMaterial extends Material {
  88487. private _subMaterials;
  88488. /**
  88489. * Gets or Sets the list of Materials used within the multi material.
  88490. * They need to be ordered according to the submeshes order in the associated mesh
  88491. */
  88492. subMaterials: Nullable<Material>[];
  88493. /**
  88494. * Function used to align with Node.getChildren()
  88495. * @returns the list of Materials used within the multi material
  88496. */
  88497. getChildren(): Nullable<Material>[];
  88498. /**
  88499. * Instantiates a new Multi Material
  88500. * A multi-material is used to apply different materials to different parts of the same object without the need of
  88501. * separate meshes. This can be use to improve performances.
  88502. * @see http://doc.babylonjs.com/how_to/multi_materials
  88503. * @param name Define the name in the scene
  88504. * @param scene Define the scene the material belongs to
  88505. */
  88506. constructor(name: string, scene: Scene);
  88507. private _hookArray;
  88508. /**
  88509. * Get one of the submaterial by its index in the submaterials array
  88510. * @param index The index to look the sub material at
  88511. * @returns The Material if the index has been defined
  88512. */
  88513. getSubMaterial(index: number): Nullable<Material>;
  88514. /**
  88515. * Get the list of active textures for the whole sub materials list.
  88516. * @returns All the textures that will be used during the rendering
  88517. */
  88518. getActiveTextures(): BaseTexture[];
  88519. /**
  88520. * Gets the current class name of the material e.g. "MultiMaterial"
  88521. * Mainly use in serialization.
  88522. * @returns the class name
  88523. */
  88524. getClassName(): string;
  88525. /**
  88526. * Checks if the material is ready to render the requested sub mesh
  88527. * @param mesh Define the mesh the submesh belongs to
  88528. * @param subMesh Define the sub mesh to look readyness for
  88529. * @param useInstances Define whether or not the material is used with instances
  88530. * @returns true if ready, otherwise false
  88531. */
  88532. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  88533. /**
  88534. * Clones the current material and its related sub materials
  88535. * @param name Define the name of the newly cloned material
  88536. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  88537. * @returns the cloned material
  88538. */
  88539. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  88540. /**
  88541. * Serializes the materials into a JSON representation.
  88542. * @returns the JSON representation
  88543. */
  88544. serialize(): any;
  88545. /**
  88546. * Dispose the material and release its associated resources
  88547. * @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)
  88548. * @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)
  88549. * @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)
  88550. */
  88551. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  88552. /**
  88553. * Creates a MultiMaterial from parsed MultiMaterial data.
  88554. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  88555. * @param scene defines the hosting scene
  88556. * @returns a new MultiMaterial
  88557. */
  88558. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  88559. }
  88560. }
  88561. declare module BABYLON {
  88562. /**
  88563. * Base class for submeshes
  88564. */
  88565. export class BaseSubMesh {
  88566. /** @hidden */
  88567. _materialDefines: Nullable<MaterialDefines>;
  88568. /** @hidden */
  88569. _materialEffect: Nullable<Effect>;
  88570. /**
  88571. * Gets associated effect
  88572. */
  88573. readonly effect: Nullable<Effect>;
  88574. /**
  88575. * Sets associated effect (effect used to render this submesh)
  88576. * @param effect defines the effect to associate with
  88577. * @param defines defines the set of defines used to compile this effect
  88578. */
  88579. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  88580. }
  88581. /**
  88582. * Defines a subdivision inside a mesh
  88583. */
  88584. export class SubMesh extends BaseSubMesh implements ICullable {
  88585. /** the material index to use */
  88586. materialIndex: number;
  88587. /** vertex index start */
  88588. verticesStart: number;
  88589. /** vertices count */
  88590. verticesCount: number;
  88591. /** index start */
  88592. indexStart: number;
  88593. /** indices count */
  88594. indexCount: number;
  88595. /** @hidden */
  88596. _linesIndexCount: number;
  88597. private _mesh;
  88598. private _renderingMesh;
  88599. private _boundingInfo;
  88600. private _linesIndexBuffer;
  88601. /** @hidden */
  88602. _lastColliderWorldVertices: Nullable<Vector3[]>;
  88603. /** @hidden */
  88604. _trianglePlanes: Plane[];
  88605. /** @hidden */
  88606. _lastColliderTransformMatrix: Nullable<Matrix>;
  88607. /** @hidden */
  88608. _renderId: number;
  88609. /** @hidden */
  88610. _alphaIndex: number;
  88611. /** @hidden */
  88612. _distanceToCamera: number;
  88613. /** @hidden */
  88614. _id: number;
  88615. private _currentMaterial;
  88616. /**
  88617. * Add a new submesh to a mesh
  88618. * @param materialIndex defines the material index to use
  88619. * @param verticesStart defines vertex index start
  88620. * @param verticesCount defines vertices count
  88621. * @param indexStart defines index start
  88622. * @param indexCount defines indices count
  88623. * @param mesh defines the parent mesh
  88624. * @param renderingMesh defines an optional rendering mesh
  88625. * @param createBoundingBox defines if bounding box should be created for this submesh
  88626. * @returns the new submesh
  88627. */
  88628. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  88629. /**
  88630. * Creates a new submesh
  88631. * @param materialIndex defines the material index to use
  88632. * @param verticesStart defines vertex index start
  88633. * @param verticesCount defines vertices count
  88634. * @param indexStart defines index start
  88635. * @param indexCount defines indices count
  88636. * @param mesh defines the parent mesh
  88637. * @param renderingMesh defines an optional rendering mesh
  88638. * @param createBoundingBox defines if bounding box should be created for this submesh
  88639. */
  88640. constructor(
  88641. /** the material index to use */
  88642. materialIndex: number,
  88643. /** vertex index start */
  88644. verticesStart: number,
  88645. /** vertices count */
  88646. verticesCount: number,
  88647. /** index start */
  88648. indexStart: number,
  88649. /** indices count */
  88650. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  88651. /**
  88652. * Returns true if this submesh covers the entire parent mesh
  88653. * @ignorenaming
  88654. */
  88655. readonly IsGlobal: boolean;
  88656. /**
  88657. * Returns the submesh BoudingInfo object
  88658. * @returns current bounding info (or mesh's one if the submesh is global)
  88659. */
  88660. getBoundingInfo(): BoundingInfo;
  88661. /**
  88662. * Sets the submesh BoundingInfo
  88663. * @param boundingInfo defines the new bounding info to use
  88664. * @returns the SubMesh
  88665. */
  88666. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  88667. /**
  88668. * Returns the mesh of the current submesh
  88669. * @return the parent mesh
  88670. */
  88671. getMesh(): AbstractMesh;
  88672. /**
  88673. * Returns the rendering mesh of the submesh
  88674. * @returns the rendering mesh (could be different from parent mesh)
  88675. */
  88676. getRenderingMesh(): Mesh;
  88677. /**
  88678. * Returns the submesh material
  88679. * @returns null or the current material
  88680. */
  88681. getMaterial(): Nullable<Material>;
  88682. /**
  88683. * Sets a new updated BoundingInfo object to the submesh
  88684. * @param data defines an optional position array to use to determine the bounding info
  88685. * @returns the SubMesh
  88686. */
  88687. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  88688. /** @hidden */
  88689. _checkCollision(collider: Collider): boolean;
  88690. /**
  88691. * Updates the submesh BoundingInfo
  88692. * @param world defines the world matrix to use to update the bounding info
  88693. * @returns the submesh
  88694. */
  88695. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  88696. /**
  88697. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  88698. * @param frustumPlanes defines the frustum planes
  88699. * @returns true if the submesh is intersecting with the frustum
  88700. */
  88701. isInFrustum(frustumPlanes: Plane[]): boolean;
  88702. /**
  88703. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  88704. * @param frustumPlanes defines the frustum planes
  88705. * @returns true if the submesh is inside the frustum
  88706. */
  88707. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  88708. /**
  88709. * Renders the submesh
  88710. * @param enableAlphaMode defines if alpha needs to be used
  88711. * @returns the submesh
  88712. */
  88713. render(enableAlphaMode: boolean): SubMesh;
  88714. /**
  88715. * @hidden
  88716. */
  88717. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  88718. /**
  88719. * Checks if the submesh intersects with a ray
  88720. * @param ray defines the ray to test
  88721. * @returns true is the passed ray intersects the submesh bounding box
  88722. */
  88723. canIntersects(ray: Ray): boolean;
  88724. /**
  88725. * Intersects current submesh with a ray
  88726. * @param ray defines the ray to test
  88727. * @param positions defines mesh's positions array
  88728. * @param indices defines mesh's indices array
  88729. * @param fastCheck defines if only bounding info should be used
  88730. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  88731. * @returns intersection info or null if no intersection
  88732. */
  88733. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  88734. /** @hidden */
  88735. private _intersectLines;
  88736. /** @hidden */
  88737. private _intersectUnIndexedLines;
  88738. /** @hidden */
  88739. private _intersectTriangles;
  88740. /** @hidden */
  88741. private _intersectUnIndexedTriangles;
  88742. /** @hidden */
  88743. _rebuild(): void;
  88744. /**
  88745. * Creates a new submesh from the passed mesh
  88746. * @param newMesh defines the new hosting mesh
  88747. * @param newRenderingMesh defines an optional rendering mesh
  88748. * @returns the new submesh
  88749. */
  88750. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  88751. /**
  88752. * Release associated resources
  88753. */
  88754. dispose(): void;
  88755. /**
  88756. * Gets the class name
  88757. * @returns the string "SubMesh".
  88758. */
  88759. getClassName(): string;
  88760. /**
  88761. * Creates a new submesh from indices data
  88762. * @param materialIndex the index of the main mesh material
  88763. * @param startIndex the index where to start the copy in the mesh indices array
  88764. * @param indexCount the number of indices to copy then from the startIndex
  88765. * @param mesh the main mesh to create the submesh from
  88766. * @param renderingMesh the optional rendering mesh
  88767. * @returns a new submesh
  88768. */
  88769. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  88770. }
  88771. }
  88772. declare module BABYLON {
  88773. /**
  88774. * Class used to represent data loading progression
  88775. */
  88776. export class SceneLoaderFlags {
  88777. private static _ForceFullSceneLoadingForIncremental;
  88778. private static _ShowLoadingScreen;
  88779. private static _CleanBoneMatrixWeights;
  88780. private static _loggingLevel;
  88781. /**
  88782. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  88783. */
  88784. static ForceFullSceneLoadingForIncremental: boolean;
  88785. /**
  88786. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  88787. */
  88788. static ShowLoadingScreen: boolean;
  88789. /**
  88790. * Defines the current logging level (while loading the scene)
  88791. * @ignorenaming
  88792. */
  88793. static loggingLevel: number;
  88794. /**
  88795. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  88796. */
  88797. static CleanBoneMatrixWeights: boolean;
  88798. }
  88799. }
  88800. declare module BABYLON {
  88801. /**
  88802. * Class used to store geometry data (vertex buffers + index buffer)
  88803. */
  88804. export class Geometry implements IGetSetVerticesData {
  88805. /**
  88806. * Gets or sets the ID of the geometry
  88807. */
  88808. id: string;
  88809. /**
  88810. * Gets or sets the unique ID of the geometry
  88811. */
  88812. uniqueId: number;
  88813. /**
  88814. * Gets the delay loading state of the geometry (none by default which means not delayed)
  88815. */
  88816. delayLoadState: number;
  88817. /**
  88818. * Gets the file containing the data to load when running in delay load state
  88819. */
  88820. delayLoadingFile: Nullable<string>;
  88821. /**
  88822. * Callback called when the geometry is updated
  88823. */
  88824. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  88825. private _scene;
  88826. private _engine;
  88827. private _meshes;
  88828. private _totalVertices;
  88829. /** @hidden */
  88830. _indices: IndicesArray;
  88831. /** @hidden */
  88832. _vertexBuffers: {
  88833. [key: string]: VertexBuffer;
  88834. };
  88835. private _isDisposed;
  88836. private _extend;
  88837. private _boundingBias;
  88838. /** @hidden */
  88839. _delayInfo: Array<string>;
  88840. private _indexBuffer;
  88841. private _indexBufferIsUpdatable;
  88842. /** @hidden */
  88843. _boundingInfo: Nullable<BoundingInfo>;
  88844. /** @hidden */
  88845. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  88846. /** @hidden */
  88847. _softwareSkinningFrameId: number;
  88848. private _vertexArrayObjects;
  88849. private _updatable;
  88850. /** @hidden */
  88851. _positions: Nullable<Vector3[]>;
  88852. /**
  88853. * 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
  88854. */
  88855. /**
  88856. * 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
  88857. */
  88858. boundingBias: Vector2;
  88859. /**
  88860. * Static function used to attach a new empty geometry to a mesh
  88861. * @param mesh defines the mesh to attach the geometry to
  88862. * @returns the new Geometry
  88863. */
  88864. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  88865. /**
  88866. * Creates a new geometry
  88867. * @param id defines the unique ID
  88868. * @param scene defines the hosting scene
  88869. * @param vertexData defines the VertexData used to get geometry data
  88870. * @param updatable defines if geometry must be updatable (false by default)
  88871. * @param mesh defines the mesh that will be associated with the geometry
  88872. */
  88873. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  88874. /**
  88875. * Gets the current extend of the geometry
  88876. */
  88877. readonly extend: {
  88878. minimum: Vector3;
  88879. maximum: Vector3;
  88880. };
  88881. /**
  88882. * Gets the hosting scene
  88883. * @returns the hosting Scene
  88884. */
  88885. getScene(): Scene;
  88886. /**
  88887. * Gets the hosting engine
  88888. * @returns the hosting Engine
  88889. */
  88890. getEngine(): Engine;
  88891. /**
  88892. * Defines if the geometry is ready to use
  88893. * @returns true if the geometry is ready to be used
  88894. */
  88895. isReady(): boolean;
  88896. /**
  88897. * Gets a value indicating that the geometry should not be serialized
  88898. */
  88899. readonly doNotSerialize: boolean;
  88900. /** @hidden */
  88901. _rebuild(): void;
  88902. /**
  88903. * Affects all geometry data in one call
  88904. * @param vertexData defines the geometry data
  88905. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  88906. */
  88907. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  88908. /**
  88909. * Set specific vertex data
  88910. * @param kind defines the data kind (Position, normal, etc...)
  88911. * @param data defines the vertex data to use
  88912. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  88913. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  88914. */
  88915. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  88916. /**
  88917. * Removes a specific vertex data
  88918. * @param kind defines the data kind (Position, normal, etc...)
  88919. */
  88920. removeVerticesData(kind: string): void;
  88921. /**
  88922. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  88923. * @param buffer defines the vertex buffer to use
  88924. * @param totalVertices defines the total number of vertices for position kind (could be null)
  88925. */
  88926. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  88927. /**
  88928. * Update a specific vertex buffer
  88929. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  88930. * It will do nothing if the buffer is not updatable
  88931. * @param kind defines the data kind (Position, normal, etc...)
  88932. * @param data defines the data to use
  88933. * @param offset defines the offset in the target buffer where to store the data
  88934. * @param useBytes set to true if the offset is in bytes
  88935. */
  88936. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  88937. /**
  88938. * Update a specific vertex buffer
  88939. * This function will create a new buffer if the current one is not updatable
  88940. * @param kind defines the data kind (Position, normal, etc...)
  88941. * @param data defines the data to use
  88942. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  88943. */
  88944. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  88945. private _updateBoundingInfo;
  88946. /** @hidden */
  88947. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  88948. /**
  88949. * Gets total number of vertices
  88950. * @returns the total number of vertices
  88951. */
  88952. getTotalVertices(): number;
  88953. /**
  88954. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  88955. * @param kind defines the data kind (Position, normal, etc...)
  88956. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  88957. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  88958. * @returns a float array containing vertex data
  88959. */
  88960. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  88961. /**
  88962. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  88963. * @param kind defines the data kind (Position, normal, etc...)
  88964. * @returns true if the vertex buffer with the specified kind is updatable
  88965. */
  88966. isVertexBufferUpdatable(kind: string): boolean;
  88967. /**
  88968. * Gets a specific vertex buffer
  88969. * @param kind defines the data kind (Position, normal, etc...)
  88970. * @returns a VertexBuffer
  88971. */
  88972. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  88973. /**
  88974. * Returns all vertex buffers
  88975. * @return an object holding all vertex buffers indexed by kind
  88976. */
  88977. getVertexBuffers(): Nullable<{
  88978. [key: string]: VertexBuffer;
  88979. }>;
  88980. /**
  88981. * Gets a boolean indicating if specific vertex buffer is present
  88982. * @param kind defines the data kind (Position, normal, etc...)
  88983. * @returns true if data is present
  88984. */
  88985. isVerticesDataPresent(kind: string): boolean;
  88986. /**
  88987. * Gets a list of all attached data kinds (Position, normal, etc...)
  88988. * @returns a list of string containing all kinds
  88989. */
  88990. getVerticesDataKinds(): string[];
  88991. /**
  88992. * Update index buffer
  88993. * @param indices defines the indices to store in the index buffer
  88994. * @param offset defines the offset in the target buffer where to store the data
  88995. * @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)
  88996. */
  88997. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  88998. /**
  88999. * Creates a new index buffer
  89000. * @param indices defines the indices to store in the index buffer
  89001. * @param totalVertices defines the total number of vertices (could be null)
  89002. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  89003. */
  89004. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  89005. /**
  89006. * Return the total number of indices
  89007. * @returns the total number of indices
  89008. */
  89009. getTotalIndices(): number;
  89010. /**
  89011. * Gets the index buffer array
  89012. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89013. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89014. * @returns the index buffer array
  89015. */
  89016. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89017. /**
  89018. * Gets the index buffer
  89019. * @return the index buffer
  89020. */
  89021. getIndexBuffer(): Nullable<DataBuffer>;
  89022. /** @hidden */
  89023. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  89024. /**
  89025. * Release the associated resources for a specific mesh
  89026. * @param mesh defines the source mesh
  89027. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  89028. */
  89029. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  89030. /**
  89031. * Apply current geometry to a given mesh
  89032. * @param mesh defines the mesh to apply geometry to
  89033. */
  89034. applyToMesh(mesh: Mesh): void;
  89035. private _updateExtend;
  89036. private _applyToMesh;
  89037. private notifyUpdate;
  89038. /**
  89039. * Load the geometry if it was flagged as delay loaded
  89040. * @param scene defines the hosting scene
  89041. * @param onLoaded defines a callback called when the geometry is loaded
  89042. */
  89043. load(scene: Scene, onLoaded?: () => void): void;
  89044. private _queueLoad;
  89045. /**
  89046. * Invert the geometry to move from a right handed system to a left handed one.
  89047. */
  89048. toLeftHanded(): void;
  89049. /** @hidden */
  89050. _resetPointsArrayCache(): void;
  89051. /** @hidden */
  89052. _generatePointsArray(): boolean;
  89053. /**
  89054. * Gets a value indicating if the geometry is disposed
  89055. * @returns true if the geometry was disposed
  89056. */
  89057. isDisposed(): boolean;
  89058. private _disposeVertexArrayObjects;
  89059. /**
  89060. * Free all associated resources
  89061. */
  89062. dispose(): void;
  89063. /**
  89064. * Clone the current geometry into a new geometry
  89065. * @param id defines the unique ID of the new geometry
  89066. * @returns a new geometry object
  89067. */
  89068. copy(id: string): Geometry;
  89069. /**
  89070. * Serialize the current geometry info (and not the vertices data) into a JSON object
  89071. * @return a JSON representation of the current geometry data (without the vertices data)
  89072. */
  89073. serialize(): any;
  89074. private toNumberArray;
  89075. /**
  89076. * Serialize all vertices data into a JSON oject
  89077. * @returns a JSON representation of the current geometry data
  89078. */
  89079. serializeVerticeData(): any;
  89080. /**
  89081. * Extracts a clone of a mesh geometry
  89082. * @param mesh defines the source mesh
  89083. * @param id defines the unique ID of the new geometry object
  89084. * @returns the new geometry object
  89085. */
  89086. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  89087. /**
  89088. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  89089. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  89090. * Be aware Math.random() could cause collisions, but:
  89091. * "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"
  89092. * @returns a string containing a new GUID
  89093. */
  89094. static RandomId(): string;
  89095. /** @hidden */
  89096. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  89097. private static _CleanMatricesWeights;
  89098. /**
  89099. * Create a new geometry from persisted data (Using .babylon file format)
  89100. * @param parsedVertexData defines the persisted data
  89101. * @param scene defines the hosting scene
  89102. * @param rootUrl defines the root url to use to load assets (like delayed data)
  89103. * @returns the new geometry object
  89104. */
  89105. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  89106. }
  89107. }
  89108. declare module BABYLON {
  89109. /**
  89110. * Define an interface for all classes that will get and set the data on vertices
  89111. */
  89112. export interface IGetSetVerticesData {
  89113. /**
  89114. * Gets a boolean indicating if specific vertex data is present
  89115. * @param kind defines the vertex data kind to use
  89116. * @returns true is data kind is present
  89117. */
  89118. isVerticesDataPresent(kind: string): boolean;
  89119. /**
  89120. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  89121. * @param kind defines the data kind (Position, normal, etc...)
  89122. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89123. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89124. * @returns a float array containing vertex data
  89125. */
  89126. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89127. /**
  89128. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  89129. * @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.
  89130. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89131. * @returns the indices array or an empty array if the mesh has no geometry
  89132. */
  89133. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89134. /**
  89135. * Set specific vertex data
  89136. * @param kind defines the data kind (Position, normal, etc...)
  89137. * @param data defines the vertex data to use
  89138. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  89139. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  89140. */
  89141. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  89142. /**
  89143. * Update a specific associated vertex buffer
  89144. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89145. * - VertexBuffer.PositionKind
  89146. * - VertexBuffer.UVKind
  89147. * - VertexBuffer.UV2Kind
  89148. * - VertexBuffer.UV3Kind
  89149. * - VertexBuffer.UV4Kind
  89150. * - VertexBuffer.UV5Kind
  89151. * - VertexBuffer.UV6Kind
  89152. * - VertexBuffer.ColorKind
  89153. * - VertexBuffer.MatricesIndicesKind
  89154. * - VertexBuffer.MatricesIndicesExtraKind
  89155. * - VertexBuffer.MatricesWeightsKind
  89156. * - VertexBuffer.MatricesWeightsExtraKind
  89157. * @param data defines the data source
  89158. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  89159. * @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)
  89160. */
  89161. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  89162. /**
  89163. * Creates a new index buffer
  89164. * @param indices defines the indices to store in the index buffer
  89165. * @param totalVertices defines the total number of vertices (could be null)
  89166. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  89167. */
  89168. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  89169. }
  89170. /**
  89171. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  89172. */
  89173. export class VertexData {
  89174. /**
  89175. * Mesh side orientation : usually the external or front surface
  89176. */
  89177. static readonly FRONTSIDE: number;
  89178. /**
  89179. * Mesh side orientation : usually the internal or back surface
  89180. */
  89181. static readonly BACKSIDE: number;
  89182. /**
  89183. * Mesh side orientation : both internal and external or front and back surfaces
  89184. */
  89185. static readonly DOUBLESIDE: number;
  89186. /**
  89187. * Mesh side orientation : by default, `FRONTSIDE`
  89188. */
  89189. static readonly DEFAULTSIDE: number;
  89190. /**
  89191. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  89192. */
  89193. positions: Nullable<FloatArray>;
  89194. /**
  89195. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  89196. */
  89197. normals: Nullable<FloatArray>;
  89198. /**
  89199. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  89200. */
  89201. tangents: Nullable<FloatArray>;
  89202. /**
  89203. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89204. */
  89205. uvs: Nullable<FloatArray>;
  89206. /**
  89207. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89208. */
  89209. uvs2: Nullable<FloatArray>;
  89210. /**
  89211. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89212. */
  89213. uvs3: Nullable<FloatArray>;
  89214. /**
  89215. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89216. */
  89217. uvs4: Nullable<FloatArray>;
  89218. /**
  89219. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89220. */
  89221. uvs5: Nullable<FloatArray>;
  89222. /**
  89223. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89224. */
  89225. uvs6: Nullable<FloatArray>;
  89226. /**
  89227. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  89228. */
  89229. colors: Nullable<FloatArray>;
  89230. /**
  89231. * 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).
  89232. */
  89233. matricesIndices: Nullable<FloatArray>;
  89234. /**
  89235. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  89236. */
  89237. matricesWeights: Nullable<FloatArray>;
  89238. /**
  89239. * An array extending the number of possible indices
  89240. */
  89241. matricesIndicesExtra: Nullable<FloatArray>;
  89242. /**
  89243. * An array extending the number of possible weights when the number of indices is extended
  89244. */
  89245. matricesWeightsExtra: Nullable<FloatArray>;
  89246. /**
  89247. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  89248. */
  89249. indices: Nullable<IndicesArray>;
  89250. /**
  89251. * Uses the passed data array to set the set the values for the specified kind of data
  89252. * @param data a linear array of floating numbers
  89253. * @param kind the type of data that is being set, eg positions, colors etc
  89254. */
  89255. set(data: FloatArray, kind: string): void;
  89256. /**
  89257. * Associates the vertexData to the passed Mesh.
  89258. * Sets it as updatable or not (default `false`)
  89259. * @param mesh the mesh the vertexData is applied to
  89260. * @param updatable when used and having the value true allows new data to update the vertexData
  89261. * @returns the VertexData
  89262. */
  89263. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  89264. /**
  89265. * Associates the vertexData to the passed Geometry.
  89266. * Sets it as updatable or not (default `false`)
  89267. * @param geometry the geometry the vertexData is applied to
  89268. * @param updatable when used and having the value true allows new data to update the vertexData
  89269. * @returns VertexData
  89270. */
  89271. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  89272. /**
  89273. * Updates the associated mesh
  89274. * @param mesh the mesh to be updated
  89275. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  89276. * @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
  89277. * @returns VertexData
  89278. */
  89279. updateMesh(mesh: Mesh): VertexData;
  89280. /**
  89281. * Updates the associated geometry
  89282. * @param geometry the geometry to be updated
  89283. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  89284. * @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
  89285. * @returns VertexData.
  89286. */
  89287. updateGeometry(geometry: Geometry): VertexData;
  89288. private _applyTo;
  89289. private _update;
  89290. /**
  89291. * Transforms each position and each normal of the vertexData according to the passed Matrix
  89292. * @param matrix the transforming matrix
  89293. * @returns the VertexData
  89294. */
  89295. transform(matrix: Matrix): VertexData;
  89296. /**
  89297. * Merges the passed VertexData into the current one
  89298. * @param other the VertexData to be merged into the current one
  89299. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  89300. * @returns the modified VertexData
  89301. */
  89302. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  89303. private _mergeElement;
  89304. private _validate;
  89305. /**
  89306. * Serializes the VertexData
  89307. * @returns a serialized object
  89308. */
  89309. serialize(): any;
  89310. /**
  89311. * Extracts the vertexData from a mesh
  89312. * @param mesh the mesh from which to extract the VertexData
  89313. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  89314. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  89315. * @returns the object VertexData associated to the passed mesh
  89316. */
  89317. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  89318. /**
  89319. * Extracts the vertexData from the geometry
  89320. * @param geometry the geometry from which to extract the VertexData
  89321. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  89322. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  89323. * @returns the object VertexData associated to the passed mesh
  89324. */
  89325. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  89326. private static _ExtractFrom;
  89327. /**
  89328. * Creates the VertexData for a Ribbon
  89329. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  89330. * * pathArray array of paths, each of which an array of successive Vector3
  89331. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  89332. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  89333. * * 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
  89334. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89335. * * 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)
  89336. * * 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)
  89337. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  89338. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  89339. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  89340. * @returns the VertexData of the ribbon
  89341. */
  89342. static CreateRibbon(options: {
  89343. pathArray: Vector3[][];
  89344. closeArray?: boolean;
  89345. closePath?: boolean;
  89346. offset?: number;
  89347. sideOrientation?: number;
  89348. frontUVs?: Vector4;
  89349. backUVs?: Vector4;
  89350. invertUV?: boolean;
  89351. uvs?: Vector2[];
  89352. colors?: Color4[];
  89353. }): VertexData;
  89354. /**
  89355. * Creates the VertexData for a box
  89356. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89357. * * size sets the width, height and depth of the box to the value of size, optional default 1
  89358. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  89359. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  89360. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  89361. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  89362. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  89363. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89364. * * 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)
  89365. * * 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)
  89366. * @returns the VertexData of the box
  89367. */
  89368. static CreateBox(options: {
  89369. size?: number;
  89370. width?: number;
  89371. height?: number;
  89372. depth?: number;
  89373. faceUV?: Vector4[];
  89374. faceColors?: Color4[];
  89375. sideOrientation?: number;
  89376. frontUVs?: Vector4;
  89377. backUVs?: Vector4;
  89378. }): VertexData;
  89379. /**
  89380. * Creates the VertexData for a tiled box
  89381. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89382. * * faceTiles sets the pattern, tile size and number of tiles for a face
  89383. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  89384. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  89385. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89386. * @returns the VertexData of the box
  89387. */
  89388. static CreateTiledBox(options: {
  89389. pattern?: number;
  89390. width?: number;
  89391. height?: number;
  89392. depth?: number;
  89393. tileSize?: number;
  89394. tileWidth?: number;
  89395. tileHeight?: number;
  89396. alignHorizontal?: number;
  89397. alignVertical?: number;
  89398. faceUV?: Vector4[];
  89399. faceColors?: Color4[];
  89400. sideOrientation?: number;
  89401. }): VertexData;
  89402. /**
  89403. * Creates the VertexData for a tiled plane
  89404. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89405. * * pattern a limited pattern arrangement depending on the number
  89406. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  89407. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  89408. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  89409. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89410. * * 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)
  89411. * * 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)
  89412. * @returns the VertexData of the tiled plane
  89413. */
  89414. static CreateTiledPlane(options: {
  89415. pattern?: number;
  89416. tileSize?: number;
  89417. tileWidth?: number;
  89418. tileHeight?: number;
  89419. size?: number;
  89420. width?: number;
  89421. height?: number;
  89422. alignHorizontal?: number;
  89423. alignVertical?: number;
  89424. sideOrientation?: number;
  89425. frontUVs?: Vector4;
  89426. backUVs?: Vector4;
  89427. }): VertexData;
  89428. /**
  89429. * Creates the VertexData for an ellipsoid, defaults to a sphere
  89430. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89431. * * segments sets the number of horizontal strips optional, default 32
  89432. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  89433. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  89434. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  89435. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  89436. * * 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
  89437. * * 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
  89438. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89439. * * 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)
  89440. * * 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)
  89441. * @returns the VertexData of the ellipsoid
  89442. */
  89443. static CreateSphere(options: {
  89444. segments?: number;
  89445. diameter?: number;
  89446. diameterX?: number;
  89447. diameterY?: number;
  89448. diameterZ?: number;
  89449. arc?: number;
  89450. slice?: number;
  89451. sideOrientation?: number;
  89452. frontUVs?: Vector4;
  89453. backUVs?: Vector4;
  89454. }): VertexData;
  89455. /**
  89456. * Creates the VertexData for a cylinder, cone or prism
  89457. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89458. * * height sets the height (y direction) of the cylinder, optional, default 2
  89459. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  89460. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  89461. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  89462. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  89463. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  89464. * * 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
  89465. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  89466. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  89467. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  89468. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  89469. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89470. * * 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)
  89471. * * 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)
  89472. * @returns the VertexData of the cylinder, cone or prism
  89473. */
  89474. static CreateCylinder(options: {
  89475. height?: number;
  89476. diameterTop?: number;
  89477. diameterBottom?: number;
  89478. diameter?: number;
  89479. tessellation?: number;
  89480. subdivisions?: number;
  89481. arc?: number;
  89482. faceColors?: Color4[];
  89483. faceUV?: Vector4[];
  89484. hasRings?: boolean;
  89485. enclose?: boolean;
  89486. sideOrientation?: number;
  89487. frontUVs?: Vector4;
  89488. backUVs?: Vector4;
  89489. }): VertexData;
  89490. /**
  89491. * Creates the VertexData for a torus
  89492. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89493. * * diameter the diameter of the torus, optional default 1
  89494. * * thickness the diameter of the tube forming the torus, optional default 0.5
  89495. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  89496. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89497. * * 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)
  89498. * * 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)
  89499. * @returns the VertexData of the torus
  89500. */
  89501. static CreateTorus(options: {
  89502. diameter?: number;
  89503. thickness?: number;
  89504. tessellation?: number;
  89505. sideOrientation?: number;
  89506. frontUVs?: Vector4;
  89507. backUVs?: Vector4;
  89508. }): VertexData;
  89509. /**
  89510. * Creates the VertexData of the LineSystem
  89511. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  89512. * - lines an array of lines, each line being an array of successive Vector3
  89513. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  89514. * @returns the VertexData of the LineSystem
  89515. */
  89516. static CreateLineSystem(options: {
  89517. lines: Vector3[][];
  89518. colors?: Nullable<Color4[][]>;
  89519. }): VertexData;
  89520. /**
  89521. * Create the VertexData for a DashedLines
  89522. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  89523. * - points an array successive Vector3
  89524. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  89525. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  89526. * - dashNb the intended total number of dashes, optional, default 200
  89527. * @returns the VertexData for the DashedLines
  89528. */
  89529. static CreateDashedLines(options: {
  89530. points: Vector3[];
  89531. dashSize?: number;
  89532. gapSize?: number;
  89533. dashNb?: number;
  89534. }): VertexData;
  89535. /**
  89536. * Creates the VertexData for a Ground
  89537. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  89538. * - width the width (x direction) of the ground, optional, default 1
  89539. * - height the height (z direction) of the ground, optional, default 1
  89540. * - subdivisions the number of subdivisions per side, optional, default 1
  89541. * @returns the VertexData of the Ground
  89542. */
  89543. static CreateGround(options: {
  89544. width?: number;
  89545. height?: number;
  89546. subdivisions?: number;
  89547. subdivisionsX?: number;
  89548. subdivisionsY?: number;
  89549. }): VertexData;
  89550. /**
  89551. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  89552. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  89553. * * xmin the ground minimum X coordinate, optional, default -1
  89554. * * zmin the ground minimum Z coordinate, optional, default -1
  89555. * * xmax the ground maximum X coordinate, optional, default 1
  89556. * * zmax the ground maximum Z coordinate, optional, default 1
  89557. * * 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}
  89558. * * 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}
  89559. * @returns the VertexData of the TiledGround
  89560. */
  89561. static CreateTiledGround(options: {
  89562. xmin: number;
  89563. zmin: number;
  89564. xmax: number;
  89565. zmax: number;
  89566. subdivisions?: {
  89567. w: number;
  89568. h: number;
  89569. };
  89570. precision?: {
  89571. w: number;
  89572. h: number;
  89573. };
  89574. }): VertexData;
  89575. /**
  89576. * Creates the VertexData of the Ground designed from a heightmap
  89577. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  89578. * * width the width (x direction) of the ground
  89579. * * height the height (z direction) of the ground
  89580. * * subdivisions the number of subdivisions per side
  89581. * * minHeight the minimum altitude on the ground, optional, default 0
  89582. * * maxHeight the maximum altitude on the ground, optional default 1
  89583. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  89584. * * buffer the array holding the image color data
  89585. * * bufferWidth the width of image
  89586. * * bufferHeight the height of image
  89587. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  89588. * @returns the VertexData of the Ground designed from a heightmap
  89589. */
  89590. static CreateGroundFromHeightMap(options: {
  89591. width: number;
  89592. height: number;
  89593. subdivisions: number;
  89594. minHeight: number;
  89595. maxHeight: number;
  89596. colorFilter: Color3;
  89597. buffer: Uint8Array;
  89598. bufferWidth: number;
  89599. bufferHeight: number;
  89600. alphaFilter: number;
  89601. }): VertexData;
  89602. /**
  89603. * Creates the VertexData for a Plane
  89604. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  89605. * * size sets the width and height of the plane to the value of size, optional default 1
  89606. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  89607. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  89608. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89609. * * 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)
  89610. * * 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)
  89611. * @returns the VertexData of the box
  89612. */
  89613. static CreatePlane(options: {
  89614. size?: number;
  89615. width?: number;
  89616. height?: number;
  89617. sideOrientation?: number;
  89618. frontUVs?: Vector4;
  89619. backUVs?: Vector4;
  89620. }): VertexData;
  89621. /**
  89622. * Creates the VertexData of the Disc or regular Polygon
  89623. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  89624. * * radius the radius of the disc, optional default 0.5
  89625. * * tessellation the number of polygon sides, optional, default 64
  89626. * * 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
  89627. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89628. * * 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)
  89629. * * 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)
  89630. * @returns the VertexData of the box
  89631. */
  89632. static CreateDisc(options: {
  89633. radius?: number;
  89634. tessellation?: number;
  89635. arc?: number;
  89636. sideOrientation?: number;
  89637. frontUVs?: Vector4;
  89638. backUVs?: Vector4;
  89639. }): VertexData;
  89640. /**
  89641. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  89642. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  89643. * @param polygon a mesh built from polygonTriangulation.build()
  89644. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89645. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  89646. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  89647. * @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)
  89648. * @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)
  89649. * @returns the VertexData of the Polygon
  89650. */
  89651. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  89652. /**
  89653. * Creates the VertexData of the IcoSphere
  89654. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  89655. * * radius the radius of the IcoSphere, optional default 1
  89656. * * radiusX allows stretching in the x direction, optional, default radius
  89657. * * radiusY allows stretching in the y direction, optional, default radius
  89658. * * radiusZ allows stretching in the z direction, optional, default radius
  89659. * * flat when true creates a flat shaded mesh, optional, default true
  89660. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  89661. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89662. * * 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)
  89663. * * 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)
  89664. * @returns the VertexData of the IcoSphere
  89665. */
  89666. static CreateIcoSphere(options: {
  89667. radius?: number;
  89668. radiusX?: number;
  89669. radiusY?: number;
  89670. radiusZ?: number;
  89671. flat?: boolean;
  89672. subdivisions?: number;
  89673. sideOrientation?: number;
  89674. frontUVs?: Vector4;
  89675. backUVs?: Vector4;
  89676. }): VertexData;
  89677. /**
  89678. * Creates the VertexData for a Polyhedron
  89679. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  89680. * * type provided types are:
  89681. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  89682. * * 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)
  89683. * * size the size of the IcoSphere, optional default 1
  89684. * * sizeX allows stretching in the x direction, optional, default size
  89685. * * sizeY allows stretching in the y direction, optional, default size
  89686. * * sizeZ allows stretching in the z direction, optional, default size
  89687. * * 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
  89688. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  89689. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  89690. * * flat when true creates a flat shaded mesh, optional, default true
  89691. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  89692. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89693. * * 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)
  89694. * * 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)
  89695. * @returns the VertexData of the Polyhedron
  89696. */
  89697. static CreatePolyhedron(options: {
  89698. type?: number;
  89699. size?: number;
  89700. sizeX?: number;
  89701. sizeY?: number;
  89702. sizeZ?: number;
  89703. custom?: any;
  89704. faceUV?: Vector4[];
  89705. faceColors?: Color4[];
  89706. flat?: boolean;
  89707. sideOrientation?: number;
  89708. frontUVs?: Vector4;
  89709. backUVs?: Vector4;
  89710. }): VertexData;
  89711. /**
  89712. * Creates the VertexData for a TorusKnot
  89713. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  89714. * * radius the radius of the torus knot, optional, default 2
  89715. * * tube the thickness of the tube, optional, default 0.5
  89716. * * radialSegments the number of sides on each tube segments, optional, default 32
  89717. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  89718. * * p the number of windings around the z axis, optional, default 2
  89719. * * q the number of windings around the x axis, optional, default 3
  89720. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89721. * * 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)
  89722. * * 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)
  89723. * @returns the VertexData of the Torus Knot
  89724. */
  89725. static CreateTorusKnot(options: {
  89726. radius?: number;
  89727. tube?: number;
  89728. radialSegments?: number;
  89729. tubularSegments?: number;
  89730. p?: number;
  89731. q?: number;
  89732. sideOrientation?: number;
  89733. frontUVs?: Vector4;
  89734. backUVs?: Vector4;
  89735. }): VertexData;
  89736. /**
  89737. * Compute normals for given positions and indices
  89738. * @param positions an array of vertex positions, [...., x, y, z, ......]
  89739. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  89740. * @param normals an array of vertex normals, [...., x, y, z, ......]
  89741. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  89742. * * facetNormals : optional array of facet normals (vector3)
  89743. * * facetPositions : optional array of facet positions (vector3)
  89744. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  89745. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  89746. * * bInfo : optional bounding info, required for facetPartitioning computation
  89747. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  89748. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  89749. * * useRightHandedSystem: optional boolean to for right handed system computation
  89750. * * depthSort : optional boolean to enable the facet depth sort computation
  89751. * * distanceTo : optional Vector3 to compute the facet depth from this location
  89752. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  89753. */
  89754. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  89755. facetNormals?: any;
  89756. facetPositions?: any;
  89757. facetPartitioning?: any;
  89758. ratio?: number;
  89759. bInfo?: any;
  89760. bbSize?: Vector3;
  89761. subDiv?: any;
  89762. useRightHandedSystem?: boolean;
  89763. depthSort?: boolean;
  89764. distanceTo?: Vector3;
  89765. depthSortedFacets?: any;
  89766. }): void;
  89767. /** @hidden */
  89768. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  89769. /**
  89770. * Applies VertexData created from the imported parameters to the geometry
  89771. * @param parsedVertexData the parsed data from an imported file
  89772. * @param geometry the geometry to apply the VertexData to
  89773. */
  89774. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  89775. }
  89776. }
  89777. declare module BABYLON {
  89778. /**
  89779. * Defines a target to use with MorphTargetManager
  89780. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  89781. */
  89782. export class MorphTarget implements IAnimatable {
  89783. /** defines the name of the target */
  89784. name: string;
  89785. /**
  89786. * Gets or sets the list of animations
  89787. */
  89788. animations: Animation[];
  89789. private _scene;
  89790. private _positions;
  89791. private _normals;
  89792. private _tangents;
  89793. private _uvs;
  89794. private _influence;
  89795. private _uniqueId;
  89796. /**
  89797. * Observable raised when the influence changes
  89798. */
  89799. onInfluenceChanged: Observable<boolean>;
  89800. /** @hidden */
  89801. _onDataLayoutChanged: Observable<void>;
  89802. /**
  89803. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  89804. */
  89805. influence: number;
  89806. /**
  89807. * Gets or sets the id of the morph Target
  89808. */
  89809. id: string;
  89810. private _animationPropertiesOverride;
  89811. /**
  89812. * Gets or sets the animation properties override
  89813. */
  89814. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  89815. /**
  89816. * Creates a new MorphTarget
  89817. * @param name defines the name of the target
  89818. * @param influence defines the influence to use
  89819. * @param scene defines the scene the morphtarget belongs to
  89820. */
  89821. constructor(
  89822. /** defines the name of the target */
  89823. name: string, influence?: number, scene?: Nullable<Scene>);
  89824. /**
  89825. * Gets the unique ID of this manager
  89826. */
  89827. readonly uniqueId: number;
  89828. /**
  89829. * Gets a boolean defining if the target contains position data
  89830. */
  89831. readonly hasPositions: boolean;
  89832. /**
  89833. * Gets a boolean defining if the target contains normal data
  89834. */
  89835. readonly hasNormals: boolean;
  89836. /**
  89837. * Gets a boolean defining if the target contains tangent data
  89838. */
  89839. readonly hasTangents: boolean;
  89840. /**
  89841. * Gets a boolean defining if the target contains texture coordinates data
  89842. */
  89843. readonly hasUVs: boolean;
  89844. /**
  89845. * Affects position data to this target
  89846. * @param data defines the position data to use
  89847. */
  89848. setPositions(data: Nullable<FloatArray>): void;
  89849. /**
  89850. * Gets the position data stored in this target
  89851. * @returns a FloatArray containing the position data (or null if not present)
  89852. */
  89853. getPositions(): Nullable<FloatArray>;
  89854. /**
  89855. * Affects normal data to this target
  89856. * @param data defines the normal data to use
  89857. */
  89858. setNormals(data: Nullable<FloatArray>): void;
  89859. /**
  89860. * Gets the normal data stored in this target
  89861. * @returns a FloatArray containing the normal data (or null if not present)
  89862. */
  89863. getNormals(): Nullable<FloatArray>;
  89864. /**
  89865. * Affects tangent data to this target
  89866. * @param data defines the tangent data to use
  89867. */
  89868. setTangents(data: Nullable<FloatArray>): void;
  89869. /**
  89870. * Gets the tangent data stored in this target
  89871. * @returns a FloatArray containing the tangent data (or null if not present)
  89872. */
  89873. getTangents(): Nullable<FloatArray>;
  89874. /**
  89875. * Affects texture coordinates data to this target
  89876. * @param data defines the texture coordinates data to use
  89877. */
  89878. setUVs(data: Nullable<FloatArray>): void;
  89879. /**
  89880. * Gets the texture coordinates data stored in this target
  89881. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  89882. */
  89883. getUVs(): Nullable<FloatArray>;
  89884. /**
  89885. * Clone the current target
  89886. * @returns a new MorphTarget
  89887. */
  89888. clone(): MorphTarget;
  89889. /**
  89890. * Serializes the current target into a Serialization object
  89891. * @returns the serialized object
  89892. */
  89893. serialize(): any;
  89894. /**
  89895. * Returns the string "MorphTarget"
  89896. * @returns "MorphTarget"
  89897. */
  89898. getClassName(): string;
  89899. /**
  89900. * Creates a new target from serialized data
  89901. * @param serializationObject defines the serialized data to use
  89902. * @returns a new MorphTarget
  89903. */
  89904. static Parse(serializationObject: any): MorphTarget;
  89905. /**
  89906. * Creates a MorphTarget from mesh data
  89907. * @param mesh defines the source mesh
  89908. * @param name defines the name to use for the new target
  89909. * @param influence defines the influence to attach to the target
  89910. * @returns a new MorphTarget
  89911. */
  89912. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  89913. }
  89914. }
  89915. declare module BABYLON {
  89916. /**
  89917. * This class is used to deform meshes using morphing between different targets
  89918. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  89919. */
  89920. export class MorphTargetManager {
  89921. private _targets;
  89922. private _targetInfluenceChangedObservers;
  89923. private _targetDataLayoutChangedObservers;
  89924. private _activeTargets;
  89925. private _scene;
  89926. private _influences;
  89927. private _supportsNormals;
  89928. private _supportsTangents;
  89929. private _supportsUVs;
  89930. private _vertexCount;
  89931. private _uniqueId;
  89932. private _tempInfluences;
  89933. /**
  89934. * Gets or sets a boolean indicating if normals must be morphed
  89935. */
  89936. enableNormalMorphing: boolean;
  89937. /**
  89938. * Gets or sets a boolean indicating if tangents must be morphed
  89939. */
  89940. enableTangentMorphing: boolean;
  89941. /**
  89942. * Gets or sets a boolean indicating if UV must be morphed
  89943. */
  89944. enableUVMorphing: boolean;
  89945. /**
  89946. * Creates a new MorphTargetManager
  89947. * @param scene defines the current scene
  89948. */
  89949. constructor(scene?: Nullable<Scene>);
  89950. /**
  89951. * Gets the unique ID of this manager
  89952. */
  89953. readonly uniqueId: number;
  89954. /**
  89955. * Gets the number of vertices handled by this manager
  89956. */
  89957. readonly vertexCount: number;
  89958. /**
  89959. * Gets a boolean indicating if this manager supports morphing of normals
  89960. */
  89961. readonly supportsNormals: boolean;
  89962. /**
  89963. * Gets a boolean indicating if this manager supports morphing of tangents
  89964. */
  89965. readonly supportsTangents: boolean;
  89966. /**
  89967. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  89968. */
  89969. readonly supportsUVs: boolean;
  89970. /**
  89971. * Gets the number of targets stored in this manager
  89972. */
  89973. readonly numTargets: number;
  89974. /**
  89975. * Gets the number of influencers (ie. the number of targets with influences > 0)
  89976. */
  89977. readonly numInfluencers: number;
  89978. /**
  89979. * Gets the list of influences (one per target)
  89980. */
  89981. readonly influences: Float32Array;
  89982. /**
  89983. * Gets the active target at specified index. An active target is a target with an influence > 0
  89984. * @param index defines the index to check
  89985. * @returns the requested target
  89986. */
  89987. getActiveTarget(index: number): MorphTarget;
  89988. /**
  89989. * Gets the target at specified index
  89990. * @param index defines the index to check
  89991. * @returns the requested target
  89992. */
  89993. getTarget(index: number): MorphTarget;
  89994. /**
  89995. * Add a new target to this manager
  89996. * @param target defines the target to add
  89997. */
  89998. addTarget(target: MorphTarget): void;
  89999. /**
  90000. * Removes a target from the manager
  90001. * @param target defines the target to remove
  90002. */
  90003. removeTarget(target: MorphTarget): void;
  90004. /**
  90005. * Clone the current manager
  90006. * @returns a new MorphTargetManager
  90007. */
  90008. clone(): MorphTargetManager;
  90009. /**
  90010. * Serializes the current manager into a Serialization object
  90011. * @returns the serialized object
  90012. */
  90013. serialize(): any;
  90014. private _syncActiveTargets;
  90015. /**
  90016. * Syncrhonize the targets with all the meshes using this morph target manager
  90017. */
  90018. synchronize(): void;
  90019. /**
  90020. * Creates a new MorphTargetManager from serialized data
  90021. * @param serializationObject defines the serialized data
  90022. * @param scene defines the hosting scene
  90023. * @returns the new MorphTargetManager
  90024. */
  90025. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  90026. }
  90027. }
  90028. declare module BABYLON {
  90029. /**
  90030. * Class used to represent a specific level of detail of a mesh
  90031. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  90032. */
  90033. export class MeshLODLevel {
  90034. /** Defines the distance where this level should start being displayed */
  90035. distance: number;
  90036. /** Defines the mesh to use to render this level */
  90037. mesh: Nullable<Mesh>;
  90038. /**
  90039. * Creates a new LOD level
  90040. * @param distance defines the distance where this level should star being displayed
  90041. * @param mesh defines the mesh to use to render this level
  90042. */
  90043. constructor(
  90044. /** Defines the distance where this level should start being displayed */
  90045. distance: number,
  90046. /** Defines the mesh to use to render this level */
  90047. mesh: Nullable<Mesh>);
  90048. }
  90049. }
  90050. declare module BABYLON {
  90051. /**
  90052. * Mesh representing the gorund
  90053. */
  90054. export class GroundMesh extends Mesh {
  90055. /** If octree should be generated */
  90056. generateOctree: boolean;
  90057. private _heightQuads;
  90058. /** @hidden */
  90059. _subdivisionsX: number;
  90060. /** @hidden */
  90061. _subdivisionsY: number;
  90062. /** @hidden */
  90063. _width: number;
  90064. /** @hidden */
  90065. _height: number;
  90066. /** @hidden */
  90067. _minX: number;
  90068. /** @hidden */
  90069. _maxX: number;
  90070. /** @hidden */
  90071. _minZ: number;
  90072. /** @hidden */
  90073. _maxZ: number;
  90074. constructor(name: string, scene: Scene);
  90075. /**
  90076. * "GroundMesh"
  90077. * @returns "GroundMesh"
  90078. */
  90079. getClassName(): string;
  90080. /**
  90081. * The minimum of x and y subdivisions
  90082. */
  90083. readonly subdivisions: number;
  90084. /**
  90085. * X subdivisions
  90086. */
  90087. readonly subdivisionsX: number;
  90088. /**
  90089. * Y subdivisions
  90090. */
  90091. readonly subdivisionsY: number;
  90092. /**
  90093. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  90094. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  90095. * @param chunksCount the number of subdivisions for x and y
  90096. * @param octreeBlocksSize (Default: 32)
  90097. */
  90098. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  90099. /**
  90100. * Returns a height (y) value in the Worl system :
  90101. * the ground altitude at the coordinates (x, z) expressed in the World system.
  90102. * @param x x coordinate
  90103. * @param z z coordinate
  90104. * @returns the ground y position if (x, z) are outside the ground surface.
  90105. */
  90106. getHeightAtCoordinates(x: number, z: number): number;
  90107. /**
  90108. * Returns a normalized vector (Vector3) orthogonal to the ground
  90109. * at the ground coordinates (x, z) expressed in the World system.
  90110. * @param x x coordinate
  90111. * @param z z coordinate
  90112. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  90113. */
  90114. getNormalAtCoordinates(x: number, z: number): Vector3;
  90115. /**
  90116. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  90117. * at the ground coordinates (x, z) expressed in the World system.
  90118. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  90119. * @param x x coordinate
  90120. * @param z z coordinate
  90121. * @param ref vector to store the result
  90122. * @returns the GroundMesh.
  90123. */
  90124. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  90125. /**
  90126. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  90127. * if the ground has been updated.
  90128. * This can be used in the render loop.
  90129. * @returns the GroundMesh.
  90130. */
  90131. updateCoordinateHeights(): GroundMesh;
  90132. private _getFacetAt;
  90133. private _initHeightQuads;
  90134. private _computeHeightQuads;
  90135. /**
  90136. * Serializes this ground mesh
  90137. * @param serializationObject object to write serialization to
  90138. */
  90139. serialize(serializationObject: any): void;
  90140. /**
  90141. * Parses a serialized ground mesh
  90142. * @param parsedMesh the serialized mesh
  90143. * @param scene the scene to create the ground mesh in
  90144. * @returns the created ground mesh
  90145. */
  90146. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  90147. }
  90148. }
  90149. declare module BABYLON {
  90150. /**
  90151. * Interface for Physics-Joint data
  90152. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90153. */
  90154. export interface PhysicsJointData {
  90155. /**
  90156. * The main pivot of the joint
  90157. */
  90158. mainPivot?: Vector3;
  90159. /**
  90160. * The connected pivot of the joint
  90161. */
  90162. connectedPivot?: Vector3;
  90163. /**
  90164. * The main axis of the joint
  90165. */
  90166. mainAxis?: Vector3;
  90167. /**
  90168. * The connected axis of the joint
  90169. */
  90170. connectedAxis?: Vector3;
  90171. /**
  90172. * The collision of the joint
  90173. */
  90174. collision?: boolean;
  90175. /**
  90176. * Native Oimo/Cannon/Energy data
  90177. */
  90178. nativeParams?: any;
  90179. }
  90180. /**
  90181. * This is a holder class for the physics joint created by the physics plugin
  90182. * It holds a set of functions to control the underlying joint
  90183. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90184. */
  90185. export class PhysicsJoint {
  90186. /**
  90187. * The type of the physics joint
  90188. */
  90189. type: number;
  90190. /**
  90191. * The data for the physics joint
  90192. */
  90193. jointData: PhysicsJointData;
  90194. private _physicsJoint;
  90195. protected _physicsPlugin: IPhysicsEnginePlugin;
  90196. /**
  90197. * Initializes the physics joint
  90198. * @param type The type of the physics joint
  90199. * @param jointData The data for the physics joint
  90200. */
  90201. constructor(
  90202. /**
  90203. * The type of the physics joint
  90204. */
  90205. type: number,
  90206. /**
  90207. * The data for the physics joint
  90208. */
  90209. jointData: PhysicsJointData);
  90210. /**
  90211. * Gets the physics joint
  90212. */
  90213. /**
  90214. * Sets the physics joint
  90215. */
  90216. physicsJoint: any;
  90217. /**
  90218. * Sets the physics plugin
  90219. */
  90220. physicsPlugin: IPhysicsEnginePlugin;
  90221. /**
  90222. * Execute a function that is physics-plugin specific.
  90223. * @param {Function} func the function that will be executed.
  90224. * It accepts two parameters: the physics world and the physics joint
  90225. */
  90226. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  90227. /**
  90228. * Distance-Joint type
  90229. */
  90230. static DistanceJoint: number;
  90231. /**
  90232. * Hinge-Joint type
  90233. */
  90234. static HingeJoint: number;
  90235. /**
  90236. * Ball-and-Socket joint type
  90237. */
  90238. static BallAndSocketJoint: number;
  90239. /**
  90240. * Wheel-Joint type
  90241. */
  90242. static WheelJoint: number;
  90243. /**
  90244. * Slider-Joint type
  90245. */
  90246. static SliderJoint: number;
  90247. /**
  90248. * Prismatic-Joint type
  90249. */
  90250. static PrismaticJoint: number;
  90251. /**
  90252. * Universal-Joint type
  90253. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  90254. */
  90255. static UniversalJoint: number;
  90256. /**
  90257. * Hinge-Joint 2 type
  90258. */
  90259. static Hinge2Joint: number;
  90260. /**
  90261. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  90262. */
  90263. static PointToPointJoint: number;
  90264. /**
  90265. * Spring-Joint type
  90266. */
  90267. static SpringJoint: number;
  90268. /**
  90269. * Lock-Joint type
  90270. */
  90271. static LockJoint: number;
  90272. }
  90273. /**
  90274. * A class representing a physics distance joint
  90275. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90276. */
  90277. export class DistanceJoint extends PhysicsJoint {
  90278. /**
  90279. *
  90280. * @param jointData The data for the Distance-Joint
  90281. */
  90282. constructor(jointData: DistanceJointData);
  90283. /**
  90284. * Update the predefined distance.
  90285. * @param maxDistance The maximum preferred distance
  90286. * @param minDistance The minimum preferred distance
  90287. */
  90288. updateDistance(maxDistance: number, minDistance?: number): void;
  90289. }
  90290. /**
  90291. * Represents a Motor-Enabled Joint
  90292. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90293. */
  90294. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  90295. /**
  90296. * Initializes the Motor-Enabled Joint
  90297. * @param type The type of the joint
  90298. * @param jointData The physica joint data for the joint
  90299. */
  90300. constructor(type: number, jointData: PhysicsJointData);
  90301. /**
  90302. * Set the motor values.
  90303. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90304. * @param force the force to apply
  90305. * @param maxForce max force for this motor.
  90306. */
  90307. setMotor(force?: number, maxForce?: number): void;
  90308. /**
  90309. * Set the motor's limits.
  90310. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90311. * @param upperLimit The upper limit of the motor
  90312. * @param lowerLimit The lower limit of the motor
  90313. */
  90314. setLimit(upperLimit: number, lowerLimit?: number): void;
  90315. }
  90316. /**
  90317. * This class represents a single physics Hinge-Joint
  90318. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90319. */
  90320. export class HingeJoint extends MotorEnabledJoint {
  90321. /**
  90322. * Initializes the Hinge-Joint
  90323. * @param jointData The joint data for the Hinge-Joint
  90324. */
  90325. constructor(jointData: PhysicsJointData);
  90326. /**
  90327. * Set the motor values.
  90328. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90329. * @param {number} force the force to apply
  90330. * @param {number} maxForce max force for this motor.
  90331. */
  90332. setMotor(force?: number, maxForce?: number): void;
  90333. /**
  90334. * Set the motor's limits.
  90335. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90336. * @param upperLimit The upper limit of the motor
  90337. * @param lowerLimit The lower limit of the motor
  90338. */
  90339. setLimit(upperLimit: number, lowerLimit?: number): void;
  90340. }
  90341. /**
  90342. * This class represents a dual hinge physics joint (same as wheel joint)
  90343. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90344. */
  90345. export class Hinge2Joint extends MotorEnabledJoint {
  90346. /**
  90347. * Initializes the Hinge2-Joint
  90348. * @param jointData The joint data for the Hinge2-Joint
  90349. */
  90350. constructor(jointData: PhysicsJointData);
  90351. /**
  90352. * Set the motor values.
  90353. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90354. * @param {number} targetSpeed the speed the motor is to reach
  90355. * @param {number} maxForce max force for this motor.
  90356. * @param {motorIndex} the motor's index, 0 or 1.
  90357. */
  90358. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  90359. /**
  90360. * Set the motor limits.
  90361. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90362. * @param {number} upperLimit the upper limit
  90363. * @param {number} lowerLimit lower limit
  90364. * @param {motorIndex} the motor's index, 0 or 1.
  90365. */
  90366. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  90367. }
  90368. /**
  90369. * Interface for a motor enabled joint
  90370. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90371. */
  90372. export interface IMotorEnabledJoint {
  90373. /**
  90374. * Physics joint
  90375. */
  90376. physicsJoint: any;
  90377. /**
  90378. * Sets the motor of the motor-enabled joint
  90379. * @param force The force of the motor
  90380. * @param maxForce The maximum force of the motor
  90381. * @param motorIndex The index of the motor
  90382. */
  90383. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  90384. /**
  90385. * Sets the limit of the motor
  90386. * @param upperLimit The upper limit of the motor
  90387. * @param lowerLimit The lower limit of the motor
  90388. * @param motorIndex The index of the motor
  90389. */
  90390. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  90391. }
  90392. /**
  90393. * Joint data for a Distance-Joint
  90394. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90395. */
  90396. export interface DistanceJointData extends PhysicsJointData {
  90397. /**
  90398. * Max distance the 2 joint objects can be apart
  90399. */
  90400. maxDistance: number;
  90401. }
  90402. /**
  90403. * Joint data from a spring joint
  90404. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90405. */
  90406. export interface SpringJointData extends PhysicsJointData {
  90407. /**
  90408. * Length of the spring
  90409. */
  90410. length: number;
  90411. /**
  90412. * Stiffness of the spring
  90413. */
  90414. stiffness: number;
  90415. /**
  90416. * Damping of the spring
  90417. */
  90418. damping: number;
  90419. /** this callback will be called when applying the force to the impostors. */
  90420. forceApplicationCallback: () => void;
  90421. }
  90422. }
  90423. declare module BABYLON {
  90424. /**
  90425. * Holds the data for the raycast result
  90426. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90427. */
  90428. export class PhysicsRaycastResult {
  90429. private _hasHit;
  90430. private _hitDistance;
  90431. private _hitNormalWorld;
  90432. private _hitPointWorld;
  90433. private _rayFromWorld;
  90434. private _rayToWorld;
  90435. /**
  90436. * Gets if there was a hit
  90437. */
  90438. readonly hasHit: boolean;
  90439. /**
  90440. * Gets the distance from the hit
  90441. */
  90442. readonly hitDistance: number;
  90443. /**
  90444. * Gets the hit normal/direction in the world
  90445. */
  90446. readonly hitNormalWorld: Vector3;
  90447. /**
  90448. * Gets the hit point in the world
  90449. */
  90450. readonly hitPointWorld: Vector3;
  90451. /**
  90452. * Gets the ray "start point" of the ray in the world
  90453. */
  90454. readonly rayFromWorld: Vector3;
  90455. /**
  90456. * Gets the ray "end point" of the ray in the world
  90457. */
  90458. readonly rayToWorld: Vector3;
  90459. /**
  90460. * Sets the hit data (normal & point in world space)
  90461. * @param hitNormalWorld defines the normal in world space
  90462. * @param hitPointWorld defines the point in world space
  90463. */
  90464. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  90465. /**
  90466. * Sets the distance from the start point to the hit point
  90467. * @param distance
  90468. */
  90469. setHitDistance(distance: number): void;
  90470. /**
  90471. * Calculates the distance manually
  90472. */
  90473. calculateHitDistance(): void;
  90474. /**
  90475. * Resets all the values to default
  90476. * @param from The from point on world space
  90477. * @param to The to point on world space
  90478. */
  90479. reset(from?: Vector3, to?: Vector3): void;
  90480. }
  90481. /**
  90482. * Interface for the size containing width and height
  90483. */
  90484. interface IXYZ {
  90485. /**
  90486. * X
  90487. */
  90488. x: number;
  90489. /**
  90490. * Y
  90491. */
  90492. y: number;
  90493. /**
  90494. * Z
  90495. */
  90496. z: number;
  90497. }
  90498. }
  90499. declare module BABYLON {
  90500. /**
  90501. * Interface used to describe a physics joint
  90502. */
  90503. export interface PhysicsImpostorJoint {
  90504. /** Defines the main impostor to which the joint is linked */
  90505. mainImpostor: PhysicsImpostor;
  90506. /** Defines the impostor that is connected to the main impostor using this joint */
  90507. connectedImpostor: PhysicsImpostor;
  90508. /** Defines the joint itself */
  90509. joint: PhysicsJoint;
  90510. }
  90511. /** @hidden */
  90512. export interface IPhysicsEnginePlugin {
  90513. world: any;
  90514. name: string;
  90515. setGravity(gravity: Vector3): void;
  90516. setTimeStep(timeStep: number): void;
  90517. getTimeStep(): number;
  90518. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  90519. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  90520. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  90521. generatePhysicsBody(impostor: PhysicsImpostor): void;
  90522. removePhysicsBody(impostor: PhysicsImpostor): void;
  90523. generateJoint(joint: PhysicsImpostorJoint): void;
  90524. removeJoint(joint: PhysicsImpostorJoint): void;
  90525. isSupported(): boolean;
  90526. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  90527. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  90528. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  90529. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  90530. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  90531. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  90532. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  90533. getBodyMass(impostor: PhysicsImpostor): number;
  90534. getBodyFriction(impostor: PhysicsImpostor): number;
  90535. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  90536. getBodyRestitution(impostor: PhysicsImpostor): number;
  90537. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  90538. getBodyPressure?(impostor: PhysicsImpostor): number;
  90539. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  90540. getBodyStiffness?(impostor: PhysicsImpostor): number;
  90541. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  90542. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  90543. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  90544. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  90545. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  90546. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  90547. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  90548. sleepBody(impostor: PhysicsImpostor): void;
  90549. wakeUpBody(impostor: PhysicsImpostor): void;
  90550. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  90551. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  90552. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  90553. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  90554. getRadius(impostor: PhysicsImpostor): number;
  90555. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  90556. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  90557. dispose(): void;
  90558. }
  90559. /**
  90560. * Interface used to define a physics engine
  90561. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  90562. */
  90563. export interface IPhysicsEngine {
  90564. /**
  90565. * Gets the gravity vector used by the simulation
  90566. */
  90567. gravity: Vector3;
  90568. /**
  90569. * Sets the gravity vector used by the simulation
  90570. * @param gravity defines the gravity vector to use
  90571. */
  90572. setGravity(gravity: Vector3): void;
  90573. /**
  90574. * Set the time step of the physics engine.
  90575. * Default is 1/60.
  90576. * To slow it down, enter 1/600 for example.
  90577. * To speed it up, 1/30
  90578. * @param newTimeStep the new timestep to apply to this world.
  90579. */
  90580. setTimeStep(newTimeStep: number): void;
  90581. /**
  90582. * Get the time step of the physics engine.
  90583. * @returns the current time step
  90584. */
  90585. getTimeStep(): number;
  90586. /**
  90587. * Release all resources
  90588. */
  90589. dispose(): void;
  90590. /**
  90591. * Gets the name of the current physics plugin
  90592. * @returns the name of the plugin
  90593. */
  90594. getPhysicsPluginName(): string;
  90595. /**
  90596. * Adding a new impostor for the impostor tracking.
  90597. * This will be done by the impostor itself.
  90598. * @param impostor the impostor to add
  90599. */
  90600. addImpostor(impostor: PhysicsImpostor): void;
  90601. /**
  90602. * Remove an impostor from the engine.
  90603. * This impostor and its mesh will not longer be updated by the physics engine.
  90604. * @param impostor the impostor to remove
  90605. */
  90606. removeImpostor(impostor: PhysicsImpostor): void;
  90607. /**
  90608. * Add a joint to the physics engine
  90609. * @param mainImpostor defines the main impostor to which the joint is added.
  90610. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  90611. * @param joint defines the joint that will connect both impostors.
  90612. */
  90613. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  90614. /**
  90615. * Removes a joint from the simulation
  90616. * @param mainImpostor defines the impostor used with the joint
  90617. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  90618. * @param joint defines the joint to remove
  90619. */
  90620. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  90621. /**
  90622. * Gets the current plugin used to run the simulation
  90623. * @returns current plugin
  90624. */
  90625. getPhysicsPlugin(): IPhysicsEnginePlugin;
  90626. /**
  90627. * Gets the list of physic impostors
  90628. * @returns an array of PhysicsImpostor
  90629. */
  90630. getImpostors(): Array<PhysicsImpostor>;
  90631. /**
  90632. * Gets the impostor for a physics enabled object
  90633. * @param object defines the object impersonated by the impostor
  90634. * @returns the PhysicsImpostor or null if not found
  90635. */
  90636. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  90637. /**
  90638. * Gets the impostor for a physics body object
  90639. * @param body defines physics body used by the impostor
  90640. * @returns the PhysicsImpostor or null if not found
  90641. */
  90642. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  90643. /**
  90644. * Does a raycast in the physics world
  90645. * @param from when should the ray start?
  90646. * @param to when should the ray end?
  90647. * @returns PhysicsRaycastResult
  90648. */
  90649. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  90650. /**
  90651. * Called by the scene. No need to call it.
  90652. * @param delta defines the timespam between frames
  90653. */
  90654. _step(delta: number): void;
  90655. }
  90656. }
  90657. declare module BABYLON {
  90658. /**
  90659. * The interface for the physics imposter parameters
  90660. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90661. */
  90662. export interface PhysicsImpostorParameters {
  90663. /**
  90664. * The mass of the physics imposter
  90665. */
  90666. mass: number;
  90667. /**
  90668. * The friction of the physics imposter
  90669. */
  90670. friction?: number;
  90671. /**
  90672. * The coefficient of restitution of the physics imposter
  90673. */
  90674. restitution?: number;
  90675. /**
  90676. * The native options of the physics imposter
  90677. */
  90678. nativeOptions?: any;
  90679. /**
  90680. * Specifies if the parent should be ignored
  90681. */
  90682. ignoreParent?: boolean;
  90683. /**
  90684. * Specifies if bi-directional transformations should be disabled
  90685. */
  90686. disableBidirectionalTransformation?: boolean;
  90687. /**
  90688. * The pressure inside the physics imposter, soft object only
  90689. */
  90690. pressure?: number;
  90691. /**
  90692. * The stiffness the physics imposter, soft object only
  90693. */
  90694. stiffness?: number;
  90695. /**
  90696. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  90697. */
  90698. velocityIterations?: number;
  90699. /**
  90700. * The number of iterations used in maintaining consistent vertex positions, soft object only
  90701. */
  90702. positionIterations?: number;
  90703. /**
  90704. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  90705. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  90706. * Add to fix multiple points
  90707. */
  90708. fixedPoints?: number;
  90709. /**
  90710. * The collision margin around a soft object
  90711. */
  90712. margin?: number;
  90713. /**
  90714. * The collision margin around a soft object
  90715. */
  90716. damping?: number;
  90717. /**
  90718. * The path for a rope based on an extrusion
  90719. */
  90720. path?: any;
  90721. /**
  90722. * The shape of an extrusion used for a rope based on an extrusion
  90723. */
  90724. shape?: any;
  90725. }
  90726. /**
  90727. * Interface for a physics-enabled object
  90728. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90729. */
  90730. export interface IPhysicsEnabledObject {
  90731. /**
  90732. * The position of the physics-enabled object
  90733. */
  90734. position: Vector3;
  90735. /**
  90736. * The rotation of the physics-enabled object
  90737. */
  90738. rotationQuaternion: Nullable<Quaternion>;
  90739. /**
  90740. * The scale of the physics-enabled object
  90741. */
  90742. scaling: Vector3;
  90743. /**
  90744. * The rotation of the physics-enabled object
  90745. */
  90746. rotation?: Vector3;
  90747. /**
  90748. * The parent of the physics-enabled object
  90749. */
  90750. parent?: any;
  90751. /**
  90752. * The bounding info of the physics-enabled object
  90753. * @returns The bounding info of the physics-enabled object
  90754. */
  90755. getBoundingInfo(): BoundingInfo;
  90756. /**
  90757. * Computes the world matrix
  90758. * @param force Specifies if the world matrix should be computed by force
  90759. * @returns A world matrix
  90760. */
  90761. computeWorldMatrix(force: boolean): Matrix;
  90762. /**
  90763. * Gets the world matrix
  90764. * @returns A world matrix
  90765. */
  90766. getWorldMatrix?(): Matrix;
  90767. /**
  90768. * Gets the child meshes
  90769. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  90770. * @returns An array of abstract meshes
  90771. */
  90772. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  90773. /**
  90774. * Gets the vertex data
  90775. * @param kind The type of vertex data
  90776. * @returns A nullable array of numbers, or a float32 array
  90777. */
  90778. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  90779. /**
  90780. * Gets the indices from the mesh
  90781. * @returns A nullable array of index arrays
  90782. */
  90783. getIndices?(): Nullable<IndicesArray>;
  90784. /**
  90785. * Gets the scene from the mesh
  90786. * @returns the indices array or null
  90787. */
  90788. getScene?(): Scene;
  90789. /**
  90790. * Gets the absolute position from the mesh
  90791. * @returns the absolute position
  90792. */
  90793. getAbsolutePosition(): Vector3;
  90794. /**
  90795. * Gets the absolute pivot point from the mesh
  90796. * @returns the absolute pivot point
  90797. */
  90798. getAbsolutePivotPoint(): Vector3;
  90799. /**
  90800. * Rotates the mesh
  90801. * @param axis The axis of rotation
  90802. * @param amount The amount of rotation
  90803. * @param space The space of the rotation
  90804. * @returns The rotation transform node
  90805. */
  90806. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  90807. /**
  90808. * Translates the mesh
  90809. * @param axis The axis of translation
  90810. * @param distance The distance of translation
  90811. * @param space The space of the translation
  90812. * @returns The transform node
  90813. */
  90814. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  90815. /**
  90816. * Sets the absolute position of the mesh
  90817. * @param absolutePosition The absolute position of the mesh
  90818. * @returns The transform node
  90819. */
  90820. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  90821. /**
  90822. * Gets the class name of the mesh
  90823. * @returns The class name
  90824. */
  90825. getClassName(): string;
  90826. }
  90827. /**
  90828. * Represents a physics imposter
  90829. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90830. */
  90831. export class PhysicsImpostor {
  90832. /**
  90833. * The physics-enabled object used as the physics imposter
  90834. */
  90835. object: IPhysicsEnabledObject;
  90836. /**
  90837. * The type of the physics imposter
  90838. */
  90839. type: number;
  90840. private _options;
  90841. private _scene?;
  90842. /**
  90843. * The default object size of the imposter
  90844. */
  90845. static DEFAULT_OBJECT_SIZE: Vector3;
  90846. /**
  90847. * The identity quaternion of the imposter
  90848. */
  90849. static IDENTITY_QUATERNION: Quaternion;
  90850. /** @hidden */
  90851. _pluginData: any;
  90852. private _physicsEngine;
  90853. private _physicsBody;
  90854. private _bodyUpdateRequired;
  90855. private _onBeforePhysicsStepCallbacks;
  90856. private _onAfterPhysicsStepCallbacks;
  90857. /** @hidden */
  90858. _onPhysicsCollideCallbacks: Array<{
  90859. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  90860. otherImpostors: Array<PhysicsImpostor>;
  90861. }>;
  90862. private _deltaPosition;
  90863. private _deltaRotation;
  90864. private _deltaRotationConjugated;
  90865. /** @hidden */
  90866. _isFromLine: boolean;
  90867. private _parent;
  90868. private _isDisposed;
  90869. private static _tmpVecs;
  90870. private static _tmpQuat;
  90871. /**
  90872. * Specifies if the physics imposter is disposed
  90873. */
  90874. readonly isDisposed: boolean;
  90875. /**
  90876. * Gets the mass of the physics imposter
  90877. */
  90878. mass: number;
  90879. /**
  90880. * Gets the coefficient of friction
  90881. */
  90882. /**
  90883. * Sets the coefficient of friction
  90884. */
  90885. friction: number;
  90886. /**
  90887. * Gets the coefficient of restitution
  90888. */
  90889. /**
  90890. * Sets the coefficient of restitution
  90891. */
  90892. restitution: number;
  90893. /**
  90894. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  90895. */
  90896. /**
  90897. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  90898. */
  90899. pressure: number;
  90900. /**
  90901. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  90902. */
  90903. /**
  90904. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  90905. */
  90906. stiffness: number;
  90907. /**
  90908. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  90909. */
  90910. /**
  90911. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  90912. */
  90913. velocityIterations: number;
  90914. /**
  90915. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  90916. */
  90917. /**
  90918. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  90919. */
  90920. positionIterations: number;
  90921. /**
  90922. * The unique id of the physics imposter
  90923. * set by the physics engine when adding this impostor to the array
  90924. */
  90925. uniqueId: number;
  90926. /**
  90927. * @hidden
  90928. */
  90929. soft: boolean;
  90930. /**
  90931. * @hidden
  90932. */
  90933. segments: number;
  90934. private _joints;
  90935. /**
  90936. * Initializes the physics imposter
  90937. * @param object The physics-enabled object used as the physics imposter
  90938. * @param type The type of the physics imposter
  90939. * @param _options The options for the physics imposter
  90940. * @param _scene The Babylon scene
  90941. */
  90942. constructor(
  90943. /**
  90944. * The physics-enabled object used as the physics imposter
  90945. */
  90946. object: IPhysicsEnabledObject,
  90947. /**
  90948. * The type of the physics imposter
  90949. */
  90950. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  90951. /**
  90952. * This function will completly initialize this impostor.
  90953. * It will create a new body - but only if this mesh has no parent.
  90954. * If it has, this impostor will not be used other than to define the impostor
  90955. * of the child mesh.
  90956. * @hidden
  90957. */
  90958. _init(): void;
  90959. private _getPhysicsParent;
  90960. /**
  90961. * Should a new body be generated.
  90962. * @returns boolean specifying if body initialization is required
  90963. */
  90964. isBodyInitRequired(): boolean;
  90965. /**
  90966. * Sets the updated scaling
  90967. * @param updated Specifies if the scaling is updated
  90968. */
  90969. setScalingUpdated(): void;
  90970. /**
  90971. * Force a regeneration of this or the parent's impostor's body.
  90972. * Use under cautious - This will remove all joints already implemented.
  90973. */
  90974. forceUpdate(): void;
  90975. /**
  90976. * Gets the body that holds this impostor. Either its own, or its parent.
  90977. */
  90978. /**
  90979. * Set the physics body. Used mainly by the physics engine/plugin
  90980. */
  90981. physicsBody: any;
  90982. /**
  90983. * Get the parent of the physics imposter
  90984. * @returns Physics imposter or null
  90985. */
  90986. /**
  90987. * Sets the parent of the physics imposter
  90988. */
  90989. parent: Nullable<PhysicsImpostor>;
  90990. /**
  90991. * Resets the update flags
  90992. */
  90993. resetUpdateFlags(): void;
  90994. /**
  90995. * Gets the object extend size
  90996. * @returns the object extend size
  90997. */
  90998. getObjectExtendSize(): Vector3;
  90999. /**
  91000. * Gets the object center
  91001. * @returns The object center
  91002. */
  91003. getObjectCenter(): Vector3;
  91004. /**
  91005. * Get a specific parametes from the options parameter
  91006. * @param paramName The object parameter name
  91007. * @returns The object parameter
  91008. */
  91009. getParam(paramName: string): any;
  91010. /**
  91011. * Sets a specific parameter in the options given to the physics plugin
  91012. * @param paramName The parameter name
  91013. * @param value The value of the parameter
  91014. */
  91015. setParam(paramName: string, value: number): void;
  91016. /**
  91017. * Specifically change the body's mass option. Won't recreate the physics body object
  91018. * @param mass The mass of the physics imposter
  91019. */
  91020. setMass(mass: number): void;
  91021. /**
  91022. * Gets the linear velocity
  91023. * @returns linear velocity or null
  91024. */
  91025. getLinearVelocity(): Nullable<Vector3>;
  91026. /**
  91027. * Sets the linear velocity
  91028. * @param velocity linear velocity or null
  91029. */
  91030. setLinearVelocity(velocity: Nullable<Vector3>): void;
  91031. /**
  91032. * Gets the angular velocity
  91033. * @returns angular velocity or null
  91034. */
  91035. getAngularVelocity(): Nullable<Vector3>;
  91036. /**
  91037. * Sets the angular velocity
  91038. * @param velocity The velocity or null
  91039. */
  91040. setAngularVelocity(velocity: Nullable<Vector3>): void;
  91041. /**
  91042. * Execute a function with the physics plugin native code
  91043. * Provide a function the will have two variables - the world object and the physics body object
  91044. * @param func The function to execute with the physics plugin native code
  91045. */
  91046. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  91047. /**
  91048. * Register a function that will be executed before the physics world is stepping forward
  91049. * @param func The function to execute before the physics world is stepped forward
  91050. */
  91051. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91052. /**
  91053. * Unregister a function that will be executed before the physics world is stepping forward
  91054. * @param func The function to execute before the physics world is stepped forward
  91055. */
  91056. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91057. /**
  91058. * Register a function that will be executed after the physics step
  91059. * @param func The function to execute after physics step
  91060. */
  91061. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91062. /**
  91063. * Unregisters a function that will be executed after the physics step
  91064. * @param func The function to execute after physics step
  91065. */
  91066. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91067. /**
  91068. * register a function that will be executed when this impostor collides against a different body
  91069. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  91070. * @param func Callback that is executed on collision
  91071. */
  91072. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  91073. /**
  91074. * Unregisters the physics imposter on contact
  91075. * @param collideAgainst The physics object to collide against
  91076. * @param func Callback to execute on collision
  91077. */
  91078. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  91079. private _tmpQuat;
  91080. private _tmpQuat2;
  91081. /**
  91082. * Get the parent rotation
  91083. * @returns The parent rotation
  91084. */
  91085. getParentsRotation(): Quaternion;
  91086. /**
  91087. * this function is executed by the physics engine.
  91088. */
  91089. beforeStep: () => void;
  91090. /**
  91091. * this function is executed by the physics engine
  91092. */
  91093. afterStep: () => void;
  91094. /**
  91095. * Legacy collision detection event support
  91096. */
  91097. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  91098. /**
  91099. * event and body object due to cannon's event-based architecture.
  91100. */
  91101. onCollide: (e: {
  91102. body: any;
  91103. }) => void;
  91104. /**
  91105. * Apply a force
  91106. * @param force The force to apply
  91107. * @param contactPoint The contact point for the force
  91108. * @returns The physics imposter
  91109. */
  91110. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  91111. /**
  91112. * Apply an impulse
  91113. * @param force The impulse force
  91114. * @param contactPoint The contact point for the impulse force
  91115. * @returns The physics imposter
  91116. */
  91117. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  91118. /**
  91119. * A help function to create a joint
  91120. * @param otherImpostor A physics imposter used to create a joint
  91121. * @param jointType The type of joint
  91122. * @param jointData The data for the joint
  91123. * @returns The physics imposter
  91124. */
  91125. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  91126. /**
  91127. * Add a joint to this impostor with a different impostor
  91128. * @param otherImpostor A physics imposter used to add a joint
  91129. * @param joint The joint to add
  91130. * @returns The physics imposter
  91131. */
  91132. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  91133. /**
  91134. * Add an anchor to a cloth impostor
  91135. * @param otherImpostor rigid impostor to anchor to
  91136. * @param width ratio across width from 0 to 1
  91137. * @param height ratio up height from 0 to 1
  91138. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  91139. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  91140. * @returns impostor the soft imposter
  91141. */
  91142. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  91143. /**
  91144. * Add a hook to a rope impostor
  91145. * @param otherImpostor rigid impostor to anchor to
  91146. * @param length ratio across rope from 0 to 1
  91147. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  91148. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  91149. * @returns impostor the rope imposter
  91150. */
  91151. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  91152. /**
  91153. * Will keep this body still, in a sleep mode.
  91154. * @returns the physics imposter
  91155. */
  91156. sleep(): PhysicsImpostor;
  91157. /**
  91158. * Wake the body up.
  91159. * @returns The physics imposter
  91160. */
  91161. wakeUp(): PhysicsImpostor;
  91162. /**
  91163. * Clones the physics imposter
  91164. * @param newObject The physics imposter clones to this physics-enabled object
  91165. * @returns A nullable physics imposter
  91166. */
  91167. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  91168. /**
  91169. * Disposes the physics imposter
  91170. */
  91171. dispose(): void;
  91172. /**
  91173. * Sets the delta position
  91174. * @param position The delta position amount
  91175. */
  91176. setDeltaPosition(position: Vector3): void;
  91177. /**
  91178. * Sets the delta rotation
  91179. * @param rotation The delta rotation amount
  91180. */
  91181. setDeltaRotation(rotation: Quaternion): void;
  91182. /**
  91183. * Gets the box size of the physics imposter and stores the result in the input parameter
  91184. * @param result Stores the box size
  91185. * @returns The physics imposter
  91186. */
  91187. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  91188. /**
  91189. * Gets the radius of the physics imposter
  91190. * @returns Radius of the physics imposter
  91191. */
  91192. getRadius(): number;
  91193. /**
  91194. * Sync a bone with this impostor
  91195. * @param bone The bone to sync to the impostor.
  91196. * @param boneMesh The mesh that the bone is influencing.
  91197. * @param jointPivot The pivot of the joint / bone in local space.
  91198. * @param distToJoint Optional distance from the impostor to the joint.
  91199. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  91200. */
  91201. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  91202. /**
  91203. * Sync impostor to a bone
  91204. * @param bone The bone that the impostor will be synced to.
  91205. * @param boneMesh The mesh that the bone is influencing.
  91206. * @param jointPivot The pivot of the joint / bone in local space.
  91207. * @param distToJoint Optional distance from the impostor to the joint.
  91208. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  91209. * @param boneAxis Optional vector3 axis the bone is aligned with
  91210. */
  91211. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  91212. /**
  91213. * No-Imposter type
  91214. */
  91215. static NoImpostor: number;
  91216. /**
  91217. * Sphere-Imposter type
  91218. */
  91219. static SphereImpostor: number;
  91220. /**
  91221. * Box-Imposter type
  91222. */
  91223. static BoxImpostor: number;
  91224. /**
  91225. * Plane-Imposter type
  91226. */
  91227. static PlaneImpostor: number;
  91228. /**
  91229. * Mesh-imposter type
  91230. */
  91231. static MeshImpostor: number;
  91232. /**
  91233. * Capsule-Impostor type (Ammo.js plugin only)
  91234. */
  91235. static CapsuleImpostor: number;
  91236. /**
  91237. * Cylinder-Imposter type
  91238. */
  91239. static CylinderImpostor: number;
  91240. /**
  91241. * Particle-Imposter type
  91242. */
  91243. static ParticleImpostor: number;
  91244. /**
  91245. * Heightmap-Imposter type
  91246. */
  91247. static HeightmapImpostor: number;
  91248. /**
  91249. * ConvexHull-Impostor type (Ammo.js plugin only)
  91250. */
  91251. static ConvexHullImpostor: number;
  91252. /**
  91253. * Rope-Imposter type
  91254. */
  91255. static RopeImpostor: number;
  91256. /**
  91257. * Cloth-Imposter type
  91258. */
  91259. static ClothImpostor: number;
  91260. /**
  91261. * Softbody-Imposter type
  91262. */
  91263. static SoftbodyImpostor: number;
  91264. }
  91265. }
  91266. declare module BABYLON {
  91267. /**
  91268. * @hidden
  91269. **/
  91270. export class _CreationDataStorage {
  91271. closePath?: boolean;
  91272. closeArray?: boolean;
  91273. idx: number[];
  91274. dashSize: number;
  91275. gapSize: number;
  91276. path3D: Path3D;
  91277. pathArray: Vector3[][];
  91278. arc: number;
  91279. radius: number;
  91280. cap: number;
  91281. tessellation: number;
  91282. }
  91283. /**
  91284. * @hidden
  91285. **/
  91286. class _InstanceDataStorage {
  91287. visibleInstances: any;
  91288. batchCache: _InstancesBatch;
  91289. instancesBufferSize: number;
  91290. instancesBuffer: Nullable<Buffer>;
  91291. instancesData: Float32Array;
  91292. overridenInstanceCount: number;
  91293. isFrozen: boolean;
  91294. previousBatch: Nullable<_InstancesBatch>;
  91295. hardwareInstancedRendering: boolean;
  91296. sideOrientation: number;
  91297. }
  91298. /**
  91299. * @hidden
  91300. **/
  91301. export class _InstancesBatch {
  91302. mustReturn: boolean;
  91303. visibleInstances: Nullable<InstancedMesh[]>[];
  91304. renderSelf: boolean[];
  91305. hardwareInstancedRendering: boolean[];
  91306. }
  91307. /**
  91308. * Class used to represent renderable models
  91309. */
  91310. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  91311. /**
  91312. * Mesh side orientation : usually the external or front surface
  91313. */
  91314. static readonly FRONTSIDE: number;
  91315. /**
  91316. * Mesh side orientation : usually the internal or back surface
  91317. */
  91318. static readonly BACKSIDE: number;
  91319. /**
  91320. * Mesh side orientation : both internal and external or front and back surfaces
  91321. */
  91322. static readonly DOUBLESIDE: number;
  91323. /**
  91324. * Mesh side orientation : by default, `FRONTSIDE`
  91325. */
  91326. static readonly DEFAULTSIDE: number;
  91327. /**
  91328. * Mesh cap setting : no cap
  91329. */
  91330. static readonly NO_CAP: number;
  91331. /**
  91332. * Mesh cap setting : one cap at the beginning of the mesh
  91333. */
  91334. static readonly CAP_START: number;
  91335. /**
  91336. * Mesh cap setting : one cap at the end of the mesh
  91337. */
  91338. static readonly CAP_END: number;
  91339. /**
  91340. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  91341. */
  91342. static readonly CAP_ALL: number;
  91343. /**
  91344. * Mesh pattern setting : no flip or rotate
  91345. */
  91346. static readonly NO_FLIP: number;
  91347. /**
  91348. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  91349. */
  91350. static readonly FLIP_TILE: number;
  91351. /**
  91352. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  91353. */
  91354. static readonly ROTATE_TILE: number;
  91355. /**
  91356. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  91357. */
  91358. static readonly FLIP_ROW: number;
  91359. /**
  91360. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  91361. */
  91362. static readonly ROTATE_ROW: number;
  91363. /**
  91364. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  91365. */
  91366. static readonly FLIP_N_ROTATE_TILE: number;
  91367. /**
  91368. * Mesh pattern setting : rotate pattern and rotate
  91369. */
  91370. static readonly FLIP_N_ROTATE_ROW: number;
  91371. /**
  91372. * Mesh tile positioning : part tiles same on left/right or top/bottom
  91373. */
  91374. static readonly CENTER: number;
  91375. /**
  91376. * Mesh tile positioning : part tiles on left
  91377. */
  91378. static readonly LEFT: number;
  91379. /**
  91380. * Mesh tile positioning : part tiles on right
  91381. */
  91382. static readonly RIGHT: number;
  91383. /**
  91384. * Mesh tile positioning : part tiles on top
  91385. */
  91386. static readonly TOP: number;
  91387. /**
  91388. * Mesh tile positioning : part tiles on bottom
  91389. */
  91390. static readonly BOTTOM: number;
  91391. /**
  91392. * Gets the default side orientation.
  91393. * @param orientation the orientation to value to attempt to get
  91394. * @returns the default orientation
  91395. * @hidden
  91396. */
  91397. static _GetDefaultSideOrientation(orientation?: number): number;
  91398. private _internalMeshDataInfo;
  91399. /**
  91400. * An event triggered before rendering the mesh
  91401. */
  91402. readonly onBeforeRenderObservable: Observable<Mesh>;
  91403. /**
  91404. * An event triggered before binding the mesh
  91405. */
  91406. readonly onBeforeBindObservable: Observable<Mesh>;
  91407. /**
  91408. * An event triggered after rendering the mesh
  91409. */
  91410. readonly onAfterRenderObservable: Observable<Mesh>;
  91411. /**
  91412. * An event triggered before drawing the mesh
  91413. */
  91414. readonly onBeforeDrawObservable: Observable<Mesh>;
  91415. private _onBeforeDrawObserver;
  91416. /**
  91417. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  91418. */
  91419. onBeforeDraw: () => void;
  91420. readonly hasInstances: boolean;
  91421. /**
  91422. * Gets the delay loading state of the mesh (when delay loading is turned on)
  91423. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  91424. */
  91425. delayLoadState: number;
  91426. /**
  91427. * Gets the list of instances created from this mesh
  91428. * it is not supposed to be modified manually.
  91429. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  91430. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  91431. */
  91432. instances: InstancedMesh[];
  91433. /**
  91434. * Gets the file containing delay loading data for this mesh
  91435. */
  91436. delayLoadingFile: string;
  91437. /** @hidden */
  91438. _binaryInfo: any;
  91439. /**
  91440. * User defined function used to change how LOD level selection is done
  91441. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  91442. */
  91443. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  91444. /**
  91445. * Gets or sets the morph target manager
  91446. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  91447. */
  91448. morphTargetManager: Nullable<MorphTargetManager>;
  91449. /** @hidden */
  91450. _creationDataStorage: Nullable<_CreationDataStorage>;
  91451. /** @hidden */
  91452. _geometry: Nullable<Geometry>;
  91453. /** @hidden */
  91454. _delayInfo: Array<string>;
  91455. /** @hidden */
  91456. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  91457. /** @hidden */
  91458. _instanceDataStorage: _InstanceDataStorage;
  91459. private _effectiveMaterial;
  91460. /** @hidden */
  91461. _shouldGenerateFlatShading: boolean;
  91462. /** @hidden */
  91463. _originalBuilderSideOrientation: number;
  91464. /**
  91465. * Use this property to change the original side orientation defined at construction time
  91466. */
  91467. overrideMaterialSideOrientation: Nullable<number>;
  91468. /**
  91469. * Gets the source mesh (the one used to clone this one from)
  91470. */
  91471. readonly source: Nullable<Mesh>;
  91472. /**
  91473. * Gets or sets a boolean indicating that this mesh does not use index buffer
  91474. */
  91475. isUnIndexed: boolean;
  91476. /**
  91477. * @constructor
  91478. * @param name The value used by scene.getMeshByName() to do a lookup.
  91479. * @param scene The scene to add this mesh to.
  91480. * @param parent The parent of this mesh, if it has one
  91481. * @param source An optional Mesh from which geometry is shared, cloned.
  91482. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  91483. * When false, achieved by calling a clone(), also passing False.
  91484. * This will make creation of children, recursive.
  91485. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  91486. */
  91487. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  91488. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  91489. doNotInstantiate: boolean;
  91490. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  91491. /**
  91492. * Gets the class name
  91493. * @returns the string "Mesh".
  91494. */
  91495. getClassName(): string;
  91496. /** @hidden */
  91497. readonly _isMesh: boolean;
  91498. /**
  91499. * Returns a description of this mesh
  91500. * @param fullDetails define if full details about this mesh must be used
  91501. * @returns a descriptive string representing this mesh
  91502. */
  91503. toString(fullDetails?: boolean): string;
  91504. /** @hidden */
  91505. _unBindEffect(): void;
  91506. /**
  91507. * Gets a boolean indicating if this mesh has LOD
  91508. */
  91509. readonly hasLODLevels: boolean;
  91510. /**
  91511. * Gets the list of MeshLODLevel associated with the current mesh
  91512. * @returns an array of MeshLODLevel
  91513. */
  91514. getLODLevels(): MeshLODLevel[];
  91515. private _sortLODLevels;
  91516. /**
  91517. * Add a mesh as LOD level triggered at the given distance.
  91518. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91519. * @param distance The distance from the center of the object to show this level
  91520. * @param mesh The mesh to be added as LOD level (can be null)
  91521. * @return This mesh (for chaining)
  91522. */
  91523. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  91524. /**
  91525. * Returns the LOD level mesh at the passed distance or null if not found.
  91526. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91527. * @param distance The distance from the center of the object to show this level
  91528. * @returns a Mesh or `null`
  91529. */
  91530. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  91531. /**
  91532. * Remove a mesh from the LOD array
  91533. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91534. * @param mesh defines the mesh to be removed
  91535. * @return This mesh (for chaining)
  91536. */
  91537. removeLODLevel(mesh: Mesh): Mesh;
  91538. /**
  91539. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  91540. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91541. * @param camera defines the camera to use to compute distance
  91542. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  91543. * @return This mesh (for chaining)
  91544. */
  91545. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  91546. /**
  91547. * Gets the mesh internal Geometry object
  91548. */
  91549. readonly geometry: Nullable<Geometry>;
  91550. /**
  91551. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  91552. * @returns the total number of vertices
  91553. */
  91554. getTotalVertices(): number;
  91555. /**
  91556. * Returns the content of an associated vertex buffer
  91557. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  91558. * - VertexBuffer.PositionKind
  91559. * - VertexBuffer.UVKind
  91560. * - VertexBuffer.UV2Kind
  91561. * - VertexBuffer.UV3Kind
  91562. * - VertexBuffer.UV4Kind
  91563. * - VertexBuffer.UV5Kind
  91564. * - VertexBuffer.UV6Kind
  91565. * - VertexBuffer.ColorKind
  91566. * - VertexBuffer.MatricesIndicesKind
  91567. * - VertexBuffer.MatricesIndicesExtraKind
  91568. * - VertexBuffer.MatricesWeightsKind
  91569. * - VertexBuffer.MatricesWeightsExtraKind
  91570. * @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
  91571. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  91572. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  91573. */
  91574. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  91575. /**
  91576. * Returns the mesh VertexBuffer object from the requested `kind`
  91577. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  91578. * - VertexBuffer.PositionKind
  91579. * - VertexBuffer.NormalKind
  91580. * - VertexBuffer.UVKind
  91581. * - VertexBuffer.UV2Kind
  91582. * - VertexBuffer.UV3Kind
  91583. * - VertexBuffer.UV4Kind
  91584. * - VertexBuffer.UV5Kind
  91585. * - VertexBuffer.UV6Kind
  91586. * - VertexBuffer.ColorKind
  91587. * - VertexBuffer.MatricesIndicesKind
  91588. * - VertexBuffer.MatricesIndicesExtraKind
  91589. * - VertexBuffer.MatricesWeightsKind
  91590. * - VertexBuffer.MatricesWeightsExtraKind
  91591. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  91592. */
  91593. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  91594. /**
  91595. * Tests if a specific vertex buffer is associated with this mesh
  91596. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  91597. * - VertexBuffer.PositionKind
  91598. * - VertexBuffer.NormalKind
  91599. * - VertexBuffer.UVKind
  91600. * - VertexBuffer.UV2Kind
  91601. * - VertexBuffer.UV3Kind
  91602. * - VertexBuffer.UV4Kind
  91603. * - VertexBuffer.UV5Kind
  91604. * - VertexBuffer.UV6Kind
  91605. * - VertexBuffer.ColorKind
  91606. * - VertexBuffer.MatricesIndicesKind
  91607. * - VertexBuffer.MatricesIndicesExtraKind
  91608. * - VertexBuffer.MatricesWeightsKind
  91609. * - VertexBuffer.MatricesWeightsExtraKind
  91610. * @returns a boolean
  91611. */
  91612. isVerticesDataPresent(kind: string): boolean;
  91613. /**
  91614. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  91615. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  91616. * - VertexBuffer.PositionKind
  91617. * - VertexBuffer.UVKind
  91618. * - VertexBuffer.UV2Kind
  91619. * - VertexBuffer.UV3Kind
  91620. * - VertexBuffer.UV4Kind
  91621. * - VertexBuffer.UV5Kind
  91622. * - VertexBuffer.UV6Kind
  91623. * - VertexBuffer.ColorKind
  91624. * - VertexBuffer.MatricesIndicesKind
  91625. * - VertexBuffer.MatricesIndicesExtraKind
  91626. * - VertexBuffer.MatricesWeightsKind
  91627. * - VertexBuffer.MatricesWeightsExtraKind
  91628. * @returns a boolean
  91629. */
  91630. isVertexBufferUpdatable(kind: string): boolean;
  91631. /**
  91632. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  91633. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  91634. * - VertexBuffer.PositionKind
  91635. * - VertexBuffer.NormalKind
  91636. * - VertexBuffer.UVKind
  91637. * - VertexBuffer.UV2Kind
  91638. * - VertexBuffer.UV3Kind
  91639. * - VertexBuffer.UV4Kind
  91640. * - VertexBuffer.UV5Kind
  91641. * - VertexBuffer.UV6Kind
  91642. * - VertexBuffer.ColorKind
  91643. * - VertexBuffer.MatricesIndicesKind
  91644. * - VertexBuffer.MatricesIndicesExtraKind
  91645. * - VertexBuffer.MatricesWeightsKind
  91646. * - VertexBuffer.MatricesWeightsExtraKind
  91647. * @returns an array of strings
  91648. */
  91649. getVerticesDataKinds(): string[];
  91650. /**
  91651. * Returns a positive integer : the total number of indices in this mesh geometry.
  91652. * @returns the numner of indices or zero if the mesh has no geometry.
  91653. */
  91654. getTotalIndices(): number;
  91655. /**
  91656. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  91657. * @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.
  91658. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  91659. * @returns the indices array or an empty array if the mesh has no geometry
  91660. */
  91661. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  91662. readonly isBlocked: boolean;
  91663. /**
  91664. * Determine if the current mesh is ready to be rendered
  91665. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  91666. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  91667. * @returns true if all associated assets are ready (material, textures, shaders)
  91668. */
  91669. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  91670. /**
  91671. * 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.
  91672. */
  91673. readonly areNormalsFrozen: boolean;
  91674. /**
  91675. * 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.
  91676. * @returns the current mesh
  91677. */
  91678. freezeNormals(): Mesh;
  91679. /**
  91680. * 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
  91681. * @returns the current mesh
  91682. */
  91683. unfreezeNormals(): Mesh;
  91684. /**
  91685. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  91686. */
  91687. overridenInstanceCount: number;
  91688. /** @hidden */
  91689. _preActivate(): Mesh;
  91690. /** @hidden */
  91691. _preActivateForIntermediateRendering(renderId: number): Mesh;
  91692. /** @hidden */
  91693. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  91694. /**
  91695. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  91696. * This means the mesh underlying bounding box and sphere are recomputed.
  91697. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  91698. * @returns the current mesh
  91699. */
  91700. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  91701. /** @hidden */
  91702. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  91703. /**
  91704. * This function will subdivide the mesh into multiple submeshes
  91705. * @param count defines the expected number of submeshes
  91706. */
  91707. subdivide(count: number): void;
  91708. /**
  91709. * Copy a FloatArray into a specific associated vertex buffer
  91710. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  91711. * - VertexBuffer.PositionKind
  91712. * - VertexBuffer.UVKind
  91713. * - VertexBuffer.UV2Kind
  91714. * - VertexBuffer.UV3Kind
  91715. * - VertexBuffer.UV4Kind
  91716. * - VertexBuffer.UV5Kind
  91717. * - VertexBuffer.UV6Kind
  91718. * - VertexBuffer.ColorKind
  91719. * - VertexBuffer.MatricesIndicesKind
  91720. * - VertexBuffer.MatricesIndicesExtraKind
  91721. * - VertexBuffer.MatricesWeightsKind
  91722. * - VertexBuffer.MatricesWeightsExtraKind
  91723. * @param data defines the data source
  91724. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  91725. * @param stride defines the data stride size (can be null)
  91726. * @returns the current mesh
  91727. */
  91728. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  91729. /**
  91730. * Delete a vertex buffer associated with this mesh
  91731. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  91732. * - VertexBuffer.PositionKind
  91733. * - VertexBuffer.UVKind
  91734. * - VertexBuffer.UV2Kind
  91735. * - VertexBuffer.UV3Kind
  91736. * - VertexBuffer.UV4Kind
  91737. * - VertexBuffer.UV5Kind
  91738. * - VertexBuffer.UV6Kind
  91739. * - VertexBuffer.ColorKind
  91740. * - VertexBuffer.MatricesIndicesKind
  91741. * - VertexBuffer.MatricesIndicesExtraKind
  91742. * - VertexBuffer.MatricesWeightsKind
  91743. * - VertexBuffer.MatricesWeightsExtraKind
  91744. */
  91745. removeVerticesData(kind: string): void;
  91746. /**
  91747. * Flags an associated vertex buffer as updatable
  91748. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  91749. * - VertexBuffer.PositionKind
  91750. * - VertexBuffer.UVKind
  91751. * - VertexBuffer.UV2Kind
  91752. * - VertexBuffer.UV3Kind
  91753. * - VertexBuffer.UV4Kind
  91754. * - VertexBuffer.UV5Kind
  91755. * - VertexBuffer.UV6Kind
  91756. * - VertexBuffer.ColorKind
  91757. * - VertexBuffer.MatricesIndicesKind
  91758. * - VertexBuffer.MatricesIndicesExtraKind
  91759. * - VertexBuffer.MatricesWeightsKind
  91760. * - VertexBuffer.MatricesWeightsExtraKind
  91761. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  91762. */
  91763. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  91764. /**
  91765. * Sets the mesh global Vertex Buffer
  91766. * @param buffer defines the buffer to use
  91767. * @returns the current mesh
  91768. */
  91769. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  91770. /**
  91771. * Update a specific associated vertex buffer
  91772. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  91773. * - VertexBuffer.PositionKind
  91774. * - VertexBuffer.UVKind
  91775. * - VertexBuffer.UV2Kind
  91776. * - VertexBuffer.UV3Kind
  91777. * - VertexBuffer.UV4Kind
  91778. * - VertexBuffer.UV5Kind
  91779. * - VertexBuffer.UV6Kind
  91780. * - VertexBuffer.ColorKind
  91781. * - VertexBuffer.MatricesIndicesKind
  91782. * - VertexBuffer.MatricesIndicesExtraKind
  91783. * - VertexBuffer.MatricesWeightsKind
  91784. * - VertexBuffer.MatricesWeightsExtraKind
  91785. * @param data defines the data source
  91786. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  91787. * @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)
  91788. * @returns the current mesh
  91789. */
  91790. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  91791. /**
  91792. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  91793. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  91794. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  91795. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  91796. * @returns the current mesh
  91797. */
  91798. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  91799. /**
  91800. * Creates a un-shared specific occurence of the geometry for the mesh.
  91801. * @returns the current mesh
  91802. */
  91803. makeGeometryUnique(): Mesh;
  91804. /**
  91805. * Set the index buffer of this mesh
  91806. * @param indices defines the source data
  91807. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  91808. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  91809. * @returns the current mesh
  91810. */
  91811. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  91812. /**
  91813. * Update the current index buffer
  91814. * @param indices defines the source data
  91815. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  91816. * @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)
  91817. * @returns the current mesh
  91818. */
  91819. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  91820. /**
  91821. * Invert the geometry to move from a right handed system to a left handed one.
  91822. * @returns the current mesh
  91823. */
  91824. toLeftHanded(): Mesh;
  91825. /** @hidden */
  91826. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  91827. /** @hidden */
  91828. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  91829. /**
  91830. * Registers for this mesh a javascript function called just before the rendering process
  91831. * @param func defines the function to call before rendering this mesh
  91832. * @returns the current mesh
  91833. */
  91834. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  91835. /**
  91836. * Disposes a previously registered javascript function called before the rendering
  91837. * @param func defines the function to remove
  91838. * @returns the current mesh
  91839. */
  91840. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  91841. /**
  91842. * Registers for this mesh a javascript function called just after the rendering is complete
  91843. * @param func defines the function to call after rendering this mesh
  91844. * @returns the current mesh
  91845. */
  91846. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  91847. /**
  91848. * Disposes a previously registered javascript function called after the rendering.
  91849. * @param func defines the function to remove
  91850. * @returns the current mesh
  91851. */
  91852. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  91853. /** @hidden */
  91854. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  91855. /** @hidden */
  91856. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  91857. /** @hidden */
  91858. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  91859. /** @hidden */
  91860. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  91861. /** @hidden */
  91862. _rebuild(): void;
  91863. /** @hidden */
  91864. _freeze(): void;
  91865. /** @hidden */
  91866. _unFreeze(): void;
  91867. /**
  91868. * 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
  91869. * @param subMesh defines the subMesh to render
  91870. * @param enableAlphaMode defines if alpha mode can be changed
  91871. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  91872. * @returns the current mesh
  91873. */
  91874. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  91875. private _onBeforeDraw;
  91876. /**
  91877. * Renormalize the mesh and patch it up if there are no weights
  91878. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  91879. * However in the case of zero weights then we set just a single influence to 1.
  91880. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  91881. */
  91882. cleanMatrixWeights(): void;
  91883. private normalizeSkinFourWeights;
  91884. private normalizeSkinWeightsAndExtra;
  91885. /**
  91886. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  91887. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  91888. * the user know there was an issue with importing the mesh
  91889. * @returns a validation object with skinned, valid and report string
  91890. */
  91891. validateSkinning(): {
  91892. skinned: boolean;
  91893. valid: boolean;
  91894. report: string;
  91895. };
  91896. /** @hidden */
  91897. _checkDelayState(): Mesh;
  91898. private _queueLoad;
  91899. /**
  91900. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  91901. * A mesh is in the frustum if its bounding box intersects the frustum
  91902. * @param frustumPlanes defines the frustum to test
  91903. * @returns true if the mesh is in the frustum planes
  91904. */
  91905. isInFrustum(frustumPlanes: Plane[]): boolean;
  91906. /**
  91907. * Sets the mesh material by the material or multiMaterial `id` property
  91908. * @param id is a string identifying the material or the multiMaterial
  91909. * @returns the current mesh
  91910. */
  91911. setMaterialByID(id: string): Mesh;
  91912. /**
  91913. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  91914. * @returns an array of IAnimatable
  91915. */
  91916. getAnimatables(): IAnimatable[];
  91917. /**
  91918. * Modifies the mesh geometry according to the passed transformation matrix.
  91919. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  91920. * The mesh normals are modified using the same transformation.
  91921. * Note that, under the hood, this method sets a new VertexBuffer each call.
  91922. * @param transform defines the transform matrix to use
  91923. * @see http://doc.babylonjs.com/resources/baking_transformations
  91924. * @returns the current mesh
  91925. */
  91926. bakeTransformIntoVertices(transform: Matrix): Mesh;
  91927. /**
  91928. * Modifies the mesh geometry according to its own current World Matrix.
  91929. * The mesh World Matrix is then reset.
  91930. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  91931. * Note that, under the hood, this method sets a new VertexBuffer each call.
  91932. * @see http://doc.babylonjs.com/resources/baking_transformations
  91933. * @returns the current mesh
  91934. */
  91935. bakeCurrentTransformIntoVertices(): Mesh;
  91936. /** @hidden */
  91937. readonly _positions: Nullable<Vector3[]>;
  91938. /** @hidden */
  91939. _resetPointsArrayCache(): Mesh;
  91940. /** @hidden */
  91941. _generatePointsArray(): boolean;
  91942. /**
  91943. * Returns a new Mesh object generated from the current mesh properties.
  91944. * This method must not get confused with createInstance()
  91945. * @param name is a string, the name given to the new mesh
  91946. * @param newParent can be any Node object (default `null`)
  91947. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  91948. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  91949. * @returns a new mesh
  91950. */
  91951. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  91952. /**
  91953. * Releases resources associated with this mesh.
  91954. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  91955. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  91956. */
  91957. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  91958. /** @hidden */
  91959. _disposeInstanceSpecificData(): void;
  91960. /**
  91961. * Modifies the mesh geometry according to a displacement map.
  91962. * 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.
  91963. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  91964. * @param url is a string, the URL from the image file is to be downloaded.
  91965. * @param minHeight is the lower limit of the displacement.
  91966. * @param maxHeight is the upper limit of the displacement.
  91967. * @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.
  91968. * @param uvOffset is an optional vector2 used to offset UV.
  91969. * @param uvScale is an optional vector2 used to scale UV.
  91970. * @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.
  91971. * @returns the Mesh.
  91972. */
  91973. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  91974. /**
  91975. * Modifies the mesh geometry according to a displacementMap buffer.
  91976. * 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.
  91977. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  91978. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  91979. * @param heightMapWidth is the width of the buffer image.
  91980. * @param heightMapHeight is the height of the buffer image.
  91981. * @param minHeight is the lower limit of the displacement.
  91982. * @param maxHeight is the upper limit of the displacement.
  91983. * @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.
  91984. * @param uvOffset is an optional vector2 used to offset UV.
  91985. * @param uvScale is an optional vector2 used to scale UV.
  91986. * @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.
  91987. * @returns the Mesh.
  91988. */
  91989. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  91990. /**
  91991. * Modify the mesh to get a flat shading rendering.
  91992. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  91993. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  91994. * @returns current mesh
  91995. */
  91996. convertToFlatShadedMesh(): Mesh;
  91997. /**
  91998. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  91999. * In other words, more vertices, no more indices and a single bigger VBO.
  92000. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  92001. * @returns current mesh
  92002. */
  92003. convertToUnIndexedMesh(): Mesh;
  92004. /**
  92005. * Inverses facet orientations.
  92006. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92007. * @param flipNormals will also inverts the normals
  92008. * @returns current mesh
  92009. */
  92010. flipFaces(flipNormals?: boolean): Mesh;
  92011. /**
  92012. * Increase the number of facets and hence vertices in a mesh
  92013. * Vertex normals are interpolated from existing vertex normals
  92014. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92015. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  92016. */
  92017. increaseVertices(numberPerEdge: number): void;
  92018. /**
  92019. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  92020. * This will undo any application of covertToFlatShadedMesh
  92021. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92022. */
  92023. forceSharedVertices(): void;
  92024. /** @hidden */
  92025. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  92026. /** @hidden */
  92027. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  92028. /**
  92029. * Creates a new InstancedMesh object from the mesh model.
  92030. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  92031. * @param name defines the name of the new instance
  92032. * @returns a new InstancedMesh
  92033. */
  92034. createInstance(name: string): InstancedMesh;
  92035. /**
  92036. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  92037. * After this call, all the mesh instances have the same submeshes than the current mesh.
  92038. * @returns the current mesh
  92039. */
  92040. synchronizeInstances(): Mesh;
  92041. /**
  92042. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  92043. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  92044. * This should be used together with the simplification to avoid disappearing triangles.
  92045. * @param successCallback an optional success callback to be called after the optimization finished.
  92046. * @returns the current mesh
  92047. */
  92048. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  92049. /**
  92050. * Serialize current mesh
  92051. * @param serializationObject defines the object which will receive the serialization data
  92052. */
  92053. serialize(serializationObject: any): void;
  92054. /** @hidden */
  92055. _syncGeometryWithMorphTargetManager(): void;
  92056. /** @hidden */
  92057. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  92058. /**
  92059. * Returns a new Mesh object parsed from the source provided.
  92060. * @param parsedMesh is the source
  92061. * @param scene defines the hosting scene
  92062. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  92063. * @returns a new Mesh
  92064. */
  92065. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  92066. /**
  92067. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  92068. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92069. * @param name defines the name of the mesh to create
  92070. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  92071. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  92072. * @param closePath creates a seam between the first and the last points of each path of the path array
  92073. * @param offset is taken in account only if the `pathArray` is containing a single path
  92074. * @param scene defines the hosting scene
  92075. * @param updatable defines if the mesh must be flagged as updatable
  92076. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92077. * @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)
  92078. * @returns a new Mesh
  92079. */
  92080. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92081. /**
  92082. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  92083. * @param name defines the name of the mesh to create
  92084. * @param radius sets the radius size (float) of the polygon (default 0.5)
  92085. * @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
  92086. * @param scene defines the hosting scene
  92087. * @param updatable defines if the mesh must be flagged as updatable
  92088. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92089. * @returns a new Mesh
  92090. */
  92091. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  92092. /**
  92093. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  92094. * @param name defines the name of the mesh to create
  92095. * @param size sets the size (float) of each box side (default 1)
  92096. * @param scene defines the hosting scene
  92097. * @param updatable defines if the mesh must be flagged as updatable
  92098. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92099. * @returns a new Mesh
  92100. */
  92101. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  92102. /**
  92103. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  92104. * @param name defines the name of the mesh to create
  92105. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  92106. * @param diameter sets the diameter size (float) of the sphere (default 1)
  92107. * @param scene defines the hosting scene
  92108. * @param updatable defines if the mesh must be flagged as updatable
  92109. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92110. * @returns a new Mesh
  92111. */
  92112. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92113. /**
  92114. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  92115. * @param name defines the name of the mesh to create
  92116. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  92117. * @param diameter sets the diameter size (float) of the sphere (default 1)
  92118. * @param scene defines the hosting scene
  92119. * @returns a new Mesh
  92120. */
  92121. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  92122. /**
  92123. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  92124. * @param name defines the name of the mesh to create
  92125. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  92126. * @param diameterTop set the top cap diameter (floats, default 1)
  92127. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  92128. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  92129. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  92130. * @param scene defines the hosting scene
  92131. * @param updatable defines if the mesh must be flagged as updatable
  92132. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92133. * @returns a new Mesh
  92134. */
  92135. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  92136. /**
  92137. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  92138. * @param name defines the name of the mesh to create
  92139. * @param diameter sets the diameter size (float) of the torus (default 1)
  92140. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  92141. * @param tessellation sets the number of torus sides (postive integer, default 16)
  92142. * @param scene defines the hosting scene
  92143. * @param updatable defines if the mesh must be flagged as updatable
  92144. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92145. * @returns a new Mesh
  92146. */
  92147. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92148. /**
  92149. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  92150. * @param name defines the name of the mesh to create
  92151. * @param radius sets the global radius size (float) of the torus knot (default 2)
  92152. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  92153. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  92154. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  92155. * @param p the number of windings on X axis (positive integers, default 2)
  92156. * @param q the number of windings on Y axis (positive integers, default 3)
  92157. * @param scene defines the hosting scene
  92158. * @param updatable defines if the mesh must be flagged as updatable
  92159. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92160. * @returns a new Mesh
  92161. */
  92162. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92163. /**
  92164. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  92165. * @param name defines the name of the mesh to create
  92166. * @param points is an array successive Vector3
  92167. * @param scene defines the hosting scene
  92168. * @param updatable defines if the mesh must be flagged as updatable
  92169. * @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).
  92170. * @returns a new Mesh
  92171. */
  92172. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  92173. /**
  92174. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  92175. * @param name defines the name of the mesh to create
  92176. * @param points is an array successive Vector3
  92177. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  92178. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  92179. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  92180. * @param scene defines the hosting scene
  92181. * @param updatable defines if the mesh must be flagged as updatable
  92182. * @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)
  92183. * @returns a new Mesh
  92184. */
  92185. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  92186. /**
  92187. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  92188. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  92189. * 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.
  92190. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  92191. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  92192. * Remember you can only change the shape positions, not their number when updating a polygon.
  92193. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  92194. * @param name defines the name of the mesh to create
  92195. * @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
  92196. * @param scene defines the hosting scene
  92197. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  92198. * @param updatable defines if the mesh must be flagged as updatable
  92199. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92200. * @param earcutInjection can be used to inject your own earcut reference
  92201. * @returns a new Mesh
  92202. */
  92203. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  92204. /**
  92205. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  92206. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  92207. * @param name defines the name of the mesh to create
  92208. * @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
  92209. * @param depth defines the height of extrusion
  92210. * @param scene defines the hosting scene
  92211. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  92212. * @param updatable defines if the mesh must be flagged as updatable
  92213. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92214. * @param earcutInjection can be used to inject your own earcut reference
  92215. * @returns a new Mesh
  92216. */
  92217. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  92218. /**
  92219. * Creates an extruded shape mesh.
  92220. * 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
  92221. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92222. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  92223. * @param name defines the name of the mesh to create
  92224. * @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
  92225. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  92226. * @param scale is the value to scale the shape
  92227. * @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
  92228. * @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
  92229. * @param scene defines the hosting scene
  92230. * @param updatable defines if the mesh must be flagged as updatable
  92231. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92232. * @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)
  92233. * @returns a new Mesh
  92234. */
  92235. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92236. /**
  92237. * Creates an custom extruded shape mesh.
  92238. * The custom extrusion is a parametric shape.
  92239. * It has no predefined shape. Its final shape will depend on the input parameters.
  92240. * Please consider using the same method from the MeshBuilder class instead
  92241. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  92242. * @param name defines the name of the mesh to create
  92243. * @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
  92244. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  92245. * @param scaleFunction is a custom Javascript function called on each path point
  92246. * @param rotationFunction is a custom Javascript function called on each path point
  92247. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  92248. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  92249. * @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
  92250. * @param scene defines the hosting scene
  92251. * @param updatable defines if the mesh must be flagged as updatable
  92252. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92253. * @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)
  92254. * @returns a new Mesh
  92255. */
  92256. 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;
  92257. /**
  92258. * Creates lathe mesh.
  92259. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  92260. * Please consider using the same method from the MeshBuilder class instead
  92261. * @param name defines the name of the mesh to create
  92262. * @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
  92263. * @param radius is the radius value of the lathe
  92264. * @param tessellation is the side number of the lathe.
  92265. * @param scene defines the hosting scene
  92266. * @param updatable defines if the mesh must be flagged as updatable
  92267. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92268. * @returns a new Mesh
  92269. */
  92270. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92271. /**
  92272. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  92273. * @param name defines the name of the mesh to create
  92274. * @param size sets the size (float) of both sides of the plane at once (default 1)
  92275. * @param scene defines the hosting scene
  92276. * @param updatable defines if the mesh must be flagged as updatable
  92277. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92278. * @returns a new Mesh
  92279. */
  92280. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92281. /**
  92282. * Creates a ground mesh.
  92283. * Please consider using the same method from the MeshBuilder class instead
  92284. * @param name defines the name of the mesh to create
  92285. * @param width set the width of the ground
  92286. * @param height set the height of the ground
  92287. * @param subdivisions sets the number of subdivisions per side
  92288. * @param scene defines the hosting scene
  92289. * @param updatable defines if the mesh must be flagged as updatable
  92290. * @returns a new Mesh
  92291. */
  92292. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  92293. /**
  92294. * Creates a tiled ground mesh.
  92295. * Please consider using the same method from the MeshBuilder class instead
  92296. * @param name defines the name of the mesh to create
  92297. * @param xmin set the ground minimum X coordinate
  92298. * @param zmin set the ground minimum Y coordinate
  92299. * @param xmax set the ground maximum X coordinate
  92300. * @param zmax set the ground maximum Z coordinate
  92301. * @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
  92302. * @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
  92303. * @param scene defines the hosting scene
  92304. * @param updatable defines if the mesh must be flagged as updatable
  92305. * @returns a new Mesh
  92306. */
  92307. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  92308. w: number;
  92309. h: number;
  92310. }, precision: {
  92311. w: number;
  92312. h: number;
  92313. }, scene: Scene, updatable?: boolean): Mesh;
  92314. /**
  92315. * Creates a ground mesh from a height map.
  92316. * Please consider using the same method from the MeshBuilder class instead
  92317. * @see http://doc.babylonjs.com/babylon101/height_map
  92318. * @param name defines the name of the mesh to create
  92319. * @param url sets the URL of the height map image resource
  92320. * @param width set the ground width size
  92321. * @param height set the ground height size
  92322. * @param subdivisions sets the number of subdivision per side
  92323. * @param minHeight is the minimum altitude on the ground
  92324. * @param maxHeight is the maximum altitude on the ground
  92325. * @param scene defines the hosting scene
  92326. * @param updatable defines if the mesh must be flagged as updatable
  92327. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  92328. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  92329. * @returns a new Mesh
  92330. */
  92331. 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;
  92332. /**
  92333. * Creates a tube mesh.
  92334. * The tube is a parametric shape.
  92335. * It has no predefined shape. Its final shape will depend on the input parameters.
  92336. * Please consider using the same method from the MeshBuilder class instead
  92337. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92338. * @param name defines the name of the mesh to create
  92339. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  92340. * @param radius sets the tube radius size
  92341. * @param tessellation is the number of sides on the tubular surface
  92342. * @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
  92343. * @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
  92344. * @param scene defines the hosting scene
  92345. * @param updatable defines if the mesh must be flagged as updatable
  92346. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92347. * @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)
  92348. * @returns a new Mesh
  92349. */
  92350. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  92351. (i: number, distance: number): number;
  92352. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92353. /**
  92354. * Creates a polyhedron mesh.
  92355. * Please consider using the same method from the MeshBuilder class instead.
  92356. * * 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
  92357. * * The parameter `size` (positive float, default 1) sets the polygon size
  92358. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  92359. * * 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`
  92360. * * 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
  92361. * * 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)`)
  92362. * * 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
  92363. * * 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
  92364. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  92365. * * If you create a double-sided mesh, you can choose what parts of 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
  92366. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  92367. * @param name defines the name of the mesh to create
  92368. * @param options defines the options used to create the mesh
  92369. * @param scene defines the hosting scene
  92370. * @returns a new Mesh
  92371. */
  92372. static CreatePolyhedron(name: string, options: {
  92373. type?: number;
  92374. size?: number;
  92375. sizeX?: number;
  92376. sizeY?: number;
  92377. sizeZ?: number;
  92378. custom?: any;
  92379. faceUV?: Vector4[];
  92380. faceColors?: Color4[];
  92381. updatable?: boolean;
  92382. sideOrientation?: number;
  92383. }, scene: Scene): Mesh;
  92384. /**
  92385. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  92386. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  92387. * * 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`)
  92388. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  92389. * * 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
  92390. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  92391. * * If you create a double-sided mesh, you can choose what parts of 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
  92392. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  92393. * @param name defines the name of the mesh
  92394. * @param options defines the options used to create the mesh
  92395. * @param scene defines the hosting scene
  92396. * @returns a new Mesh
  92397. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  92398. */
  92399. static CreateIcoSphere(name: string, options: {
  92400. radius?: number;
  92401. flat?: boolean;
  92402. subdivisions?: number;
  92403. sideOrientation?: number;
  92404. updatable?: boolean;
  92405. }, scene: Scene): Mesh;
  92406. /**
  92407. * Creates a decal mesh.
  92408. * Please consider using the same method from the MeshBuilder class instead.
  92409. * A decal is a mesh usually applied as a model onto the surface of another mesh
  92410. * @param name defines the name of the mesh
  92411. * @param sourceMesh defines the mesh receiving the decal
  92412. * @param position sets the position of the decal in world coordinates
  92413. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  92414. * @param size sets the decal scaling
  92415. * @param angle sets the angle to rotate the decal
  92416. * @returns a new Mesh
  92417. */
  92418. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  92419. /**
  92420. * Prepare internal position array for software CPU skinning
  92421. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  92422. */
  92423. setPositionsForCPUSkinning(): Float32Array;
  92424. /**
  92425. * Prepare internal normal array for software CPU skinning
  92426. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  92427. */
  92428. setNormalsForCPUSkinning(): Float32Array;
  92429. /**
  92430. * Updates the vertex buffer by applying transformation from the bones
  92431. * @param skeleton defines the skeleton to apply to current mesh
  92432. * @returns the current mesh
  92433. */
  92434. applySkeleton(skeleton: Skeleton): Mesh;
  92435. /**
  92436. * 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
  92437. * @param meshes defines the list of meshes to scan
  92438. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  92439. */
  92440. static MinMax(meshes: AbstractMesh[]): {
  92441. min: Vector3;
  92442. max: Vector3;
  92443. };
  92444. /**
  92445. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  92446. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  92447. * @returns a vector3
  92448. */
  92449. static Center(meshesOrMinMaxVector: {
  92450. min: Vector3;
  92451. max: Vector3;
  92452. } | AbstractMesh[]): Vector3;
  92453. /**
  92454. * Merge the array of meshes into a single mesh for performance reasons.
  92455. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  92456. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  92457. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  92458. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  92459. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  92460. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  92461. * @returns a new mesh
  92462. */
  92463. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  92464. /** @hidden */
  92465. addInstance(instance: InstancedMesh): void;
  92466. /** @hidden */
  92467. removeInstance(instance: InstancedMesh): void;
  92468. }
  92469. }
  92470. declare module BABYLON {
  92471. /**
  92472. * This is the base class of all the camera used in the application.
  92473. * @see http://doc.babylonjs.com/features/cameras
  92474. */
  92475. export class Camera extends Node {
  92476. /** @hidden */
  92477. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  92478. /**
  92479. * This is the default projection mode used by the cameras.
  92480. * It helps recreating a feeling of perspective and better appreciate depth.
  92481. * This is the best way to simulate real life cameras.
  92482. */
  92483. static readonly PERSPECTIVE_CAMERA: number;
  92484. /**
  92485. * This helps creating camera with an orthographic mode.
  92486. * 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.
  92487. */
  92488. static readonly ORTHOGRAPHIC_CAMERA: number;
  92489. /**
  92490. * This is the default FOV mode for perspective cameras.
  92491. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  92492. */
  92493. static readonly FOVMODE_VERTICAL_FIXED: number;
  92494. /**
  92495. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  92496. */
  92497. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  92498. /**
  92499. * This specifies ther is no need for a camera rig.
  92500. * Basically only one eye is rendered corresponding to the camera.
  92501. */
  92502. static readonly RIG_MODE_NONE: number;
  92503. /**
  92504. * Simulates a camera Rig with one blue eye and one red eye.
  92505. * This can be use with 3d blue and red glasses.
  92506. */
  92507. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  92508. /**
  92509. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  92510. */
  92511. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  92512. /**
  92513. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  92514. */
  92515. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  92516. /**
  92517. * Defines that both eyes of the camera will be rendered over under each other.
  92518. */
  92519. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  92520. /**
  92521. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  92522. */
  92523. static readonly RIG_MODE_VR: number;
  92524. /**
  92525. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  92526. */
  92527. static readonly RIG_MODE_WEBVR: number;
  92528. /**
  92529. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  92530. */
  92531. static readonly RIG_MODE_CUSTOM: number;
  92532. /**
  92533. * Defines if by default attaching controls should prevent the default javascript event to continue.
  92534. */
  92535. static ForceAttachControlToAlwaysPreventDefault: boolean;
  92536. /**
  92537. * Define the input manager associated with the camera.
  92538. */
  92539. inputs: CameraInputsManager<Camera>;
  92540. /** @hidden */
  92541. _position: Vector3;
  92542. /**
  92543. * Define the current local position of the camera in the scene
  92544. */
  92545. position: Vector3;
  92546. /**
  92547. * The vector the camera should consider as up.
  92548. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  92549. */
  92550. upVector: Vector3;
  92551. /**
  92552. * Define the current limit on the left side for an orthographic camera
  92553. * In scene unit
  92554. */
  92555. orthoLeft: Nullable<number>;
  92556. /**
  92557. * Define the current limit on the right side for an orthographic camera
  92558. * In scene unit
  92559. */
  92560. orthoRight: Nullable<number>;
  92561. /**
  92562. * Define the current limit on the bottom side for an orthographic camera
  92563. * In scene unit
  92564. */
  92565. orthoBottom: Nullable<number>;
  92566. /**
  92567. * Define the current limit on the top side for an orthographic camera
  92568. * In scene unit
  92569. */
  92570. orthoTop: Nullable<number>;
  92571. /**
  92572. * Field Of View is set in Radians. (default is 0.8)
  92573. */
  92574. fov: number;
  92575. /**
  92576. * Define the minimum distance the camera can see from.
  92577. * This is important to note that the depth buffer are not infinite and the closer it starts
  92578. * the more your scene might encounter depth fighting issue.
  92579. */
  92580. minZ: number;
  92581. /**
  92582. * Define the maximum distance the camera can see to.
  92583. * This is important to note that the depth buffer are not infinite and the further it end
  92584. * the more your scene might encounter depth fighting issue.
  92585. */
  92586. maxZ: number;
  92587. /**
  92588. * Define the default inertia of the camera.
  92589. * This helps giving a smooth feeling to the camera movement.
  92590. */
  92591. inertia: number;
  92592. /**
  92593. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  92594. */
  92595. mode: number;
  92596. /**
  92597. * Define wether the camera is intermediate.
  92598. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  92599. */
  92600. isIntermediate: boolean;
  92601. /**
  92602. * Define the viewport of the camera.
  92603. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  92604. */
  92605. viewport: Viewport;
  92606. /**
  92607. * Restricts the camera to viewing objects with the same layerMask.
  92608. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  92609. */
  92610. layerMask: number;
  92611. /**
  92612. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  92613. */
  92614. fovMode: number;
  92615. /**
  92616. * Rig mode of the camera.
  92617. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  92618. * This is normally controlled byt the camera themselves as internal use.
  92619. */
  92620. cameraRigMode: number;
  92621. /**
  92622. * Defines the distance between both "eyes" in case of a RIG
  92623. */
  92624. interaxialDistance: number;
  92625. /**
  92626. * Defines if stereoscopic rendering is done side by side or over under.
  92627. */
  92628. isStereoscopicSideBySide: boolean;
  92629. /**
  92630. * 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
  92631. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  92632. * else in the scene. (Eg. security camera)
  92633. *
  92634. * 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)
  92635. */
  92636. customRenderTargets: RenderTargetTexture[];
  92637. /**
  92638. * When set, the camera will render to this render target instead of the default canvas
  92639. *
  92640. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  92641. */
  92642. outputRenderTarget: Nullable<RenderTargetTexture>;
  92643. /**
  92644. * Observable triggered when the camera view matrix has changed.
  92645. */
  92646. onViewMatrixChangedObservable: Observable<Camera>;
  92647. /**
  92648. * Observable triggered when the camera Projection matrix has changed.
  92649. */
  92650. onProjectionMatrixChangedObservable: Observable<Camera>;
  92651. /**
  92652. * Observable triggered when the inputs have been processed.
  92653. */
  92654. onAfterCheckInputsObservable: Observable<Camera>;
  92655. /**
  92656. * Observable triggered when reset has been called and applied to the camera.
  92657. */
  92658. onRestoreStateObservable: Observable<Camera>;
  92659. /** @hidden */
  92660. _cameraRigParams: any;
  92661. /** @hidden */
  92662. _rigCameras: Camera[];
  92663. /** @hidden */
  92664. _rigPostProcess: Nullable<PostProcess>;
  92665. protected _webvrViewMatrix: Matrix;
  92666. /** @hidden */
  92667. _skipRendering: boolean;
  92668. /** @hidden */
  92669. _projectionMatrix: Matrix;
  92670. /** @hidden */
  92671. _postProcesses: Nullable<PostProcess>[];
  92672. /** @hidden */
  92673. _activeMeshes: SmartArray<AbstractMesh>;
  92674. protected _globalPosition: Vector3;
  92675. /** @hidden */
  92676. _computedViewMatrix: Matrix;
  92677. private _doNotComputeProjectionMatrix;
  92678. private _transformMatrix;
  92679. private _frustumPlanes;
  92680. private _refreshFrustumPlanes;
  92681. private _storedFov;
  92682. private _stateStored;
  92683. /**
  92684. * Instantiates a new camera object.
  92685. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  92686. * @see http://doc.babylonjs.com/features/cameras
  92687. * @param name Defines the name of the camera in the scene
  92688. * @param position Defines the position of the camera
  92689. * @param scene Defines the scene the camera belongs too
  92690. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  92691. */
  92692. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  92693. /**
  92694. * Store current camera state (fov, position, etc..)
  92695. * @returns the camera
  92696. */
  92697. storeState(): Camera;
  92698. /**
  92699. * Restores the camera state values if it has been stored. You must call storeState() first
  92700. */
  92701. protected _restoreStateValues(): boolean;
  92702. /**
  92703. * Restored camera state. You must call storeState() first.
  92704. * @returns true if restored and false otherwise
  92705. */
  92706. restoreState(): boolean;
  92707. /**
  92708. * Gets the class name of the camera.
  92709. * @returns the class name
  92710. */
  92711. getClassName(): string;
  92712. /** @hidden */
  92713. readonly _isCamera: boolean;
  92714. /**
  92715. * Gets a string representation of the camera useful for debug purpose.
  92716. * @param fullDetails Defines that a more verboe level of logging is required
  92717. * @returns the string representation
  92718. */
  92719. toString(fullDetails?: boolean): string;
  92720. /**
  92721. * Gets the current world space position of the camera.
  92722. */
  92723. readonly globalPosition: Vector3;
  92724. /**
  92725. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  92726. * @returns the active meshe list
  92727. */
  92728. getActiveMeshes(): SmartArray<AbstractMesh>;
  92729. /**
  92730. * Check wether a mesh is part of the current active mesh list of the camera
  92731. * @param mesh Defines the mesh to check
  92732. * @returns true if active, false otherwise
  92733. */
  92734. isActiveMesh(mesh: Mesh): boolean;
  92735. /**
  92736. * Is this camera ready to be used/rendered
  92737. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  92738. * @return true if the camera is ready
  92739. */
  92740. isReady(completeCheck?: boolean): boolean;
  92741. /** @hidden */
  92742. _initCache(): void;
  92743. /** @hidden */
  92744. _updateCache(ignoreParentClass?: boolean): void;
  92745. /** @hidden */
  92746. _isSynchronized(): boolean;
  92747. /** @hidden */
  92748. _isSynchronizedViewMatrix(): boolean;
  92749. /** @hidden */
  92750. _isSynchronizedProjectionMatrix(): boolean;
  92751. /**
  92752. * Attach the input controls to a specific dom element to get the input from.
  92753. * @param element Defines the element the controls should be listened from
  92754. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  92755. */
  92756. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  92757. /**
  92758. * Detach the current controls from the specified dom element.
  92759. * @param element Defines the element to stop listening the inputs from
  92760. */
  92761. detachControl(element: HTMLElement): void;
  92762. /**
  92763. * Update the camera state according to the different inputs gathered during the frame.
  92764. */
  92765. update(): void;
  92766. /** @hidden */
  92767. _checkInputs(): void;
  92768. /** @hidden */
  92769. readonly rigCameras: Camera[];
  92770. /**
  92771. * Gets the post process used by the rig cameras
  92772. */
  92773. readonly rigPostProcess: Nullable<PostProcess>;
  92774. /**
  92775. * Internal, gets the first post proces.
  92776. * @returns the first post process to be run on this camera.
  92777. */
  92778. _getFirstPostProcess(): Nullable<PostProcess>;
  92779. private _cascadePostProcessesToRigCams;
  92780. /**
  92781. * Attach a post process to the camera.
  92782. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  92783. * @param postProcess The post process to attach to the camera
  92784. * @param insertAt The position of the post process in case several of them are in use in the scene
  92785. * @returns the position the post process has been inserted at
  92786. */
  92787. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  92788. /**
  92789. * Detach a post process to the camera.
  92790. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  92791. * @param postProcess The post process to detach from the camera
  92792. */
  92793. detachPostProcess(postProcess: PostProcess): void;
  92794. /**
  92795. * Gets the current world matrix of the camera
  92796. */
  92797. getWorldMatrix(): Matrix;
  92798. /** @hidden */
  92799. _getViewMatrix(): Matrix;
  92800. /**
  92801. * Gets the current view matrix of the camera.
  92802. * @param force forces the camera to recompute the matrix without looking at the cached state
  92803. * @returns the view matrix
  92804. */
  92805. getViewMatrix(force?: boolean): Matrix;
  92806. /**
  92807. * Freeze the projection matrix.
  92808. * It will prevent the cache check of the camera projection compute and can speed up perf
  92809. * if no parameter of the camera are meant to change
  92810. * @param projection Defines manually a projection if necessary
  92811. */
  92812. freezeProjectionMatrix(projection?: Matrix): void;
  92813. /**
  92814. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  92815. */
  92816. unfreezeProjectionMatrix(): void;
  92817. /**
  92818. * Gets the current projection matrix of the camera.
  92819. * @param force forces the camera to recompute the matrix without looking at the cached state
  92820. * @returns the projection matrix
  92821. */
  92822. getProjectionMatrix(force?: boolean): Matrix;
  92823. /**
  92824. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  92825. * @returns a Matrix
  92826. */
  92827. getTransformationMatrix(): Matrix;
  92828. private _updateFrustumPlanes;
  92829. /**
  92830. * Checks if a cullable object (mesh...) is in the camera frustum
  92831. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  92832. * @param target The object to check
  92833. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  92834. * @returns true if the object is in frustum otherwise false
  92835. */
  92836. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  92837. /**
  92838. * Checks if a cullable object (mesh...) is in the camera frustum
  92839. * Unlike isInFrustum this cheks the full bounding box
  92840. * @param target The object to check
  92841. * @returns true if the object is in frustum otherwise false
  92842. */
  92843. isCompletelyInFrustum(target: ICullable): boolean;
  92844. /**
  92845. * Gets a ray in the forward direction from the camera.
  92846. * @param length Defines the length of the ray to create
  92847. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  92848. * @param origin Defines the start point of the ray which defaults to the camera position
  92849. * @returns the forward ray
  92850. */
  92851. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  92852. /**
  92853. * Releases resources associated with this node.
  92854. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  92855. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  92856. */
  92857. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  92858. /** @hidden */
  92859. _isLeftCamera: boolean;
  92860. /**
  92861. * Gets the left camera of a rig setup in case of Rigged Camera
  92862. */
  92863. readonly isLeftCamera: boolean;
  92864. /** @hidden */
  92865. _isRightCamera: boolean;
  92866. /**
  92867. * Gets the right camera of a rig setup in case of Rigged Camera
  92868. */
  92869. readonly isRightCamera: boolean;
  92870. /**
  92871. * Gets the left camera of a rig setup in case of Rigged Camera
  92872. */
  92873. readonly leftCamera: Nullable<FreeCamera>;
  92874. /**
  92875. * Gets the right camera of a rig setup in case of Rigged Camera
  92876. */
  92877. readonly rightCamera: Nullable<FreeCamera>;
  92878. /**
  92879. * Gets the left camera target of a rig setup in case of Rigged Camera
  92880. * @returns the target position
  92881. */
  92882. getLeftTarget(): Nullable<Vector3>;
  92883. /**
  92884. * Gets the right camera target of a rig setup in case of Rigged Camera
  92885. * @returns the target position
  92886. */
  92887. getRightTarget(): Nullable<Vector3>;
  92888. /**
  92889. * @hidden
  92890. */
  92891. setCameraRigMode(mode: number, rigParams: any): void;
  92892. /** @hidden */
  92893. static _setStereoscopicRigMode(camera: Camera): void;
  92894. /** @hidden */
  92895. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  92896. /** @hidden */
  92897. static _setVRRigMode(camera: Camera, rigParams: any): void;
  92898. /** @hidden */
  92899. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  92900. /** @hidden */
  92901. _getVRProjectionMatrix(): Matrix;
  92902. protected _updateCameraRotationMatrix(): void;
  92903. protected _updateWebVRCameraRotationMatrix(): void;
  92904. /**
  92905. * This function MUST be overwritten by the different WebVR cameras available.
  92906. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  92907. * @hidden
  92908. */
  92909. _getWebVRProjectionMatrix(): Matrix;
  92910. /**
  92911. * This function MUST be overwritten by the different WebVR cameras available.
  92912. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  92913. * @hidden
  92914. */
  92915. _getWebVRViewMatrix(): Matrix;
  92916. /** @hidden */
  92917. setCameraRigParameter(name: string, value: any): void;
  92918. /**
  92919. * needs to be overridden by children so sub has required properties to be copied
  92920. * @hidden
  92921. */
  92922. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  92923. /**
  92924. * May need to be overridden by children
  92925. * @hidden
  92926. */
  92927. _updateRigCameras(): void;
  92928. /** @hidden */
  92929. _setupInputs(): void;
  92930. /**
  92931. * Serialiaze the camera setup to a json represention
  92932. * @returns the JSON representation
  92933. */
  92934. serialize(): any;
  92935. /**
  92936. * Clones the current camera.
  92937. * @param name The cloned camera name
  92938. * @returns the cloned camera
  92939. */
  92940. clone(name: string): Camera;
  92941. /**
  92942. * Gets the direction of the camera relative to a given local axis.
  92943. * @param localAxis Defines the reference axis to provide a relative direction.
  92944. * @return the direction
  92945. */
  92946. getDirection(localAxis: Vector3): Vector3;
  92947. /**
  92948. * Returns the current camera absolute rotation
  92949. */
  92950. readonly absoluteRotation: Quaternion;
  92951. /**
  92952. * Gets the direction of the camera relative to a given local axis into a passed vector.
  92953. * @param localAxis Defines the reference axis to provide a relative direction.
  92954. * @param result Defines the vector to store the result in
  92955. */
  92956. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  92957. /**
  92958. * Gets a camera constructor for a given camera type
  92959. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  92960. * @param name The name of the camera the result will be able to instantiate
  92961. * @param scene The scene the result will construct the camera in
  92962. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  92963. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  92964. * @returns a factory method to construc the camera
  92965. */
  92966. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  92967. /**
  92968. * Compute the world matrix of the camera.
  92969. * @returns the camera world matrix
  92970. */
  92971. computeWorldMatrix(): Matrix;
  92972. /**
  92973. * Parse a JSON and creates the camera from the parsed information
  92974. * @param parsedCamera The JSON to parse
  92975. * @param scene The scene to instantiate the camera in
  92976. * @returns the newly constructed camera
  92977. */
  92978. static Parse(parsedCamera: any, scene: Scene): Camera;
  92979. }
  92980. }
  92981. declare module BABYLON {
  92982. /**
  92983. * Class containing static functions to help procedurally build meshes
  92984. */
  92985. export class DiscBuilder {
  92986. /**
  92987. * Creates a plane polygonal mesh. By default, this is a disc
  92988. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  92989. * * 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
  92990. * * 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
  92991. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  92992. * * If you create a double-sided mesh, you can choose what parts of 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
  92993. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  92994. * @param name defines the name of the mesh
  92995. * @param options defines the options used to create the mesh
  92996. * @param scene defines the hosting scene
  92997. * @returns the plane polygonal mesh
  92998. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  92999. */
  93000. static CreateDisc(name: string, options: {
  93001. radius?: number;
  93002. tessellation?: number;
  93003. arc?: number;
  93004. updatable?: boolean;
  93005. sideOrientation?: number;
  93006. frontUVs?: Vector4;
  93007. backUVs?: Vector4;
  93008. }, scene?: Nullable<Scene>): Mesh;
  93009. }
  93010. }
  93011. declare module BABYLON {
  93012. /**
  93013. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  93014. *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.
  93015. * The SPS is also a particle system. It provides some methods to manage the particles.
  93016. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  93017. *
  93018. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  93019. */
  93020. export class SolidParticleSystem implements IDisposable {
  93021. /**
  93022. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  93023. * Example : var p = SPS.particles[i];
  93024. */
  93025. particles: SolidParticle[];
  93026. /**
  93027. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  93028. */
  93029. nbParticles: number;
  93030. /**
  93031. * If the particles must ever face the camera (default false). Useful for planar particles.
  93032. */
  93033. billboard: boolean;
  93034. /**
  93035. * Recompute normals when adding a shape
  93036. */
  93037. recomputeNormals: boolean;
  93038. /**
  93039. * This a counter ofr your own usage. It's not set by any SPS functions.
  93040. */
  93041. counter: number;
  93042. /**
  93043. * The SPS name. This name is also given to the underlying mesh.
  93044. */
  93045. name: string;
  93046. /**
  93047. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  93048. */
  93049. mesh: Mesh;
  93050. /**
  93051. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  93052. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  93053. */
  93054. vars: any;
  93055. /**
  93056. * This array is populated when the SPS is set as 'pickable'.
  93057. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  93058. * Each element of this array is an object `{idx: int, faceId: int}`.
  93059. * `idx` is the picked particle index in the `SPS.particles` array
  93060. * `faceId` is the picked face index counted within this particle.
  93061. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  93062. */
  93063. pickedParticles: {
  93064. idx: number;
  93065. faceId: number;
  93066. }[];
  93067. /**
  93068. * This array is populated when `enableDepthSort` is set to true.
  93069. * Each element of this array is an instance of the class DepthSortedParticle.
  93070. */
  93071. depthSortedParticles: DepthSortedParticle[];
  93072. /**
  93073. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  93074. * @hidden
  93075. */
  93076. _bSphereOnly: boolean;
  93077. /**
  93078. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  93079. * @hidden
  93080. */
  93081. _bSphereRadiusFactor: number;
  93082. private _scene;
  93083. private _positions;
  93084. private _indices;
  93085. private _normals;
  93086. private _colors;
  93087. private _uvs;
  93088. private _indices32;
  93089. private _positions32;
  93090. private _normals32;
  93091. private _fixedNormal32;
  93092. private _colors32;
  93093. private _uvs32;
  93094. private _index;
  93095. private _updatable;
  93096. private _pickable;
  93097. private _isVisibilityBoxLocked;
  93098. private _alwaysVisible;
  93099. private _depthSort;
  93100. private _expandable;
  93101. private _shapeCounter;
  93102. private _copy;
  93103. private _color;
  93104. private _computeParticleColor;
  93105. private _computeParticleTexture;
  93106. private _computeParticleRotation;
  93107. private _computeParticleVertex;
  93108. private _computeBoundingBox;
  93109. private _depthSortParticles;
  93110. private _camera;
  93111. private _mustUnrotateFixedNormals;
  93112. private _particlesIntersect;
  93113. private _needs32Bits;
  93114. private _isNotBuilt;
  93115. /**
  93116. * Creates a SPS (Solid Particle System) object.
  93117. * @param name (String) is the SPS name, this will be the underlying mesh name.
  93118. * @param scene (Scene) is the scene in which the SPS is added.
  93119. * @param options defines the options of the sps e.g.
  93120. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  93121. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  93122. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  93123. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  93124. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  93125. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  93126. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  93127. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  93128. */
  93129. constructor(name: string, scene: Scene, options?: {
  93130. updatable?: boolean;
  93131. isPickable?: boolean;
  93132. enableDepthSort?: boolean;
  93133. particleIntersection?: boolean;
  93134. boundingSphereOnly?: boolean;
  93135. bSphereRadiusFactor?: number;
  93136. expandable?: boolean;
  93137. });
  93138. /**
  93139. * Builds the SPS underlying mesh. Returns a standard Mesh.
  93140. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  93141. * @returns the created mesh
  93142. */
  93143. buildMesh(): Mesh;
  93144. /**
  93145. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  93146. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  93147. * Thus the particles generated from `digest()` have their property `position` set yet.
  93148. * @param mesh ( Mesh ) is the mesh to be digested
  93149. * @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
  93150. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  93151. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  93152. * @returns the current SPS
  93153. */
  93154. digest(mesh: Mesh, options?: {
  93155. facetNb?: number;
  93156. number?: number;
  93157. delta?: number;
  93158. }): SolidParticleSystem;
  93159. private _unrotateFixedNormals;
  93160. private _resetCopy;
  93161. private _meshBuilder;
  93162. private _posToShape;
  93163. private _uvsToShapeUV;
  93164. private _addParticle;
  93165. /**
  93166. * Adds some particles to the SPS from the model shape. Returns the shape id.
  93167. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  93168. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  93169. * @param nb (positive integer) the number of particles to be created from this model
  93170. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  93171. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  93172. * @returns the number of shapes in the system
  93173. */
  93174. addShape(mesh: Mesh, nb: number, options?: {
  93175. positionFunction?: any;
  93176. vertexFunction?: any;
  93177. }): number;
  93178. private _rebuildParticle;
  93179. /**
  93180. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  93181. * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.
  93182. * @returns the SPS.
  93183. */
  93184. rebuildMesh(reset?: boolean): SolidParticleSystem;
  93185. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  93186. * Returns an array with the removed particles.
  93187. * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.
  93188. * The SPS can't be empty so at least one particle needs to remain in place.
  93189. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  93190. * @param start index of the first particle to remove
  93191. * @param end index of the last particle to remove (included)
  93192. * @returns an array populated with the removed particles
  93193. */
  93194. removeParticles(start: number, end: number): SolidParticle[];
  93195. /**
  93196. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  93197. * This method calls `updateParticle()` for each particle of the SPS.
  93198. * For an animated SPS, it is usually called within the render loop.
  93199. * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.
  93200. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  93201. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  93202. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  93203. * @returns the SPS.
  93204. */
  93205. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  93206. /**
  93207. * Disposes the SPS.
  93208. */
  93209. dispose(): void;
  93210. /**
  93211. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  93212. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93213. * @returns the SPS.
  93214. */
  93215. refreshVisibleSize(): SolidParticleSystem;
  93216. /**
  93217. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  93218. * @param size the size (float) of the visibility box
  93219. * note : this doesn't lock the SPS mesh bounding box.
  93220. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93221. */
  93222. setVisibilityBox(size: number): void;
  93223. /**
  93224. * Gets whether the SPS as always visible or not
  93225. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93226. */
  93227. /**
  93228. * Sets the SPS as always visible or not
  93229. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93230. */
  93231. isAlwaysVisible: boolean;
  93232. /**
  93233. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  93234. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93235. */
  93236. /**
  93237. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  93238. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93239. */
  93240. isVisibilityBoxLocked: boolean;
  93241. /**
  93242. * Tells to `setParticles()` to compute the particle rotations or not.
  93243. * Default value : true. The SPS is faster when it's set to false.
  93244. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  93245. */
  93246. /**
  93247. * Gets if `setParticles()` computes the particle rotations or not.
  93248. * Default value : true. The SPS is faster when it's set to false.
  93249. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  93250. */
  93251. computeParticleRotation: boolean;
  93252. /**
  93253. * Tells to `setParticles()` to compute the particle colors or not.
  93254. * Default value : true. The SPS is faster when it's set to false.
  93255. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  93256. */
  93257. /**
  93258. * Gets if `setParticles()` computes the particle colors or not.
  93259. * Default value : true. The SPS is faster when it's set to false.
  93260. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  93261. */
  93262. computeParticleColor: boolean;
  93263. /**
  93264. * Gets if `setParticles()` computes the particle textures or not.
  93265. * Default value : true. The SPS is faster when it's set to false.
  93266. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  93267. */
  93268. computeParticleTexture: boolean;
  93269. /**
  93270. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  93271. * Default value : false. The SPS is faster when it's set to false.
  93272. * Note : the particle custom vertex positions aren't stored values.
  93273. */
  93274. /**
  93275. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  93276. * Default value : false. The SPS is faster when it's set to false.
  93277. * Note : the particle custom vertex positions aren't stored values.
  93278. */
  93279. computeParticleVertex: boolean;
  93280. /**
  93281. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  93282. */
  93283. /**
  93284. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  93285. */
  93286. computeBoundingBox: boolean;
  93287. /**
  93288. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  93289. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  93290. * Default : `true`
  93291. */
  93292. /**
  93293. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  93294. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  93295. * Default : `true`
  93296. */
  93297. depthSortParticles: boolean;
  93298. /**
  93299. * Gets if the SPS is created as expandable at construction time.
  93300. * Default : `false`
  93301. */
  93302. readonly expandable: boolean;
  93303. /**
  93304. * This function does nothing. It may be overwritten to set all the particle first values.
  93305. * The SPS doesn't call this function, you may have to call it by your own.
  93306. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  93307. */
  93308. initParticles(): void;
  93309. /**
  93310. * This function does nothing. It may be overwritten to recycle a particle.
  93311. * The SPS doesn't call this function, you may have to call it by your own.
  93312. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  93313. * @param particle The particle to recycle
  93314. * @returns the recycled particle
  93315. */
  93316. recycleParticle(particle: SolidParticle): SolidParticle;
  93317. /**
  93318. * Updates a particle : this function should be overwritten by the user.
  93319. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  93320. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  93321. * @example : just set a particle position or velocity and recycle conditions
  93322. * @param particle The particle to update
  93323. * @returns the updated particle
  93324. */
  93325. updateParticle(particle: SolidParticle): SolidParticle;
  93326. /**
  93327. * Updates a vertex of a particle : it can be overwritten by the user.
  93328. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  93329. * @param particle the current particle
  93330. * @param vertex the current index of the current particle
  93331. * @param pt the index of the current vertex in the particle shape
  93332. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  93333. * @example : just set a vertex particle position
  93334. * @returns the updated vertex
  93335. */
  93336. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  93337. /**
  93338. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  93339. * This does nothing and may be overwritten by the user.
  93340. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93341. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93342. * @param update the boolean update value actually passed to setParticles()
  93343. */
  93344. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  93345. /**
  93346. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  93347. * This will be passed three parameters.
  93348. * This does nothing and may be overwritten by the user.
  93349. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93350. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93351. * @param update the boolean update value actually passed to setParticles()
  93352. */
  93353. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  93354. }
  93355. }
  93356. declare module BABYLON {
  93357. /**
  93358. * Represents one particle of a solid particle system.
  93359. */
  93360. export class SolidParticle {
  93361. /**
  93362. * particle global index
  93363. */
  93364. idx: number;
  93365. /**
  93366. * The color of the particle
  93367. */
  93368. color: Nullable<Color4>;
  93369. /**
  93370. * The world space position of the particle.
  93371. */
  93372. position: Vector3;
  93373. /**
  93374. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  93375. */
  93376. rotation: Vector3;
  93377. /**
  93378. * The world space rotation quaternion of the particle.
  93379. */
  93380. rotationQuaternion: Nullable<Quaternion>;
  93381. /**
  93382. * The scaling of the particle.
  93383. */
  93384. scaling: Vector3;
  93385. /**
  93386. * The uvs of the particle.
  93387. */
  93388. uvs: Vector4;
  93389. /**
  93390. * The current speed of the particle.
  93391. */
  93392. velocity: Vector3;
  93393. /**
  93394. * The pivot point in the particle local space.
  93395. */
  93396. pivot: Vector3;
  93397. /**
  93398. * Must the particle be translated from its pivot point in its local space ?
  93399. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  93400. * Default : false
  93401. */
  93402. translateFromPivot: boolean;
  93403. /**
  93404. * Is the particle active or not ?
  93405. */
  93406. alive: boolean;
  93407. /**
  93408. * Is the particle visible or not ?
  93409. */
  93410. isVisible: boolean;
  93411. /**
  93412. * Index of this particle in the global "positions" array (Internal use)
  93413. * @hidden
  93414. */
  93415. _pos: number;
  93416. /**
  93417. * @hidden Index of this particle in the global "indices" array (Internal use)
  93418. */
  93419. _ind: number;
  93420. /**
  93421. * @hidden ModelShape of this particle (Internal use)
  93422. */
  93423. _model: ModelShape;
  93424. /**
  93425. * ModelShape id of this particle
  93426. */
  93427. shapeId: number;
  93428. /**
  93429. * Index of the particle in its shape id
  93430. */
  93431. idxInShape: number;
  93432. /**
  93433. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  93434. */
  93435. _modelBoundingInfo: BoundingInfo;
  93436. /**
  93437. * @hidden Particle BoundingInfo object (Internal use)
  93438. */
  93439. _boundingInfo: BoundingInfo;
  93440. /**
  93441. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  93442. */
  93443. _sps: SolidParticleSystem;
  93444. /**
  93445. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  93446. */
  93447. _stillInvisible: boolean;
  93448. /**
  93449. * @hidden Last computed particle rotation matrix
  93450. */
  93451. _rotationMatrix: number[];
  93452. /**
  93453. * Parent particle Id, if any.
  93454. * Default null.
  93455. */
  93456. parentId: Nullable<number>;
  93457. /**
  93458. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  93459. * The possible values are :
  93460. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  93461. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  93462. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  93463. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  93464. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  93465. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  93466. * */
  93467. cullingStrategy: number;
  93468. /**
  93469. * @hidden Internal global position in the SPS.
  93470. */
  93471. _globalPosition: Vector3;
  93472. /**
  93473. * Creates a Solid Particle object.
  93474. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  93475. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  93476. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  93477. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  93478. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  93479. * @param shapeId (integer) is the model shape identifier in the SPS.
  93480. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  93481. * @param sps defines the sps it is associated to
  93482. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  93483. */
  93484. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  93485. /**
  93486. * Legacy support, changed scale to scaling
  93487. */
  93488. /**
  93489. * Legacy support, changed scale to scaling
  93490. */
  93491. scale: Vector3;
  93492. /**
  93493. * Legacy support, changed quaternion to rotationQuaternion
  93494. */
  93495. /**
  93496. * Legacy support, changed quaternion to rotationQuaternion
  93497. */
  93498. quaternion: Nullable<Quaternion>;
  93499. /**
  93500. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  93501. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  93502. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  93503. * @returns true if it intersects
  93504. */
  93505. intersectsMesh(target: Mesh | SolidParticle): boolean;
  93506. /**
  93507. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  93508. * A particle is in the frustum if its bounding box intersects the frustum
  93509. * @param frustumPlanes defines the frustum to test
  93510. * @returns true if the particle is in the frustum planes
  93511. */
  93512. isInFrustum(frustumPlanes: Plane[]): boolean;
  93513. /**
  93514. * get the rotation matrix of the particle
  93515. * @hidden
  93516. */
  93517. getRotationMatrix(m: Matrix): void;
  93518. }
  93519. /**
  93520. * Represents the shape of the model used by one particle of a solid particle system.
  93521. * SPS internal tool, don't use it manually.
  93522. */
  93523. export class ModelShape {
  93524. /**
  93525. * The shape id
  93526. * @hidden
  93527. */
  93528. shapeID: number;
  93529. /**
  93530. * flat array of model positions (internal use)
  93531. * @hidden
  93532. */
  93533. _shape: Vector3[];
  93534. /**
  93535. * flat array of model UVs (internal use)
  93536. * @hidden
  93537. */
  93538. _shapeUV: number[];
  93539. /**
  93540. * color array of the model
  93541. * @hidden
  93542. */
  93543. _shapeColors: number[];
  93544. /**
  93545. * indices array of the model
  93546. * @hidden
  93547. */
  93548. _indices: number[];
  93549. /**
  93550. * normals array of the model
  93551. * @hidden
  93552. */
  93553. _normals: number[];
  93554. /**
  93555. * length of the shape in the model indices array (internal use)
  93556. * @hidden
  93557. */
  93558. _indicesLength: number;
  93559. /**
  93560. * Custom position function (internal use)
  93561. * @hidden
  93562. */
  93563. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  93564. /**
  93565. * Custom vertex function (internal use)
  93566. * @hidden
  93567. */
  93568. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  93569. /**
  93570. * 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.
  93571. * SPS internal tool, don't use it manually.
  93572. * @hidden
  93573. */
  93574. constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  93575. }
  93576. /**
  93577. * Represents a Depth Sorted Particle in the solid particle system.
  93578. */
  93579. export class DepthSortedParticle {
  93580. /**
  93581. * Index of the particle in the "indices" array
  93582. */
  93583. ind: number;
  93584. /**
  93585. * Length of the particle shape in the "indices" array
  93586. */
  93587. indicesLength: number;
  93588. /**
  93589. * Squared distance from the particle to the camera
  93590. */
  93591. sqDistance: number;
  93592. }
  93593. }
  93594. declare module BABYLON {
  93595. /**
  93596. * @hidden
  93597. */
  93598. export class _MeshCollisionData {
  93599. _checkCollisions: boolean;
  93600. _collisionMask: number;
  93601. _collisionGroup: number;
  93602. _collider: Nullable<Collider>;
  93603. _oldPositionForCollisions: Vector3;
  93604. _diffPositionForCollisions: Vector3;
  93605. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  93606. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  93607. }
  93608. }
  93609. declare module BABYLON {
  93610. /** @hidden */
  93611. class _FacetDataStorage {
  93612. facetPositions: Vector3[];
  93613. facetNormals: Vector3[];
  93614. facetPartitioning: number[][];
  93615. facetNb: number;
  93616. partitioningSubdivisions: number;
  93617. partitioningBBoxRatio: number;
  93618. facetDataEnabled: boolean;
  93619. facetParameters: any;
  93620. bbSize: Vector3;
  93621. subDiv: {
  93622. max: number;
  93623. X: number;
  93624. Y: number;
  93625. Z: number;
  93626. };
  93627. facetDepthSort: boolean;
  93628. facetDepthSortEnabled: boolean;
  93629. depthSortedIndices: IndicesArray;
  93630. depthSortedFacets: {
  93631. ind: number;
  93632. sqDistance: number;
  93633. }[];
  93634. facetDepthSortFunction: (f1: {
  93635. ind: number;
  93636. sqDistance: number;
  93637. }, f2: {
  93638. ind: number;
  93639. sqDistance: number;
  93640. }) => number;
  93641. facetDepthSortFrom: Vector3;
  93642. facetDepthSortOrigin: Vector3;
  93643. invertedMatrix: Matrix;
  93644. }
  93645. /**
  93646. * @hidden
  93647. **/
  93648. class _InternalAbstractMeshDataInfo {
  93649. _hasVertexAlpha: boolean;
  93650. _useVertexColors: boolean;
  93651. _numBoneInfluencers: number;
  93652. _applyFog: boolean;
  93653. _receiveShadows: boolean;
  93654. _facetData: _FacetDataStorage;
  93655. _visibility: number;
  93656. _skeleton: Nullable<Skeleton>;
  93657. _layerMask: number;
  93658. _computeBonesUsingShaders: boolean;
  93659. _isActive: boolean;
  93660. _onlyForInstances: boolean;
  93661. _isActiveIntermediate: boolean;
  93662. _onlyForInstancesIntermediate: boolean;
  93663. _actAsRegularMesh: boolean;
  93664. }
  93665. /**
  93666. * Class used to store all common mesh properties
  93667. */
  93668. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  93669. /** No occlusion */
  93670. static OCCLUSION_TYPE_NONE: number;
  93671. /** Occlusion set to optimisitic */
  93672. static OCCLUSION_TYPE_OPTIMISTIC: number;
  93673. /** Occlusion set to strict */
  93674. static OCCLUSION_TYPE_STRICT: number;
  93675. /** Use an accurante occlusion algorithm */
  93676. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  93677. /** Use a conservative occlusion algorithm */
  93678. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  93679. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  93680. * Test order :
  93681. * Is the bounding sphere outside the frustum ?
  93682. * If not, are the bounding box vertices outside the frustum ?
  93683. * It not, then the cullable object is in the frustum.
  93684. */
  93685. static readonly CULLINGSTRATEGY_STANDARD: number;
  93686. /** Culling strategy : Bounding Sphere Only.
  93687. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  93688. * It's also less accurate than the standard because some not visible objects can still be selected.
  93689. * Test : is the bounding sphere outside the frustum ?
  93690. * If not, then the cullable object is in the frustum.
  93691. */
  93692. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  93693. /** Culling strategy : Optimistic Inclusion.
  93694. * This in an inclusion test first, then the standard exclusion test.
  93695. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  93696. * 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.
  93697. * Anyway, it's as accurate as the standard strategy.
  93698. * Test :
  93699. * Is the cullable object bounding sphere center in the frustum ?
  93700. * If not, apply the default culling strategy.
  93701. */
  93702. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  93703. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  93704. * This in an inclusion test first, then the bounding sphere only exclusion test.
  93705. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  93706. * 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.
  93707. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  93708. * Test :
  93709. * Is the cullable object bounding sphere center in the frustum ?
  93710. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  93711. */
  93712. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  93713. /**
  93714. * No billboard
  93715. */
  93716. static readonly BILLBOARDMODE_NONE: number;
  93717. /** Billboard on X axis */
  93718. static readonly BILLBOARDMODE_X: number;
  93719. /** Billboard on Y axis */
  93720. static readonly BILLBOARDMODE_Y: number;
  93721. /** Billboard on Z axis */
  93722. static readonly BILLBOARDMODE_Z: number;
  93723. /** Billboard on all axes */
  93724. static readonly BILLBOARDMODE_ALL: number;
  93725. /** Billboard on using position instead of orientation */
  93726. static readonly BILLBOARDMODE_USE_POSITION: number;
  93727. /** @hidden */
  93728. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  93729. /**
  93730. * The culling strategy to use to check whether the mesh must be rendered or not.
  93731. * This value can be changed at any time and will be used on the next render mesh selection.
  93732. * The possible values are :
  93733. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  93734. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  93735. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  93736. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  93737. * Please read each static variable documentation to get details about the culling process.
  93738. * */
  93739. cullingStrategy: number;
  93740. /**
  93741. * Gets the number of facets in the mesh
  93742. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  93743. */
  93744. readonly facetNb: number;
  93745. /**
  93746. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  93747. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  93748. */
  93749. partitioningSubdivisions: number;
  93750. /**
  93751. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  93752. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  93753. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  93754. */
  93755. partitioningBBoxRatio: number;
  93756. /**
  93757. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  93758. * Works only for updatable meshes.
  93759. * Doesn't work with multi-materials
  93760. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  93761. */
  93762. mustDepthSortFacets: boolean;
  93763. /**
  93764. * The location (Vector3) where the facet depth sort must be computed from.
  93765. * By default, the active camera position.
  93766. * Used only when facet depth sort is enabled
  93767. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  93768. */
  93769. facetDepthSortFrom: Vector3;
  93770. /**
  93771. * gets a boolean indicating if facetData is enabled
  93772. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  93773. */
  93774. readonly isFacetDataEnabled: boolean;
  93775. /** @hidden */
  93776. _updateNonUniformScalingState(value: boolean): boolean;
  93777. /**
  93778. * An event triggered when this mesh collides with another one
  93779. */
  93780. onCollideObservable: Observable<AbstractMesh>;
  93781. /** Set a function to call when this mesh collides with another one */
  93782. onCollide: () => void;
  93783. /**
  93784. * An event triggered when the collision's position changes
  93785. */
  93786. onCollisionPositionChangeObservable: Observable<Vector3>;
  93787. /** Set a function to call when the collision's position changes */
  93788. onCollisionPositionChange: () => void;
  93789. /**
  93790. * An event triggered when material is changed
  93791. */
  93792. onMaterialChangedObservable: Observable<AbstractMesh>;
  93793. /**
  93794. * Gets or sets the orientation for POV movement & rotation
  93795. */
  93796. definedFacingForward: boolean;
  93797. /** @hidden */
  93798. _occlusionQuery: Nullable<WebGLQuery>;
  93799. /** @hidden */
  93800. _renderingGroup: Nullable<RenderingGroup>;
  93801. /**
  93802. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  93803. */
  93804. /**
  93805. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  93806. */
  93807. visibility: number;
  93808. /** Gets or sets the alpha index used to sort transparent meshes
  93809. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  93810. */
  93811. alphaIndex: number;
  93812. /**
  93813. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  93814. */
  93815. isVisible: boolean;
  93816. /**
  93817. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  93818. */
  93819. isPickable: boolean;
  93820. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  93821. showSubMeshesBoundingBox: boolean;
  93822. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  93823. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  93824. */
  93825. isBlocker: boolean;
  93826. /**
  93827. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  93828. */
  93829. enablePointerMoveEvents: boolean;
  93830. /**
  93831. * Specifies the rendering group id for this mesh (0 by default)
  93832. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  93833. */
  93834. renderingGroupId: number;
  93835. private _material;
  93836. /** Gets or sets current material */
  93837. material: Nullable<Material>;
  93838. /**
  93839. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  93840. * @see http://doc.babylonjs.com/babylon101/shadows
  93841. */
  93842. receiveShadows: boolean;
  93843. /** Defines color to use when rendering outline */
  93844. outlineColor: Color3;
  93845. /** Define width to use when rendering outline */
  93846. outlineWidth: number;
  93847. /** Defines color to use when rendering overlay */
  93848. overlayColor: Color3;
  93849. /** Defines alpha to use when rendering overlay */
  93850. overlayAlpha: number;
  93851. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  93852. hasVertexAlpha: boolean;
  93853. /** 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) */
  93854. useVertexColors: boolean;
  93855. /**
  93856. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  93857. */
  93858. computeBonesUsingShaders: boolean;
  93859. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  93860. numBoneInfluencers: number;
  93861. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  93862. applyFog: boolean;
  93863. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  93864. useOctreeForRenderingSelection: boolean;
  93865. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  93866. useOctreeForPicking: boolean;
  93867. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  93868. useOctreeForCollisions: boolean;
  93869. /**
  93870. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  93871. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  93872. */
  93873. layerMask: number;
  93874. /**
  93875. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  93876. */
  93877. alwaysSelectAsActiveMesh: boolean;
  93878. /**
  93879. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  93880. */
  93881. doNotSyncBoundingInfo: boolean;
  93882. /**
  93883. * Gets or sets the current action manager
  93884. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  93885. */
  93886. actionManager: Nullable<AbstractActionManager>;
  93887. private _meshCollisionData;
  93888. /**
  93889. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  93890. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  93891. */
  93892. ellipsoid: Vector3;
  93893. /**
  93894. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  93895. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  93896. */
  93897. ellipsoidOffset: Vector3;
  93898. /**
  93899. * Gets or sets a collision mask used to mask collisions (default is -1).
  93900. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  93901. */
  93902. collisionMask: number;
  93903. /**
  93904. * Gets or sets the current collision group mask (-1 by default).
  93905. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  93906. */
  93907. collisionGroup: number;
  93908. /**
  93909. * Defines edge width used when edgesRenderer is enabled
  93910. * @see https://www.babylonjs-playground.com/#10OJSG#13
  93911. */
  93912. edgesWidth: number;
  93913. /**
  93914. * Defines edge color used when edgesRenderer is enabled
  93915. * @see https://www.babylonjs-playground.com/#10OJSG#13
  93916. */
  93917. edgesColor: Color4;
  93918. /** @hidden */
  93919. _edgesRenderer: Nullable<IEdgesRenderer>;
  93920. /** @hidden */
  93921. _masterMesh: Nullable<AbstractMesh>;
  93922. /** @hidden */
  93923. _boundingInfo: Nullable<BoundingInfo>;
  93924. /** @hidden */
  93925. _renderId: number;
  93926. /**
  93927. * Gets or sets the list of subMeshes
  93928. * @see http://doc.babylonjs.com/how_to/multi_materials
  93929. */
  93930. subMeshes: SubMesh[];
  93931. /** @hidden */
  93932. _intersectionsInProgress: AbstractMesh[];
  93933. /** @hidden */
  93934. _unIndexed: boolean;
  93935. /** @hidden */
  93936. _lightSources: Light[];
  93937. /** Gets the list of lights affecting that mesh */
  93938. readonly lightSources: Light[];
  93939. /** @hidden */
  93940. readonly _positions: Nullable<Vector3[]>;
  93941. /** @hidden */
  93942. _waitingData: {
  93943. lods: Nullable<any>;
  93944. actions: Nullable<any>;
  93945. freezeWorldMatrix: Nullable<boolean>;
  93946. };
  93947. /** @hidden */
  93948. _bonesTransformMatrices: Nullable<Float32Array>;
  93949. /** @hidden */
  93950. _transformMatrixTexture: Nullable<RawTexture>;
  93951. /**
  93952. * Gets or sets a skeleton to apply skining transformations
  93953. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  93954. */
  93955. skeleton: Nullable<Skeleton>;
  93956. /**
  93957. * An event triggered when the mesh is rebuilt.
  93958. */
  93959. onRebuildObservable: Observable<AbstractMesh>;
  93960. /**
  93961. * Creates a new AbstractMesh
  93962. * @param name defines the name of the mesh
  93963. * @param scene defines the hosting scene
  93964. */
  93965. constructor(name: string, scene?: Nullable<Scene>);
  93966. /**
  93967. * Returns the string "AbstractMesh"
  93968. * @returns "AbstractMesh"
  93969. */
  93970. getClassName(): string;
  93971. /**
  93972. * Gets a string representation of the current mesh
  93973. * @param fullDetails defines a boolean indicating if full details must be included
  93974. * @returns a string representation of the current mesh
  93975. */
  93976. toString(fullDetails?: boolean): string;
  93977. /**
  93978. * @hidden
  93979. */
  93980. protected _getEffectiveParent(): Nullable<Node>;
  93981. /** @hidden */
  93982. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  93983. /** @hidden */
  93984. _rebuild(): void;
  93985. /** @hidden */
  93986. _resyncLightSources(): void;
  93987. /** @hidden */
  93988. _resyncLighSource(light: Light): void;
  93989. /** @hidden */
  93990. _unBindEffect(): void;
  93991. /** @hidden */
  93992. _removeLightSource(light: Light, dispose: boolean): void;
  93993. private _markSubMeshesAsDirty;
  93994. /** @hidden */
  93995. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  93996. /** @hidden */
  93997. _markSubMeshesAsAttributesDirty(): void;
  93998. /** @hidden */
  93999. _markSubMeshesAsMiscDirty(): void;
  94000. /**
  94001. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  94002. */
  94003. scaling: Vector3;
  94004. /**
  94005. * Returns true if the mesh is blocked. Implemented by child classes
  94006. */
  94007. readonly isBlocked: boolean;
  94008. /**
  94009. * Returns the mesh itself by default. Implemented by child classes
  94010. * @param camera defines the camera to use to pick the right LOD level
  94011. * @returns the currentAbstractMesh
  94012. */
  94013. getLOD(camera: Camera): Nullable<AbstractMesh>;
  94014. /**
  94015. * Returns 0 by default. Implemented by child classes
  94016. * @returns an integer
  94017. */
  94018. getTotalVertices(): number;
  94019. /**
  94020. * Returns a positive integer : the total number of indices in this mesh geometry.
  94021. * @returns the numner of indices or zero if the mesh has no geometry.
  94022. */
  94023. getTotalIndices(): number;
  94024. /**
  94025. * Returns null by default. Implemented by child classes
  94026. * @returns null
  94027. */
  94028. getIndices(): Nullable<IndicesArray>;
  94029. /**
  94030. * Returns the array of the requested vertex data kind. Implemented by child classes
  94031. * @param kind defines the vertex data kind to use
  94032. * @returns null
  94033. */
  94034. getVerticesData(kind: string): Nullable<FloatArray>;
  94035. /**
  94036. * Sets the vertex data of the mesh geometry for the requested `kind`.
  94037. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  94038. * Note that a new underlying VertexBuffer object is created each call.
  94039. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  94040. * @param kind defines vertex data kind:
  94041. * * VertexBuffer.PositionKind
  94042. * * VertexBuffer.UVKind
  94043. * * VertexBuffer.UV2Kind
  94044. * * VertexBuffer.UV3Kind
  94045. * * VertexBuffer.UV4Kind
  94046. * * VertexBuffer.UV5Kind
  94047. * * VertexBuffer.UV6Kind
  94048. * * VertexBuffer.ColorKind
  94049. * * VertexBuffer.MatricesIndicesKind
  94050. * * VertexBuffer.MatricesIndicesExtraKind
  94051. * * VertexBuffer.MatricesWeightsKind
  94052. * * VertexBuffer.MatricesWeightsExtraKind
  94053. * @param data defines the data source
  94054. * @param updatable defines if the data must be flagged as updatable (or static)
  94055. * @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
  94056. * @returns the current mesh
  94057. */
  94058. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  94059. /**
  94060. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  94061. * If the mesh has no geometry, it is simply returned as it is.
  94062. * @param kind defines vertex data kind:
  94063. * * VertexBuffer.PositionKind
  94064. * * VertexBuffer.UVKind
  94065. * * VertexBuffer.UV2Kind
  94066. * * VertexBuffer.UV3Kind
  94067. * * VertexBuffer.UV4Kind
  94068. * * VertexBuffer.UV5Kind
  94069. * * VertexBuffer.UV6Kind
  94070. * * VertexBuffer.ColorKind
  94071. * * VertexBuffer.MatricesIndicesKind
  94072. * * VertexBuffer.MatricesIndicesExtraKind
  94073. * * VertexBuffer.MatricesWeightsKind
  94074. * * VertexBuffer.MatricesWeightsExtraKind
  94075. * @param data defines the data source
  94076. * @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
  94077. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  94078. * @returns the current mesh
  94079. */
  94080. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  94081. /**
  94082. * Sets the mesh indices,
  94083. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  94084. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  94085. * @param totalVertices Defines the total number of vertices
  94086. * @returns the current mesh
  94087. */
  94088. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  94089. /**
  94090. * Gets a boolean indicating if specific vertex data is present
  94091. * @param kind defines the vertex data kind to use
  94092. * @returns true is data kind is present
  94093. */
  94094. isVerticesDataPresent(kind: string): boolean;
  94095. /**
  94096. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  94097. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  94098. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  94099. * @returns a BoundingInfo
  94100. */
  94101. getBoundingInfo(): BoundingInfo;
  94102. /**
  94103. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  94104. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  94105. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  94106. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  94107. * @returns the current mesh
  94108. */
  94109. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  94110. /**
  94111. * Overwrite the current bounding info
  94112. * @param boundingInfo defines the new bounding info
  94113. * @returns the current mesh
  94114. */
  94115. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  94116. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  94117. readonly useBones: boolean;
  94118. /** @hidden */
  94119. _preActivate(): void;
  94120. /** @hidden */
  94121. _preActivateForIntermediateRendering(renderId: number): void;
  94122. /** @hidden */
  94123. _activate(renderId: number, intermediateRendering: boolean): boolean;
  94124. /** @hidden */
  94125. _postActivate(): void;
  94126. /** @hidden */
  94127. _freeze(): void;
  94128. /** @hidden */
  94129. _unFreeze(): void;
  94130. /**
  94131. * Gets the current world matrix
  94132. * @returns a Matrix
  94133. */
  94134. getWorldMatrix(): Matrix;
  94135. /** @hidden */
  94136. _getWorldMatrixDeterminant(): number;
  94137. /**
  94138. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  94139. */
  94140. readonly isAnInstance: boolean;
  94141. /**
  94142. * Gets a boolean indicating if this mesh has instances
  94143. */
  94144. readonly hasInstances: boolean;
  94145. /**
  94146. * Perform relative position change from the point of view of behind the front of the mesh.
  94147. * This is performed taking into account the meshes current rotation, so you do not have to care.
  94148. * Supports definition of mesh facing forward or backward
  94149. * @param amountRight defines the distance on the right axis
  94150. * @param amountUp defines the distance on the up axis
  94151. * @param amountForward defines the distance on the forward axis
  94152. * @returns the current mesh
  94153. */
  94154. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  94155. /**
  94156. * Calculate relative position change from the point of view of behind the front of the mesh.
  94157. * This is performed taking into account the meshes current rotation, so you do not have to care.
  94158. * Supports definition of mesh facing forward or backward
  94159. * @param amountRight defines the distance on the right axis
  94160. * @param amountUp defines the distance on the up axis
  94161. * @param amountForward defines the distance on the forward axis
  94162. * @returns the new displacement vector
  94163. */
  94164. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  94165. /**
  94166. * Perform relative rotation change from the point of view of behind the front of the mesh.
  94167. * Supports definition of mesh facing forward or backward
  94168. * @param flipBack defines the flip
  94169. * @param twirlClockwise defines the twirl
  94170. * @param tiltRight defines the tilt
  94171. * @returns the current mesh
  94172. */
  94173. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  94174. /**
  94175. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  94176. * Supports definition of mesh facing forward or backward.
  94177. * @param flipBack defines the flip
  94178. * @param twirlClockwise defines the twirl
  94179. * @param tiltRight defines the tilt
  94180. * @returns the new rotation vector
  94181. */
  94182. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  94183. /**
  94184. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  94185. * This means the mesh underlying bounding box and sphere are recomputed.
  94186. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  94187. * @returns the current mesh
  94188. */
  94189. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  94190. /** @hidden */
  94191. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  94192. /** @hidden */
  94193. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  94194. /** @hidden */
  94195. _updateBoundingInfo(): AbstractMesh;
  94196. /** @hidden */
  94197. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  94198. /** @hidden */
  94199. protected _afterComputeWorldMatrix(): void;
  94200. /** @hidden */
  94201. readonly _effectiveMesh: AbstractMesh;
  94202. /**
  94203. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  94204. * A mesh is in the frustum if its bounding box intersects the frustum
  94205. * @param frustumPlanes defines the frustum to test
  94206. * @returns true if the mesh is in the frustum planes
  94207. */
  94208. isInFrustum(frustumPlanes: Plane[]): boolean;
  94209. /**
  94210. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  94211. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  94212. * @param frustumPlanes defines the frustum to test
  94213. * @returns true if the mesh is completely in the frustum planes
  94214. */
  94215. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  94216. /**
  94217. * True if the mesh intersects another mesh or a SolidParticle object
  94218. * @param mesh defines a target mesh or SolidParticle to test
  94219. * @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)
  94220. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  94221. * @returns true if there is an intersection
  94222. */
  94223. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  94224. /**
  94225. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  94226. * @param point defines the point to test
  94227. * @returns true if there is an intersection
  94228. */
  94229. intersectsPoint(point: Vector3): boolean;
  94230. /**
  94231. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  94232. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94233. */
  94234. checkCollisions: boolean;
  94235. /**
  94236. * Gets Collider object used to compute collisions (not physics)
  94237. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94238. */
  94239. readonly collider: Nullable<Collider>;
  94240. /**
  94241. * Move the mesh using collision engine
  94242. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94243. * @param displacement defines the requested displacement vector
  94244. * @returns the current mesh
  94245. */
  94246. moveWithCollisions(displacement: Vector3): AbstractMesh;
  94247. private _onCollisionPositionChange;
  94248. /** @hidden */
  94249. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  94250. /** @hidden */
  94251. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  94252. /** @hidden */
  94253. _checkCollision(collider: Collider): AbstractMesh;
  94254. /** @hidden */
  94255. _generatePointsArray(): boolean;
  94256. /**
  94257. * Checks if the passed Ray intersects with the mesh
  94258. * @param ray defines the ray to use
  94259. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  94260. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  94261. * @returns the picking info
  94262. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  94263. */
  94264. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  94265. /**
  94266. * Clones the current mesh
  94267. * @param name defines the mesh name
  94268. * @param newParent defines the new mesh parent
  94269. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  94270. * @returns the new mesh
  94271. */
  94272. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  94273. /**
  94274. * Disposes all the submeshes of the current meshnp
  94275. * @returns the current mesh
  94276. */
  94277. releaseSubMeshes(): AbstractMesh;
  94278. /**
  94279. * Releases resources associated with this abstract mesh.
  94280. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  94281. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  94282. */
  94283. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  94284. /**
  94285. * Adds the passed mesh as a child to the current mesh
  94286. * @param mesh defines the child mesh
  94287. * @returns the current mesh
  94288. */
  94289. addChild(mesh: AbstractMesh): AbstractMesh;
  94290. /**
  94291. * Removes the passed mesh from the current mesh children list
  94292. * @param mesh defines the child mesh
  94293. * @returns the current mesh
  94294. */
  94295. removeChild(mesh: AbstractMesh): AbstractMesh;
  94296. /** @hidden */
  94297. private _initFacetData;
  94298. /**
  94299. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  94300. * This method can be called within the render loop.
  94301. * 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
  94302. * @returns the current mesh
  94303. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94304. */
  94305. updateFacetData(): AbstractMesh;
  94306. /**
  94307. * Returns the facetLocalNormals array.
  94308. * The normals are expressed in the mesh local spac
  94309. * @returns an array of Vector3
  94310. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94311. */
  94312. getFacetLocalNormals(): Vector3[];
  94313. /**
  94314. * Returns the facetLocalPositions array.
  94315. * The facet positions are expressed in the mesh local space
  94316. * @returns an array of Vector3
  94317. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94318. */
  94319. getFacetLocalPositions(): Vector3[];
  94320. /**
  94321. * Returns the facetLocalPartioning array
  94322. * @returns an array of array of numbers
  94323. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94324. */
  94325. getFacetLocalPartitioning(): number[][];
  94326. /**
  94327. * Returns the i-th facet position in the world system.
  94328. * This method allocates a new Vector3 per call
  94329. * @param i defines the facet index
  94330. * @returns a new Vector3
  94331. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94332. */
  94333. getFacetPosition(i: number): Vector3;
  94334. /**
  94335. * Sets the reference Vector3 with the i-th facet position in the world system
  94336. * @param i defines the facet index
  94337. * @param ref defines the target vector
  94338. * @returns the current mesh
  94339. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94340. */
  94341. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  94342. /**
  94343. * Returns the i-th facet normal in the world system.
  94344. * This method allocates a new Vector3 per call
  94345. * @param i defines the facet index
  94346. * @returns a new Vector3
  94347. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94348. */
  94349. getFacetNormal(i: number): Vector3;
  94350. /**
  94351. * Sets the reference Vector3 with the i-th facet normal in the world system
  94352. * @param i defines the facet index
  94353. * @param ref defines the target vector
  94354. * @returns the current mesh
  94355. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94356. */
  94357. getFacetNormalToRef(i: number, ref: Vector3): this;
  94358. /**
  94359. * 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)
  94360. * @param x defines x coordinate
  94361. * @param y defines y coordinate
  94362. * @param z defines z coordinate
  94363. * @returns the array of facet indexes
  94364. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94365. */
  94366. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  94367. /**
  94368. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  94369. * @param projected sets as the (x,y,z) world projection on the facet
  94370. * @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
  94371. * @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
  94372. * @param x defines x coordinate
  94373. * @param y defines y coordinate
  94374. * @param z defines z coordinate
  94375. * @returns the face index if found (or null instead)
  94376. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94377. */
  94378. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  94379. /**
  94380. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  94381. * @param projected sets as the (x,y,z) local projection on the facet
  94382. * @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
  94383. * @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
  94384. * @param x defines x coordinate
  94385. * @param y defines y coordinate
  94386. * @param z defines z coordinate
  94387. * @returns the face index if found (or null instead)
  94388. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94389. */
  94390. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  94391. /**
  94392. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  94393. * @returns the parameters
  94394. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94395. */
  94396. getFacetDataParameters(): any;
  94397. /**
  94398. * Disables the feature FacetData and frees the related memory
  94399. * @returns the current mesh
  94400. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94401. */
  94402. disableFacetData(): AbstractMesh;
  94403. /**
  94404. * Updates the AbstractMesh indices array
  94405. * @param indices defines the data source
  94406. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  94407. * @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)
  94408. * @returns the current mesh
  94409. */
  94410. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  94411. /**
  94412. * Creates new normals data for the mesh
  94413. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  94414. * @returns the current mesh
  94415. */
  94416. createNormals(updatable: boolean): AbstractMesh;
  94417. /**
  94418. * Align the mesh with a normal
  94419. * @param normal defines the normal to use
  94420. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  94421. * @returns the current mesh
  94422. */
  94423. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  94424. /** @hidden */
  94425. _checkOcclusionQuery(): boolean;
  94426. /**
  94427. * Disables the mesh edge rendering mode
  94428. * @returns the currentAbstractMesh
  94429. */
  94430. disableEdgesRendering(): AbstractMesh;
  94431. /**
  94432. * Enables the edge rendering mode on the mesh.
  94433. * This mode makes the mesh edges visible
  94434. * @param epsilon defines the maximal distance between two angles to detect a face
  94435. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  94436. * @returns the currentAbstractMesh
  94437. * @see https://www.babylonjs-playground.com/#19O9TU#0
  94438. */
  94439. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  94440. }
  94441. }
  94442. declare module BABYLON {
  94443. /**
  94444. * Interface used to define ActionEvent
  94445. */
  94446. export interface IActionEvent {
  94447. /** The mesh or sprite that triggered the action */
  94448. source: any;
  94449. /** The X mouse cursor position at the time of the event */
  94450. pointerX: number;
  94451. /** The Y mouse cursor position at the time of the event */
  94452. pointerY: number;
  94453. /** The mesh that is currently pointed at (can be null) */
  94454. meshUnderPointer: Nullable<AbstractMesh>;
  94455. /** the original (browser) event that triggered the ActionEvent */
  94456. sourceEvent?: any;
  94457. /** additional data for the event */
  94458. additionalData?: any;
  94459. }
  94460. /**
  94461. * ActionEvent is the event being sent when an action is triggered.
  94462. */
  94463. export class ActionEvent implements IActionEvent {
  94464. /** The mesh or sprite that triggered the action */
  94465. source: any;
  94466. /** The X mouse cursor position at the time of the event */
  94467. pointerX: number;
  94468. /** The Y mouse cursor position at the time of the event */
  94469. pointerY: number;
  94470. /** The mesh that is currently pointed at (can be null) */
  94471. meshUnderPointer: Nullable<AbstractMesh>;
  94472. /** the original (browser) event that triggered the ActionEvent */
  94473. sourceEvent?: any;
  94474. /** additional data for the event */
  94475. additionalData?: any;
  94476. /**
  94477. * Creates a new ActionEvent
  94478. * @param source The mesh or sprite that triggered the action
  94479. * @param pointerX The X mouse cursor position at the time of the event
  94480. * @param pointerY The Y mouse cursor position at the time of the event
  94481. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  94482. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  94483. * @param additionalData additional data for the event
  94484. */
  94485. constructor(
  94486. /** The mesh or sprite that triggered the action */
  94487. source: any,
  94488. /** The X mouse cursor position at the time of the event */
  94489. pointerX: number,
  94490. /** The Y mouse cursor position at the time of the event */
  94491. pointerY: number,
  94492. /** The mesh that is currently pointed at (can be null) */
  94493. meshUnderPointer: Nullable<AbstractMesh>,
  94494. /** the original (browser) event that triggered the ActionEvent */
  94495. sourceEvent?: any,
  94496. /** additional data for the event */
  94497. additionalData?: any);
  94498. /**
  94499. * Helper function to auto-create an ActionEvent from a source mesh.
  94500. * @param source The source mesh that triggered the event
  94501. * @param evt The original (browser) event
  94502. * @param additionalData additional data for the event
  94503. * @returns the new ActionEvent
  94504. */
  94505. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  94506. /**
  94507. * Helper function to auto-create an ActionEvent from a source sprite
  94508. * @param source The source sprite that triggered the event
  94509. * @param scene Scene associated with the sprite
  94510. * @param evt The original (browser) event
  94511. * @param additionalData additional data for the event
  94512. * @returns the new ActionEvent
  94513. */
  94514. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  94515. /**
  94516. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  94517. * @param scene the scene where the event occurred
  94518. * @param evt The original (browser) event
  94519. * @returns the new ActionEvent
  94520. */
  94521. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  94522. /**
  94523. * Helper function to auto-create an ActionEvent from a primitive
  94524. * @param prim defines the target primitive
  94525. * @param pointerPos defines the pointer position
  94526. * @param evt The original (browser) event
  94527. * @param additionalData additional data for the event
  94528. * @returns the new ActionEvent
  94529. */
  94530. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  94531. }
  94532. }
  94533. declare module BABYLON {
  94534. /**
  94535. * Abstract class used to decouple action Manager from scene and meshes.
  94536. * Do not instantiate.
  94537. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  94538. */
  94539. export abstract class AbstractActionManager implements IDisposable {
  94540. /** Gets the list of active triggers */
  94541. static Triggers: {
  94542. [key: string]: number;
  94543. };
  94544. /** Gets the cursor to use when hovering items */
  94545. hoverCursor: string;
  94546. /** Gets the list of actions */
  94547. actions: IAction[];
  94548. /**
  94549. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  94550. */
  94551. isRecursive: boolean;
  94552. /**
  94553. * Releases all associated resources
  94554. */
  94555. abstract dispose(): void;
  94556. /**
  94557. * Does this action manager has pointer triggers
  94558. */
  94559. abstract readonly hasPointerTriggers: boolean;
  94560. /**
  94561. * Does this action manager has pick triggers
  94562. */
  94563. abstract readonly hasPickTriggers: boolean;
  94564. /**
  94565. * Process a specific trigger
  94566. * @param trigger defines the trigger to process
  94567. * @param evt defines the event details to be processed
  94568. */
  94569. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  94570. /**
  94571. * Does this action manager handles actions of any of the given triggers
  94572. * @param triggers defines the triggers to be tested
  94573. * @return a boolean indicating whether one (or more) of the triggers is handled
  94574. */
  94575. abstract hasSpecificTriggers(triggers: number[]): boolean;
  94576. /**
  94577. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  94578. * speed.
  94579. * @param triggerA defines the trigger to be tested
  94580. * @param triggerB defines the trigger to be tested
  94581. * @return a boolean indicating whether one (or more) of the triggers is handled
  94582. */
  94583. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  94584. /**
  94585. * Does this action manager handles actions of a given trigger
  94586. * @param trigger defines the trigger to be tested
  94587. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  94588. * @return whether the trigger is handled
  94589. */
  94590. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  94591. /**
  94592. * Serialize this manager to a JSON object
  94593. * @param name defines the property name to store this manager
  94594. * @returns a JSON representation of this manager
  94595. */
  94596. abstract serialize(name: string): any;
  94597. /**
  94598. * Registers an action to this action manager
  94599. * @param action defines the action to be registered
  94600. * @return the action amended (prepared) after registration
  94601. */
  94602. abstract registerAction(action: IAction): Nullable<IAction>;
  94603. /**
  94604. * Unregisters an action to this action manager
  94605. * @param action defines the action to be unregistered
  94606. * @return a boolean indicating whether the action has been unregistered
  94607. */
  94608. abstract unregisterAction(action: IAction): Boolean;
  94609. /**
  94610. * Does exist one action manager with at least one trigger
  94611. **/
  94612. static readonly HasTriggers: boolean;
  94613. /**
  94614. * Does exist one action manager with at least one pick trigger
  94615. **/
  94616. static readonly HasPickTriggers: boolean;
  94617. /**
  94618. * Does exist one action manager that handles actions of a given trigger
  94619. * @param trigger defines the trigger to be tested
  94620. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  94621. **/
  94622. static HasSpecificTrigger(trigger: number): boolean;
  94623. }
  94624. }
  94625. declare module BABYLON {
  94626. /**
  94627. * Defines how a node can be built from a string name.
  94628. */
  94629. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  94630. /**
  94631. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  94632. */
  94633. export class Node implements IBehaviorAware<Node> {
  94634. /** @hidden */
  94635. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  94636. private static _NodeConstructors;
  94637. /**
  94638. * Add a new node constructor
  94639. * @param type defines the type name of the node to construct
  94640. * @param constructorFunc defines the constructor function
  94641. */
  94642. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  94643. /**
  94644. * Returns a node constructor based on type name
  94645. * @param type defines the type name
  94646. * @param name defines the new node name
  94647. * @param scene defines the hosting scene
  94648. * @param options defines optional options to transmit to constructors
  94649. * @returns the new constructor or null
  94650. */
  94651. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  94652. /**
  94653. * Gets or sets the name of the node
  94654. */
  94655. name: string;
  94656. /**
  94657. * Gets or sets the id of the node
  94658. */
  94659. id: string;
  94660. /**
  94661. * Gets or sets the unique id of the node
  94662. */
  94663. uniqueId: number;
  94664. /**
  94665. * Gets or sets a string used to store user defined state for the node
  94666. */
  94667. state: string;
  94668. /**
  94669. * Gets or sets an object used to store user defined information for the node
  94670. */
  94671. metadata: any;
  94672. /**
  94673. * For internal use only. Please do not use.
  94674. */
  94675. reservedDataStore: any;
  94676. /**
  94677. * List of inspectable custom properties (used by the Inspector)
  94678. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  94679. */
  94680. inspectableCustomProperties: IInspectable[];
  94681. private _doNotSerialize;
  94682. /**
  94683. * Gets or sets a boolean used to define if the node must be serialized
  94684. */
  94685. doNotSerialize: boolean;
  94686. /** @hidden */
  94687. _isDisposed: boolean;
  94688. /**
  94689. * Gets a list of Animations associated with the node
  94690. */
  94691. animations: Animation[];
  94692. protected _ranges: {
  94693. [name: string]: Nullable<AnimationRange>;
  94694. };
  94695. /**
  94696. * Callback raised when the node is ready to be used
  94697. */
  94698. onReady: Nullable<(node: Node) => void>;
  94699. private _isEnabled;
  94700. private _isParentEnabled;
  94701. private _isReady;
  94702. /** @hidden */
  94703. _currentRenderId: number;
  94704. private _parentUpdateId;
  94705. /** @hidden */
  94706. _childUpdateId: number;
  94707. /** @hidden */
  94708. _waitingParentId: Nullable<string>;
  94709. /** @hidden */
  94710. _scene: Scene;
  94711. /** @hidden */
  94712. _cache: any;
  94713. private _parentNode;
  94714. private _children;
  94715. /** @hidden */
  94716. _worldMatrix: Matrix;
  94717. /** @hidden */
  94718. _worldMatrixDeterminant: number;
  94719. /** @hidden */
  94720. _worldMatrixDeterminantIsDirty: boolean;
  94721. /** @hidden */
  94722. private _sceneRootNodesIndex;
  94723. /**
  94724. * Gets a boolean indicating if the node has been disposed
  94725. * @returns true if the node was disposed
  94726. */
  94727. isDisposed(): boolean;
  94728. /**
  94729. * Gets or sets the parent of the node (without keeping the current position in the scene)
  94730. * @see https://doc.babylonjs.com/how_to/parenting
  94731. */
  94732. parent: Nullable<Node>;
  94733. /** @hidden */
  94734. _addToSceneRootNodes(): void;
  94735. /** @hidden */
  94736. _removeFromSceneRootNodes(): void;
  94737. private _animationPropertiesOverride;
  94738. /**
  94739. * Gets or sets the animation properties override
  94740. */
  94741. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  94742. /**
  94743. * Gets a string idenfifying the name of the class
  94744. * @returns "Node" string
  94745. */
  94746. getClassName(): string;
  94747. /** @hidden */
  94748. readonly _isNode: boolean;
  94749. /**
  94750. * An event triggered when the mesh is disposed
  94751. */
  94752. onDisposeObservable: Observable<Node>;
  94753. private _onDisposeObserver;
  94754. /**
  94755. * Sets a callback that will be raised when the node will be disposed
  94756. */
  94757. onDispose: () => void;
  94758. /**
  94759. * Creates a new Node
  94760. * @param name the name and id to be given to this node
  94761. * @param scene the scene this node will be added to
  94762. */
  94763. constructor(name: string, scene?: Nullable<Scene>);
  94764. /**
  94765. * Gets the scene of the node
  94766. * @returns a scene
  94767. */
  94768. getScene(): Scene;
  94769. /**
  94770. * Gets the engine of the node
  94771. * @returns a Engine
  94772. */
  94773. getEngine(): Engine;
  94774. private _behaviors;
  94775. /**
  94776. * Attach a behavior to the node
  94777. * @see http://doc.babylonjs.com/features/behaviour
  94778. * @param behavior defines the behavior to attach
  94779. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  94780. * @returns the current Node
  94781. */
  94782. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  94783. /**
  94784. * Remove an attached behavior
  94785. * @see http://doc.babylonjs.com/features/behaviour
  94786. * @param behavior defines the behavior to attach
  94787. * @returns the current Node
  94788. */
  94789. removeBehavior(behavior: Behavior<Node>): Node;
  94790. /**
  94791. * Gets the list of attached behaviors
  94792. * @see http://doc.babylonjs.com/features/behaviour
  94793. */
  94794. readonly behaviors: Behavior<Node>[];
  94795. /**
  94796. * Gets an attached behavior by name
  94797. * @param name defines the name of the behavior to look for
  94798. * @see http://doc.babylonjs.com/features/behaviour
  94799. * @returns null if behavior was not found else the requested behavior
  94800. */
  94801. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  94802. /**
  94803. * Returns the latest update of the World matrix
  94804. * @returns a Matrix
  94805. */
  94806. getWorldMatrix(): Matrix;
  94807. /** @hidden */
  94808. _getWorldMatrixDeterminant(): number;
  94809. /**
  94810. * Returns directly the latest state of the mesh World matrix.
  94811. * A Matrix is returned.
  94812. */
  94813. readonly worldMatrixFromCache: Matrix;
  94814. /** @hidden */
  94815. _initCache(): void;
  94816. /** @hidden */
  94817. updateCache(force?: boolean): void;
  94818. /** @hidden */
  94819. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  94820. /** @hidden */
  94821. _updateCache(ignoreParentClass?: boolean): void;
  94822. /** @hidden */
  94823. _isSynchronized(): boolean;
  94824. /** @hidden */
  94825. _markSyncedWithParent(): void;
  94826. /** @hidden */
  94827. isSynchronizedWithParent(): boolean;
  94828. /** @hidden */
  94829. isSynchronized(): boolean;
  94830. /**
  94831. * Is this node ready to be used/rendered
  94832. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  94833. * @return true if the node is ready
  94834. */
  94835. isReady(completeCheck?: boolean): boolean;
  94836. /**
  94837. * Is this node enabled?
  94838. * 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
  94839. * @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
  94840. * @return whether this node (and its parent) is enabled
  94841. */
  94842. isEnabled(checkAncestors?: boolean): boolean;
  94843. /** @hidden */
  94844. protected _syncParentEnabledState(): void;
  94845. /**
  94846. * Set the enabled state of this node
  94847. * @param value defines the new enabled state
  94848. */
  94849. setEnabled(value: boolean): void;
  94850. /**
  94851. * Is this node a descendant of the given node?
  94852. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  94853. * @param ancestor defines the parent node to inspect
  94854. * @returns a boolean indicating if this node is a descendant of the given node
  94855. */
  94856. isDescendantOf(ancestor: Node): boolean;
  94857. /** @hidden */
  94858. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  94859. /**
  94860. * Will return all nodes that have this node as ascendant
  94861. * @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
  94862. * @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
  94863. * @return all children nodes of all types
  94864. */
  94865. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  94866. /**
  94867. * Get all child-meshes of this node
  94868. * @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)
  94869. * @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
  94870. * @returns an array of AbstractMesh
  94871. */
  94872. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  94873. /**
  94874. * Get all direct children of this node
  94875. * @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
  94876. * @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)
  94877. * @returns an array of Node
  94878. */
  94879. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  94880. /** @hidden */
  94881. _setReady(state: boolean): void;
  94882. /**
  94883. * Get an animation by name
  94884. * @param name defines the name of the animation to look for
  94885. * @returns null if not found else the requested animation
  94886. */
  94887. getAnimationByName(name: string): Nullable<Animation>;
  94888. /**
  94889. * Creates an animation range for this node
  94890. * @param name defines the name of the range
  94891. * @param from defines the starting key
  94892. * @param to defines the end key
  94893. */
  94894. createAnimationRange(name: string, from: number, to: number): void;
  94895. /**
  94896. * Delete a specific animation range
  94897. * @param name defines the name of the range to delete
  94898. * @param deleteFrames defines if animation frames from the range must be deleted as well
  94899. */
  94900. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  94901. /**
  94902. * Get an animation range by name
  94903. * @param name defines the name of the animation range to look for
  94904. * @returns null if not found else the requested animation range
  94905. */
  94906. getAnimationRange(name: string): Nullable<AnimationRange>;
  94907. /**
  94908. * Gets the list of all animation ranges defined on this node
  94909. * @returns an array
  94910. */
  94911. getAnimationRanges(): Nullable<AnimationRange>[];
  94912. /**
  94913. * Will start the animation sequence
  94914. * @param name defines the range frames for animation sequence
  94915. * @param loop defines if the animation should loop (false by default)
  94916. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  94917. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  94918. * @returns the object created for this animation. If range does not exist, it will return null
  94919. */
  94920. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  94921. /**
  94922. * Serialize animation ranges into a JSON compatible object
  94923. * @returns serialization object
  94924. */
  94925. serializeAnimationRanges(): any;
  94926. /**
  94927. * Computes the world matrix of the node
  94928. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  94929. * @returns the world matrix
  94930. */
  94931. computeWorldMatrix(force?: boolean): Matrix;
  94932. /**
  94933. * Releases resources associated with this node.
  94934. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  94935. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  94936. */
  94937. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  94938. /**
  94939. * Parse animation range data from a serialization object and store them into a given node
  94940. * @param node defines where to store the animation ranges
  94941. * @param parsedNode defines the serialization object to read data from
  94942. * @param scene defines the hosting scene
  94943. */
  94944. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  94945. /**
  94946. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  94947. * @param includeDescendants Include bounding info from descendants as well (true by default)
  94948. * @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
  94949. * @returns the new bounding vectors
  94950. */
  94951. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  94952. min: Vector3;
  94953. max: Vector3;
  94954. };
  94955. }
  94956. }
  94957. declare module BABYLON {
  94958. /**
  94959. * @hidden
  94960. */
  94961. export class _IAnimationState {
  94962. key: number;
  94963. repeatCount: number;
  94964. workValue?: any;
  94965. loopMode?: number;
  94966. offsetValue?: any;
  94967. highLimitValue?: any;
  94968. }
  94969. /**
  94970. * Class used to store any kind of animation
  94971. */
  94972. export class Animation {
  94973. /**Name of the animation */
  94974. name: string;
  94975. /**Property to animate */
  94976. targetProperty: string;
  94977. /**The frames per second of the animation */
  94978. framePerSecond: number;
  94979. /**The data type of the animation */
  94980. dataType: number;
  94981. /**The loop mode of the animation */
  94982. loopMode?: number | undefined;
  94983. /**Specifies if blending should be enabled */
  94984. enableBlending?: boolean | undefined;
  94985. /**
  94986. * Use matrix interpolation instead of using direct key value when animating matrices
  94987. */
  94988. static AllowMatricesInterpolation: boolean;
  94989. /**
  94990. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  94991. */
  94992. static AllowMatrixDecomposeForInterpolation: boolean;
  94993. /**
  94994. * Stores the key frames of the animation
  94995. */
  94996. private _keys;
  94997. /**
  94998. * Stores the easing function of the animation
  94999. */
  95000. private _easingFunction;
  95001. /**
  95002. * @hidden Internal use only
  95003. */
  95004. _runtimeAnimations: RuntimeAnimation[];
  95005. /**
  95006. * The set of event that will be linked to this animation
  95007. */
  95008. private _events;
  95009. /**
  95010. * Stores an array of target property paths
  95011. */
  95012. targetPropertyPath: string[];
  95013. /**
  95014. * Stores the blending speed of the animation
  95015. */
  95016. blendingSpeed: number;
  95017. /**
  95018. * Stores the animation ranges for the animation
  95019. */
  95020. private _ranges;
  95021. /**
  95022. * @hidden Internal use
  95023. */
  95024. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  95025. /**
  95026. * Sets up an animation
  95027. * @param property The property to animate
  95028. * @param animationType The animation type to apply
  95029. * @param framePerSecond The frames per second of the animation
  95030. * @param easingFunction The easing function used in the animation
  95031. * @returns The created animation
  95032. */
  95033. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  95034. /**
  95035. * Create and start an animation on a node
  95036. * @param name defines the name of the global animation that will be run on all nodes
  95037. * @param node defines the root node where the animation will take place
  95038. * @param targetProperty defines property to animate
  95039. * @param framePerSecond defines the number of frame per second yo use
  95040. * @param totalFrame defines the number of frames in total
  95041. * @param from defines the initial value
  95042. * @param to defines the final value
  95043. * @param loopMode defines which loop mode you want to use (off by default)
  95044. * @param easingFunction defines the easing function to use (linear by default)
  95045. * @param onAnimationEnd defines the callback to call when animation end
  95046. * @returns the animatable created for this animation
  95047. */
  95048. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  95049. /**
  95050. * Create and start an animation on a node and its descendants
  95051. * @param name defines the name of the global animation that will be run on all nodes
  95052. * @param node defines the root node where the animation will take place
  95053. * @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
  95054. * @param targetProperty defines property to animate
  95055. * @param framePerSecond defines the number of frame per second to use
  95056. * @param totalFrame defines the number of frames in total
  95057. * @param from defines the initial value
  95058. * @param to defines the final value
  95059. * @param loopMode defines which loop mode you want to use (off by default)
  95060. * @param easingFunction defines the easing function to use (linear by default)
  95061. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  95062. * @returns the list of animatables created for all nodes
  95063. * @example https://www.babylonjs-playground.com/#MH0VLI
  95064. */
  95065. 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[]>;
  95066. /**
  95067. * Creates a new animation, merges it with the existing animations and starts it
  95068. * @param name Name of the animation
  95069. * @param node Node which contains the scene that begins the animations
  95070. * @param targetProperty Specifies which property to animate
  95071. * @param framePerSecond The frames per second of the animation
  95072. * @param totalFrame The total number of frames
  95073. * @param from The frame at the beginning of the animation
  95074. * @param to The frame at the end of the animation
  95075. * @param loopMode Specifies the loop mode of the animation
  95076. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  95077. * @param onAnimationEnd Callback to run once the animation is complete
  95078. * @returns Nullable animation
  95079. */
  95080. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  95081. /**
  95082. * Transition property of an host to the target Value
  95083. * @param property The property to transition
  95084. * @param targetValue The target Value of the property
  95085. * @param host The object where the property to animate belongs
  95086. * @param scene Scene used to run the animation
  95087. * @param frameRate Framerate (in frame/s) to use
  95088. * @param transition The transition type we want to use
  95089. * @param duration The duration of the animation, in milliseconds
  95090. * @param onAnimationEnd Callback trigger at the end of the animation
  95091. * @returns Nullable animation
  95092. */
  95093. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  95094. /**
  95095. * Return the array of runtime animations currently using this animation
  95096. */
  95097. readonly runtimeAnimations: RuntimeAnimation[];
  95098. /**
  95099. * Specifies if any of the runtime animations are currently running
  95100. */
  95101. readonly hasRunningRuntimeAnimations: boolean;
  95102. /**
  95103. * Initializes the animation
  95104. * @param name Name of the animation
  95105. * @param targetProperty Property to animate
  95106. * @param framePerSecond The frames per second of the animation
  95107. * @param dataType The data type of the animation
  95108. * @param loopMode The loop mode of the animation
  95109. * @param enableBlending Specifies if blending should be enabled
  95110. */
  95111. constructor(
  95112. /**Name of the animation */
  95113. name: string,
  95114. /**Property to animate */
  95115. targetProperty: string,
  95116. /**The frames per second of the animation */
  95117. framePerSecond: number,
  95118. /**The data type of the animation */
  95119. dataType: number,
  95120. /**The loop mode of the animation */
  95121. loopMode?: number | undefined,
  95122. /**Specifies if blending should be enabled */
  95123. enableBlending?: boolean | undefined);
  95124. /**
  95125. * Converts the animation to a string
  95126. * @param fullDetails support for multiple levels of logging within scene loading
  95127. * @returns String form of the animation
  95128. */
  95129. toString(fullDetails?: boolean): string;
  95130. /**
  95131. * Add an event to this animation
  95132. * @param event Event to add
  95133. */
  95134. addEvent(event: AnimationEvent): void;
  95135. /**
  95136. * Remove all events found at the given frame
  95137. * @param frame The frame to remove events from
  95138. */
  95139. removeEvents(frame: number): void;
  95140. /**
  95141. * Retrieves all the events from the animation
  95142. * @returns Events from the animation
  95143. */
  95144. getEvents(): AnimationEvent[];
  95145. /**
  95146. * Creates an animation range
  95147. * @param name Name of the animation range
  95148. * @param from Starting frame of the animation range
  95149. * @param to Ending frame of the animation
  95150. */
  95151. createRange(name: string, from: number, to: number): void;
  95152. /**
  95153. * Deletes an animation range by name
  95154. * @param name Name of the animation range to delete
  95155. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  95156. */
  95157. deleteRange(name: string, deleteFrames?: boolean): void;
  95158. /**
  95159. * Gets the animation range by name, or null if not defined
  95160. * @param name Name of the animation range
  95161. * @returns Nullable animation range
  95162. */
  95163. getRange(name: string): Nullable<AnimationRange>;
  95164. /**
  95165. * Gets the key frames from the animation
  95166. * @returns The key frames of the animation
  95167. */
  95168. getKeys(): Array<IAnimationKey>;
  95169. /**
  95170. * Gets the highest frame rate of the animation
  95171. * @returns Highest frame rate of the animation
  95172. */
  95173. getHighestFrame(): number;
  95174. /**
  95175. * Gets the easing function of the animation
  95176. * @returns Easing function of the animation
  95177. */
  95178. getEasingFunction(): IEasingFunction;
  95179. /**
  95180. * Sets the easing function of the animation
  95181. * @param easingFunction A custom mathematical formula for animation
  95182. */
  95183. setEasingFunction(easingFunction: EasingFunction): void;
  95184. /**
  95185. * Interpolates a scalar linearly
  95186. * @param startValue Start value of the animation curve
  95187. * @param endValue End value of the animation curve
  95188. * @param gradient Scalar amount to interpolate
  95189. * @returns Interpolated scalar value
  95190. */
  95191. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  95192. /**
  95193. * Interpolates a scalar cubically
  95194. * @param startValue Start value of the animation curve
  95195. * @param outTangent End tangent of the animation
  95196. * @param endValue End value of the animation curve
  95197. * @param inTangent Start tangent of the animation curve
  95198. * @param gradient Scalar amount to interpolate
  95199. * @returns Interpolated scalar value
  95200. */
  95201. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  95202. /**
  95203. * Interpolates a quaternion using a spherical linear interpolation
  95204. * @param startValue Start value of the animation curve
  95205. * @param endValue End value of the animation curve
  95206. * @param gradient Scalar amount to interpolate
  95207. * @returns Interpolated quaternion value
  95208. */
  95209. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  95210. /**
  95211. * Interpolates a quaternion cubically
  95212. * @param startValue Start value of the animation curve
  95213. * @param outTangent End tangent of the animation curve
  95214. * @param endValue End value of the animation curve
  95215. * @param inTangent Start tangent of the animation curve
  95216. * @param gradient Scalar amount to interpolate
  95217. * @returns Interpolated quaternion value
  95218. */
  95219. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  95220. /**
  95221. * Interpolates a Vector3 linearl
  95222. * @param startValue Start value of the animation curve
  95223. * @param endValue End value of the animation curve
  95224. * @param gradient Scalar amount to interpolate
  95225. * @returns Interpolated scalar value
  95226. */
  95227. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  95228. /**
  95229. * Interpolates a Vector3 cubically
  95230. * @param startValue Start value of the animation curve
  95231. * @param outTangent End tangent of the animation
  95232. * @param endValue End value of the animation curve
  95233. * @param inTangent Start tangent of the animation curve
  95234. * @param gradient Scalar amount to interpolate
  95235. * @returns InterpolatedVector3 value
  95236. */
  95237. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  95238. /**
  95239. * Interpolates a Vector2 linearly
  95240. * @param startValue Start value of the animation curve
  95241. * @param endValue End value of the animation curve
  95242. * @param gradient Scalar amount to interpolate
  95243. * @returns Interpolated Vector2 value
  95244. */
  95245. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  95246. /**
  95247. * Interpolates a Vector2 cubically
  95248. * @param startValue Start value of the animation curve
  95249. * @param outTangent End tangent of the animation
  95250. * @param endValue End value of the animation curve
  95251. * @param inTangent Start tangent of the animation curve
  95252. * @param gradient Scalar amount to interpolate
  95253. * @returns Interpolated Vector2 value
  95254. */
  95255. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  95256. /**
  95257. * Interpolates a size linearly
  95258. * @param startValue Start value of the animation curve
  95259. * @param endValue End value of the animation curve
  95260. * @param gradient Scalar amount to interpolate
  95261. * @returns Interpolated Size value
  95262. */
  95263. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  95264. /**
  95265. * Interpolates a Color3 linearly
  95266. * @param startValue Start value of the animation curve
  95267. * @param endValue End value of the animation curve
  95268. * @param gradient Scalar amount to interpolate
  95269. * @returns Interpolated Color3 value
  95270. */
  95271. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  95272. /**
  95273. * Interpolates a Color4 linearly
  95274. * @param startValue Start value of the animation curve
  95275. * @param endValue End value of the animation curve
  95276. * @param gradient Scalar amount to interpolate
  95277. * @returns Interpolated Color3 value
  95278. */
  95279. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  95280. /**
  95281. * @hidden Internal use only
  95282. */
  95283. _getKeyValue(value: any): any;
  95284. /**
  95285. * @hidden Internal use only
  95286. */
  95287. _interpolate(currentFrame: number, state: _IAnimationState): any;
  95288. /**
  95289. * Defines the function to use to interpolate matrices
  95290. * @param startValue defines the start matrix
  95291. * @param endValue defines the end matrix
  95292. * @param gradient defines the gradient between both matrices
  95293. * @param result defines an optional target matrix where to store the interpolation
  95294. * @returns the interpolated matrix
  95295. */
  95296. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  95297. /**
  95298. * Makes a copy of the animation
  95299. * @returns Cloned animation
  95300. */
  95301. clone(): Animation;
  95302. /**
  95303. * Sets the key frames of the animation
  95304. * @param values The animation key frames to set
  95305. */
  95306. setKeys(values: Array<IAnimationKey>): void;
  95307. /**
  95308. * Serializes the animation to an object
  95309. * @returns Serialized object
  95310. */
  95311. serialize(): any;
  95312. /**
  95313. * Float animation type
  95314. */
  95315. static readonly ANIMATIONTYPE_FLOAT: number;
  95316. /**
  95317. * Vector3 animation type
  95318. */
  95319. static readonly ANIMATIONTYPE_VECTOR3: number;
  95320. /**
  95321. * Quaternion animation type
  95322. */
  95323. static readonly ANIMATIONTYPE_QUATERNION: number;
  95324. /**
  95325. * Matrix animation type
  95326. */
  95327. static readonly ANIMATIONTYPE_MATRIX: number;
  95328. /**
  95329. * Color3 animation type
  95330. */
  95331. static readonly ANIMATIONTYPE_COLOR3: number;
  95332. /**
  95333. * Color3 animation type
  95334. */
  95335. static readonly ANIMATIONTYPE_COLOR4: number;
  95336. /**
  95337. * Vector2 animation type
  95338. */
  95339. static readonly ANIMATIONTYPE_VECTOR2: number;
  95340. /**
  95341. * Size animation type
  95342. */
  95343. static readonly ANIMATIONTYPE_SIZE: number;
  95344. /**
  95345. * Relative Loop Mode
  95346. */
  95347. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  95348. /**
  95349. * Cycle Loop Mode
  95350. */
  95351. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  95352. /**
  95353. * Constant Loop Mode
  95354. */
  95355. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  95356. /** @hidden */
  95357. static _UniversalLerp(left: any, right: any, amount: number): any;
  95358. /**
  95359. * Parses an animation object and creates an animation
  95360. * @param parsedAnimation Parsed animation object
  95361. * @returns Animation object
  95362. */
  95363. static Parse(parsedAnimation: any): Animation;
  95364. /**
  95365. * Appends the serialized animations from the source animations
  95366. * @param source Source containing the animations
  95367. * @param destination Target to store the animations
  95368. */
  95369. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  95370. }
  95371. }
  95372. declare module BABYLON {
  95373. /**
  95374. * Interface containing an array of animations
  95375. */
  95376. export interface IAnimatable {
  95377. /**
  95378. * Array of animations
  95379. */
  95380. animations: Nullable<Array<Animation>>;
  95381. }
  95382. }
  95383. declare module BABYLON {
  95384. /**
  95385. * This represents all the required information to add a fresnel effect on a material:
  95386. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  95387. */
  95388. export class FresnelParameters {
  95389. private _isEnabled;
  95390. /**
  95391. * Define if the fresnel effect is enable or not.
  95392. */
  95393. isEnabled: boolean;
  95394. /**
  95395. * Define the color used on edges (grazing angle)
  95396. */
  95397. leftColor: Color3;
  95398. /**
  95399. * Define the color used on center
  95400. */
  95401. rightColor: Color3;
  95402. /**
  95403. * Define bias applied to computed fresnel term
  95404. */
  95405. bias: number;
  95406. /**
  95407. * Defined the power exponent applied to fresnel term
  95408. */
  95409. power: number;
  95410. /**
  95411. * Clones the current fresnel and its valuues
  95412. * @returns a clone fresnel configuration
  95413. */
  95414. clone(): FresnelParameters;
  95415. /**
  95416. * Serializes the current fresnel parameters to a JSON representation.
  95417. * @return the JSON serialization
  95418. */
  95419. serialize(): any;
  95420. /**
  95421. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  95422. * @param parsedFresnelParameters Define the JSON representation
  95423. * @returns the parsed parameters
  95424. */
  95425. static Parse(parsedFresnelParameters: any): FresnelParameters;
  95426. }
  95427. }
  95428. declare module BABYLON {
  95429. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  95430. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95431. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95432. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95433. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95434. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95435. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95436. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95437. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95438. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95439. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95440. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95441. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95442. /**
  95443. * Decorator used to define property that can be serialized as reference to a camera
  95444. * @param sourceName defines the name of the property to decorate
  95445. */
  95446. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95447. /**
  95448. * Class used to help serialization objects
  95449. */
  95450. export class SerializationHelper {
  95451. /** @hidden */
  95452. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  95453. /** @hidden */
  95454. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  95455. /** @hidden */
  95456. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  95457. /** @hidden */
  95458. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  95459. /**
  95460. * Appends the serialized animations from the source animations
  95461. * @param source Source containing the animations
  95462. * @param destination Target to store the animations
  95463. */
  95464. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  95465. /**
  95466. * Static function used to serialized a specific entity
  95467. * @param entity defines the entity to serialize
  95468. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  95469. * @returns a JSON compatible object representing the serialization of the entity
  95470. */
  95471. static Serialize<T>(entity: T, serializationObject?: any): any;
  95472. /**
  95473. * Creates a new entity from a serialization data object
  95474. * @param creationFunction defines a function used to instanciated the new entity
  95475. * @param source defines the source serialization data
  95476. * @param scene defines the hosting scene
  95477. * @param rootUrl defines the root url for resources
  95478. * @returns a new entity
  95479. */
  95480. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  95481. /**
  95482. * Clones an object
  95483. * @param creationFunction defines the function used to instanciate the new object
  95484. * @param source defines the source object
  95485. * @returns the cloned object
  95486. */
  95487. static Clone<T>(creationFunction: () => T, source: T): T;
  95488. /**
  95489. * Instanciates a new object based on a source one (some data will be shared between both object)
  95490. * @param creationFunction defines the function used to instanciate the new object
  95491. * @param source defines the source object
  95492. * @returns the new object
  95493. */
  95494. static Instanciate<T>(creationFunction: () => T, source: T): T;
  95495. }
  95496. }
  95497. declare module BABYLON {
  95498. /**
  95499. * Class used to manipulate GUIDs
  95500. */
  95501. export class GUID {
  95502. /**
  95503. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  95504. * Be aware Math.random() could cause collisions, but:
  95505. * "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"
  95506. * @returns a pseudo random id
  95507. */
  95508. static RandomId(): string;
  95509. }
  95510. }
  95511. declare module BABYLON {
  95512. /**
  95513. * Base class of all the textures in babylon.
  95514. * It groups all the common properties the materials, post process, lights... might need
  95515. * in order to make a correct use of the texture.
  95516. */
  95517. export class BaseTexture implements IAnimatable {
  95518. /**
  95519. * Default anisotropic filtering level for the application.
  95520. * It is set to 4 as a good tradeoff between perf and quality.
  95521. */
  95522. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  95523. /**
  95524. * Gets or sets the unique id of the texture
  95525. */
  95526. uniqueId: number;
  95527. /**
  95528. * Define the name of the texture.
  95529. */
  95530. name: string;
  95531. /**
  95532. * Gets or sets an object used to store user defined information.
  95533. */
  95534. metadata: any;
  95535. /**
  95536. * For internal use only. Please do not use.
  95537. */
  95538. reservedDataStore: any;
  95539. private _hasAlpha;
  95540. /**
  95541. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  95542. */
  95543. hasAlpha: boolean;
  95544. /**
  95545. * Defines if the alpha value should be determined via the rgb values.
  95546. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  95547. */
  95548. getAlphaFromRGB: boolean;
  95549. /**
  95550. * Intensity or strength of the texture.
  95551. * It is commonly used by materials to fine tune the intensity of the texture
  95552. */
  95553. level: number;
  95554. /**
  95555. * Define the UV chanel to use starting from 0 and defaulting to 0.
  95556. * This is part of the texture as textures usually maps to one uv set.
  95557. */
  95558. coordinatesIndex: number;
  95559. private _coordinatesMode;
  95560. /**
  95561. * How a texture is mapped.
  95562. *
  95563. * | Value | Type | Description |
  95564. * | ----- | ----------------------------------- | ----------- |
  95565. * | 0 | EXPLICIT_MODE | |
  95566. * | 1 | SPHERICAL_MODE | |
  95567. * | 2 | PLANAR_MODE | |
  95568. * | 3 | CUBIC_MODE | |
  95569. * | 4 | PROJECTION_MODE | |
  95570. * | 5 | SKYBOX_MODE | |
  95571. * | 6 | INVCUBIC_MODE | |
  95572. * | 7 | EQUIRECTANGULAR_MODE | |
  95573. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  95574. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  95575. */
  95576. coordinatesMode: number;
  95577. /**
  95578. * | Value | Type | Description |
  95579. * | ----- | ------------------ | ----------- |
  95580. * | 0 | CLAMP_ADDRESSMODE | |
  95581. * | 1 | WRAP_ADDRESSMODE | |
  95582. * | 2 | MIRROR_ADDRESSMODE | |
  95583. */
  95584. wrapU: number;
  95585. /**
  95586. * | Value | Type | Description |
  95587. * | ----- | ------------------ | ----------- |
  95588. * | 0 | CLAMP_ADDRESSMODE | |
  95589. * | 1 | WRAP_ADDRESSMODE | |
  95590. * | 2 | MIRROR_ADDRESSMODE | |
  95591. */
  95592. wrapV: number;
  95593. /**
  95594. * | Value | Type | Description |
  95595. * | ----- | ------------------ | ----------- |
  95596. * | 0 | CLAMP_ADDRESSMODE | |
  95597. * | 1 | WRAP_ADDRESSMODE | |
  95598. * | 2 | MIRROR_ADDRESSMODE | |
  95599. */
  95600. wrapR: number;
  95601. /**
  95602. * With compliant hardware and browser (supporting anisotropic filtering)
  95603. * this defines the level of anisotropic filtering in the texture.
  95604. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  95605. */
  95606. anisotropicFilteringLevel: number;
  95607. /**
  95608. * Define if the texture is a cube texture or if false a 2d texture.
  95609. */
  95610. isCube: boolean;
  95611. /**
  95612. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  95613. */
  95614. is3D: boolean;
  95615. /**
  95616. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  95617. * HDR texture are usually stored in linear space.
  95618. * This only impacts the PBR and Background materials
  95619. */
  95620. gammaSpace: boolean;
  95621. /**
  95622. * Gets or sets whether or not the texture contains RGBD data.
  95623. */
  95624. isRGBD: boolean;
  95625. /**
  95626. * Is Z inverted in the texture (useful in a cube texture).
  95627. */
  95628. invertZ: boolean;
  95629. /**
  95630. * Are mip maps generated for this texture or not.
  95631. */
  95632. readonly noMipmap: boolean;
  95633. /**
  95634. * @hidden
  95635. */
  95636. lodLevelInAlpha: boolean;
  95637. /**
  95638. * With prefiltered texture, defined the offset used during the prefiltering steps.
  95639. */
  95640. lodGenerationOffset: number;
  95641. /**
  95642. * With prefiltered texture, defined the scale used during the prefiltering steps.
  95643. */
  95644. lodGenerationScale: number;
  95645. /**
  95646. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  95647. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  95648. * average roughness values.
  95649. */
  95650. linearSpecularLOD: boolean;
  95651. /**
  95652. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  95653. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  95654. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  95655. */
  95656. irradianceTexture: Nullable<BaseTexture>;
  95657. /**
  95658. * Define if the texture is a render target.
  95659. */
  95660. isRenderTarget: boolean;
  95661. /**
  95662. * Define the unique id of the texture in the scene.
  95663. */
  95664. readonly uid: string;
  95665. /**
  95666. * Return a string representation of the texture.
  95667. * @returns the texture as a string
  95668. */
  95669. toString(): string;
  95670. /**
  95671. * Get the class name of the texture.
  95672. * @returns "BaseTexture"
  95673. */
  95674. getClassName(): string;
  95675. /**
  95676. * Define the list of animation attached to the texture.
  95677. */
  95678. animations: Animation[];
  95679. /**
  95680. * An event triggered when the texture is disposed.
  95681. */
  95682. onDisposeObservable: Observable<BaseTexture>;
  95683. private _onDisposeObserver;
  95684. /**
  95685. * Callback triggered when the texture has been disposed.
  95686. * Kept for back compatibility, you can use the onDisposeObservable instead.
  95687. */
  95688. onDispose: () => void;
  95689. /**
  95690. * Define the current state of the loading sequence when in delayed load mode.
  95691. */
  95692. delayLoadState: number;
  95693. private _scene;
  95694. /** @hidden */
  95695. _texture: Nullable<InternalTexture>;
  95696. private _uid;
  95697. /**
  95698. * Define if the texture is preventinga material to render or not.
  95699. * If not and the texture is not ready, the engine will use a default black texture instead.
  95700. */
  95701. readonly isBlocking: boolean;
  95702. /**
  95703. * Instantiates a new BaseTexture.
  95704. * Base class of all the textures in babylon.
  95705. * It groups all the common properties the materials, post process, lights... might need
  95706. * in order to make a correct use of the texture.
  95707. * @param scene Define the scene the texture blongs to
  95708. */
  95709. constructor(scene: Nullable<Scene>);
  95710. /**
  95711. * Get the scene the texture belongs to.
  95712. * @returns the scene or null if undefined
  95713. */
  95714. getScene(): Nullable<Scene>;
  95715. /**
  95716. * Get the texture transform matrix used to offset tile the texture for istance.
  95717. * @returns the transformation matrix
  95718. */
  95719. getTextureMatrix(): Matrix;
  95720. /**
  95721. * Get the texture reflection matrix used to rotate/transform the reflection.
  95722. * @returns the reflection matrix
  95723. */
  95724. getReflectionTextureMatrix(): Matrix;
  95725. /**
  95726. * Get the underlying lower level texture from Babylon.
  95727. * @returns the insternal texture
  95728. */
  95729. getInternalTexture(): Nullable<InternalTexture>;
  95730. /**
  95731. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  95732. * @returns true if ready or not blocking
  95733. */
  95734. isReadyOrNotBlocking(): boolean;
  95735. /**
  95736. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  95737. * @returns true if fully ready
  95738. */
  95739. isReady(): boolean;
  95740. private _cachedSize;
  95741. /**
  95742. * Get the size of the texture.
  95743. * @returns the texture size.
  95744. */
  95745. getSize(): ISize;
  95746. /**
  95747. * Get the base size of the texture.
  95748. * It can be different from the size if the texture has been resized for POT for instance
  95749. * @returns the base size
  95750. */
  95751. getBaseSize(): ISize;
  95752. /**
  95753. * Update the sampling mode of the texture.
  95754. * Default is Trilinear mode.
  95755. *
  95756. * | Value | Type | Description |
  95757. * | ----- | ------------------ | ----------- |
  95758. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  95759. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  95760. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  95761. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  95762. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  95763. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  95764. * | 7 | NEAREST_LINEAR | |
  95765. * | 8 | NEAREST_NEAREST | |
  95766. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  95767. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  95768. * | 11 | LINEAR_LINEAR | |
  95769. * | 12 | LINEAR_NEAREST | |
  95770. *
  95771. * > _mag_: magnification filter (close to the viewer)
  95772. * > _min_: minification filter (far from the viewer)
  95773. * > _mip_: filter used between mip map levels
  95774. *@param samplingMode Define the new sampling mode of the texture
  95775. */
  95776. updateSamplingMode(samplingMode: number): void;
  95777. /**
  95778. * Scales the texture if is `canRescale()`
  95779. * @param ratio the resize factor we want to use to rescale
  95780. */
  95781. scale(ratio: number): void;
  95782. /**
  95783. * Get if the texture can rescale.
  95784. */
  95785. readonly canRescale: boolean;
  95786. /** @hidden */
  95787. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  95788. /** @hidden */
  95789. _rebuild(): void;
  95790. /**
  95791. * Triggers the load sequence in delayed load mode.
  95792. */
  95793. delayLoad(): void;
  95794. /**
  95795. * Clones the texture.
  95796. * @returns the cloned texture
  95797. */
  95798. clone(): Nullable<BaseTexture>;
  95799. /**
  95800. * Get the texture underlying type (INT, FLOAT...)
  95801. */
  95802. readonly textureType: number;
  95803. /**
  95804. * Get the texture underlying format (RGB, RGBA...)
  95805. */
  95806. readonly textureFormat: number;
  95807. /**
  95808. * Indicates that textures need to be re-calculated for all materials
  95809. */
  95810. protected _markAllSubMeshesAsTexturesDirty(): void;
  95811. /**
  95812. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  95813. * This will returns an RGBA array buffer containing either in values (0-255) or
  95814. * float values (0-1) depending of the underlying buffer type.
  95815. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  95816. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  95817. * @param buffer defines a user defined buffer to fill with data (can be null)
  95818. * @returns The Array buffer containing the pixels data.
  95819. */
  95820. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  95821. /**
  95822. * Release and destroy the underlying lower level texture aka internalTexture.
  95823. */
  95824. releaseInternalTexture(): void;
  95825. /** @hidden */
  95826. readonly _lodTextureHigh: Nullable<BaseTexture>;
  95827. /** @hidden */
  95828. readonly _lodTextureMid: Nullable<BaseTexture>;
  95829. /** @hidden */
  95830. readonly _lodTextureLow: Nullable<BaseTexture>;
  95831. /**
  95832. * Dispose the texture and release its associated resources.
  95833. */
  95834. dispose(): void;
  95835. /**
  95836. * Serialize the texture into a JSON representation that can be parsed later on.
  95837. * @returns the JSON representation of the texture
  95838. */
  95839. serialize(): any;
  95840. /**
  95841. * Helper function to be called back once a list of texture contains only ready textures.
  95842. * @param textures Define the list of textures to wait for
  95843. * @param callback Define the callback triggered once the entire list will be ready
  95844. */
  95845. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  95846. }
  95847. }
  95848. declare module BABYLON {
  95849. /**
  95850. * Options to be used when creating an effect.
  95851. */
  95852. export interface IEffectCreationOptions {
  95853. /**
  95854. * Atrributes that will be used in the shader.
  95855. */
  95856. attributes: string[];
  95857. /**
  95858. * Uniform varible names that will be set in the shader.
  95859. */
  95860. uniformsNames: string[];
  95861. /**
  95862. * Uniform buffer varible names that will be set in the shader.
  95863. */
  95864. uniformBuffersNames: string[];
  95865. /**
  95866. * Sampler texture variable names that will be set in the shader.
  95867. */
  95868. samplers: string[];
  95869. /**
  95870. * Define statements that will be set in the shader.
  95871. */
  95872. defines: any;
  95873. /**
  95874. * Possible fallbacks for this effect to improve performance when needed.
  95875. */
  95876. fallbacks: Nullable<IEffectFallbacks>;
  95877. /**
  95878. * Callback that will be called when the shader is compiled.
  95879. */
  95880. onCompiled: Nullable<(effect: Effect) => void>;
  95881. /**
  95882. * Callback that will be called if an error occurs during shader compilation.
  95883. */
  95884. onError: Nullable<(effect: Effect, errors: string) => void>;
  95885. /**
  95886. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  95887. */
  95888. indexParameters?: any;
  95889. /**
  95890. * Max number of lights that can be used in the shader.
  95891. */
  95892. maxSimultaneousLights?: number;
  95893. /**
  95894. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  95895. */
  95896. transformFeedbackVaryings?: Nullable<string[]>;
  95897. }
  95898. /**
  95899. * Effect containing vertex and fragment shader that can be executed on an object.
  95900. */
  95901. export class Effect implements IDisposable {
  95902. /**
  95903. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  95904. */
  95905. static ShadersRepository: string;
  95906. /**
  95907. * Name of the effect.
  95908. */
  95909. name: any;
  95910. /**
  95911. * String container all the define statements that should be set on the shader.
  95912. */
  95913. defines: string;
  95914. /**
  95915. * Callback that will be called when the shader is compiled.
  95916. */
  95917. onCompiled: Nullable<(effect: Effect) => void>;
  95918. /**
  95919. * Callback that will be called if an error occurs during shader compilation.
  95920. */
  95921. onError: Nullable<(effect: Effect, errors: string) => void>;
  95922. /**
  95923. * Callback that will be called when effect is bound.
  95924. */
  95925. onBind: Nullable<(effect: Effect) => void>;
  95926. /**
  95927. * Unique ID of the effect.
  95928. */
  95929. uniqueId: number;
  95930. /**
  95931. * Observable that will be called when the shader is compiled.
  95932. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  95933. */
  95934. onCompileObservable: Observable<Effect>;
  95935. /**
  95936. * Observable that will be called if an error occurs during shader compilation.
  95937. */
  95938. onErrorObservable: Observable<Effect>;
  95939. /** @hidden */
  95940. _onBindObservable: Nullable<Observable<Effect>>;
  95941. /**
  95942. * Observable that will be called when effect is bound.
  95943. */
  95944. readonly onBindObservable: Observable<Effect>;
  95945. /** @hidden */
  95946. _bonesComputationForcedToCPU: boolean;
  95947. private static _uniqueIdSeed;
  95948. private _engine;
  95949. private _uniformBuffersNames;
  95950. private _uniformsNames;
  95951. private _samplerList;
  95952. private _samplers;
  95953. private _isReady;
  95954. private _compilationError;
  95955. private _allFallbacksProcessed;
  95956. private _attributesNames;
  95957. private _attributes;
  95958. private _uniforms;
  95959. /**
  95960. * Key for the effect.
  95961. * @hidden
  95962. */
  95963. _key: string;
  95964. private _indexParameters;
  95965. private _fallbacks;
  95966. private _vertexSourceCode;
  95967. private _fragmentSourceCode;
  95968. private _vertexSourceCodeOverride;
  95969. private _fragmentSourceCodeOverride;
  95970. private _transformFeedbackVaryings;
  95971. /**
  95972. * Compiled shader to webGL program.
  95973. * @hidden
  95974. */
  95975. _pipelineContext: Nullable<IPipelineContext>;
  95976. private _valueCache;
  95977. private static _baseCache;
  95978. /**
  95979. * Instantiates an effect.
  95980. * An effect can be used to create/manage/execute vertex and fragment shaders.
  95981. * @param baseName Name of the effect.
  95982. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  95983. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  95984. * @param samplers List of sampler variables that will be passed to the shader.
  95985. * @param engine Engine to be used to render the effect
  95986. * @param defines Define statements to be added to the shader.
  95987. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  95988. * @param onCompiled Callback that will be called when the shader is compiled.
  95989. * @param onError Callback that will be called if an error occurs during shader compilation.
  95990. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  95991. */
  95992. constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  95993. private _useFinalCode;
  95994. /**
  95995. * Unique key for this effect
  95996. */
  95997. readonly key: string;
  95998. /**
  95999. * If the effect has been compiled and prepared.
  96000. * @returns if the effect is compiled and prepared.
  96001. */
  96002. isReady(): boolean;
  96003. private _isReadyInternal;
  96004. /**
  96005. * The engine the effect was initialized with.
  96006. * @returns the engine.
  96007. */
  96008. getEngine(): Engine;
  96009. /**
  96010. * The pipeline context for this effect
  96011. * @returns the associated pipeline context
  96012. */
  96013. getPipelineContext(): Nullable<IPipelineContext>;
  96014. /**
  96015. * The set of names of attribute variables for the shader.
  96016. * @returns An array of attribute names.
  96017. */
  96018. getAttributesNames(): string[];
  96019. /**
  96020. * Returns the attribute at the given index.
  96021. * @param index The index of the attribute.
  96022. * @returns The location of the attribute.
  96023. */
  96024. getAttributeLocation(index: number): number;
  96025. /**
  96026. * Returns the attribute based on the name of the variable.
  96027. * @param name of the attribute to look up.
  96028. * @returns the attribute location.
  96029. */
  96030. getAttributeLocationByName(name: string): number;
  96031. /**
  96032. * The number of attributes.
  96033. * @returns the numnber of attributes.
  96034. */
  96035. getAttributesCount(): number;
  96036. /**
  96037. * Gets the index of a uniform variable.
  96038. * @param uniformName of the uniform to look up.
  96039. * @returns the index.
  96040. */
  96041. getUniformIndex(uniformName: string): number;
  96042. /**
  96043. * Returns the attribute based on the name of the variable.
  96044. * @param uniformName of the uniform to look up.
  96045. * @returns the location of the uniform.
  96046. */
  96047. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  96048. /**
  96049. * Returns an array of sampler variable names
  96050. * @returns The array of sampler variable neames.
  96051. */
  96052. getSamplers(): string[];
  96053. /**
  96054. * The error from the last compilation.
  96055. * @returns the error string.
  96056. */
  96057. getCompilationError(): string;
  96058. /**
  96059. * Gets a boolean indicating that all fallbacks were used during compilation
  96060. * @returns true if all fallbacks were used
  96061. */
  96062. allFallbacksProcessed(): boolean;
  96063. /**
  96064. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  96065. * @param func The callback to be used.
  96066. */
  96067. executeWhenCompiled(func: (effect: Effect) => void): void;
  96068. private _checkIsReady;
  96069. private _loadShader;
  96070. /**
  96071. * Recompiles the webGL program
  96072. * @param vertexSourceCode The source code for the vertex shader.
  96073. * @param fragmentSourceCode The source code for the fragment shader.
  96074. * @param onCompiled Callback called when completed.
  96075. * @param onError Callback called on error.
  96076. * @hidden
  96077. */
  96078. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  96079. /**
  96080. * Prepares the effect
  96081. * @hidden
  96082. */
  96083. _prepareEffect(): void;
  96084. private _processCompilationErrors;
  96085. /**
  96086. * Checks if the effect is supported. (Must be called after compilation)
  96087. */
  96088. readonly isSupported: boolean;
  96089. /**
  96090. * Binds a texture to the engine to be used as output of the shader.
  96091. * @param channel Name of the output variable.
  96092. * @param texture Texture to bind.
  96093. * @hidden
  96094. */
  96095. _bindTexture(channel: string, texture: InternalTexture): void;
  96096. /**
  96097. * Sets a texture on the engine to be used in the shader.
  96098. * @param channel Name of the sampler variable.
  96099. * @param texture Texture to set.
  96100. */
  96101. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  96102. /**
  96103. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  96104. * @param channel Name of the sampler variable.
  96105. * @param texture Texture to set.
  96106. */
  96107. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  96108. /**
  96109. * Sets an array of textures on the engine to be used in the shader.
  96110. * @param channel Name of the variable.
  96111. * @param textures Textures to set.
  96112. */
  96113. setTextureArray(channel: string, textures: BaseTexture[]): void;
  96114. /**
  96115. * 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)
  96116. * @param channel Name of the sampler variable.
  96117. * @param postProcess Post process to get the input texture from.
  96118. */
  96119. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  96120. /**
  96121. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  96122. * 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)
  96123. * @param channel Name of the sampler variable.
  96124. * @param postProcess Post process to get the output texture from.
  96125. */
  96126. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  96127. /** @hidden */
  96128. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  96129. /** @hidden */
  96130. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  96131. /** @hidden */
  96132. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  96133. /** @hidden */
  96134. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  96135. /**
  96136. * Binds a buffer to a uniform.
  96137. * @param buffer Buffer to bind.
  96138. * @param name Name of the uniform variable to bind to.
  96139. */
  96140. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  96141. /**
  96142. * Binds block to a uniform.
  96143. * @param blockName Name of the block to bind.
  96144. * @param index Index to bind.
  96145. */
  96146. bindUniformBlock(blockName: string, index: number): void;
  96147. /**
  96148. * Sets an interger value on a uniform variable.
  96149. * @param uniformName Name of the variable.
  96150. * @param value Value to be set.
  96151. * @returns this effect.
  96152. */
  96153. setInt(uniformName: string, value: number): Effect;
  96154. /**
  96155. * Sets an int array on a uniform variable.
  96156. * @param uniformName Name of the variable.
  96157. * @param array array to be set.
  96158. * @returns this effect.
  96159. */
  96160. setIntArray(uniformName: string, array: Int32Array): Effect;
  96161. /**
  96162. * 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)
  96163. * @param uniformName Name of the variable.
  96164. * @param array array to be set.
  96165. * @returns this effect.
  96166. */
  96167. setIntArray2(uniformName: string, array: Int32Array): Effect;
  96168. /**
  96169. * 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)
  96170. * @param uniformName Name of the variable.
  96171. * @param array array to be set.
  96172. * @returns this effect.
  96173. */
  96174. setIntArray3(uniformName: string, array: Int32Array): Effect;
  96175. /**
  96176. * 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)
  96177. * @param uniformName Name of the variable.
  96178. * @param array array to be set.
  96179. * @returns this effect.
  96180. */
  96181. setIntArray4(uniformName: string, array: Int32Array): Effect;
  96182. /**
  96183. * Sets an float array on a uniform variable.
  96184. * @param uniformName Name of the variable.
  96185. * @param array array to be set.
  96186. * @returns this effect.
  96187. */
  96188. setFloatArray(uniformName: string, array: Float32Array): Effect;
  96189. /**
  96190. * 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)
  96191. * @param uniformName Name of the variable.
  96192. * @param array array to be set.
  96193. * @returns this effect.
  96194. */
  96195. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  96196. /**
  96197. * 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)
  96198. * @param uniformName Name of the variable.
  96199. * @param array array to be set.
  96200. * @returns this effect.
  96201. */
  96202. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  96203. /**
  96204. * 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)
  96205. * @param uniformName Name of the variable.
  96206. * @param array array to be set.
  96207. * @returns this effect.
  96208. */
  96209. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  96210. /**
  96211. * Sets an array on a uniform variable.
  96212. * @param uniformName Name of the variable.
  96213. * @param array array to be set.
  96214. * @returns this effect.
  96215. */
  96216. setArray(uniformName: string, array: number[]): Effect;
  96217. /**
  96218. * 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)
  96219. * @param uniformName Name of the variable.
  96220. * @param array array to be set.
  96221. * @returns this effect.
  96222. */
  96223. setArray2(uniformName: string, array: number[]): Effect;
  96224. /**
  96225. * 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)
  96226. * @param uniformName Name of the variable.
  96227. * @param array array to be set.
  96228. * @returns this effect.
  96229. */
  96230. setArray3(uniformName: string, array: number[]): Effect;
  96231. /**
  96232. * 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)
  96233. * @param uniformName Name of the variable.
  96234. * @param array array to be set.
  96235. * @returns this effect.
  96236. */
  96237. setArray4(uniformName: string, array: number[]): Effect;
  96238. /**
  96239. * Sets matrices on a uniform variable.
  96240. * @param uniformName Name of the variable.
  96241. * @param matrices matrices to be set.
  96242. * @returns this effect.
  96243. */
  96244. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  96245. /**
  96246. * Sets matrix on a uniform variable.
  96247. * @param uniformName Name of the variable.
  96248. * @param matrix matrix to be set.
  96249. * @returns this effect.
  96250. */
  96251. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  96252. /**
  96253. * 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)
  96254. * @param uniformName Name of the variable.
  96255. * @param matrix matrix to be set.
  96256. * @returns this effect.
  96257. */
  96258. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  96259. /**
  96260. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  96261. * @param uniformName Name of the variable.
  96262. * @param matrix matrix to be set.
  96263. * @returns this effect.
  96264. */
  96265. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  96266. /**
  96267. * Sets a float on a uniform variable.
  96268. * @param uniformName Name of the variable.
  96269. * @param value value to be set.
  96270. * @returns this effect.
  96271. */
  96272. setFloat(uniformName: string, value: number): Effect;
  96273. /**
  96274. * Sets a boolean on a uniform variable.
  96275. * @param uniformName Name of the variable.
  96276. * @param bool value to be set.
  96277. * @returns this effect.
  96278. */
  96279. setBool(uniformName: string, bool: boolean): Effect;
  96280. /**
  96281. * Sets a Vector2 on a uniform variable.
  96282. * @param uniformName Name of the variable.
  96283. * @param vector2 vector2 to be set.
  96284. * @returns this effect.
  96285. */
  96286. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  96287. /**
  96288. * Sets a float2 on a uniform variable.
  96289. * @param uniformName Name of the variable.
  96290. * @param x First float in float2.
  96291. * @param y Second float in float2.
  96292. * @returns this effect.
  96293. */
  96294. setFloat2(uniformName: string, x: number, y: number): Effect;
  96295. /**
  96296. * Sets a Vector3 on a uniform variable.
  96297. * @param uniformName Name of the variable.
  96298. * @param vector3 Value to be set.
  96299. * @returns this effect.
  96300. */
  96301. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  96302. /**
  96303. * Sets a float3 on a uniform variable.
  96304. * @param uniformName Name of the variable.
  96305. * @param x First float in float3.
  96306. * @param y Second float in float3.
  96307. * @param z Third float in float3.
  96308. * @returns this effect.
  96309. */
  96310. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  96311. /**
  96312. * Sets a Vector4 on a uniform variable.
  96313. * @param uniformName Name of the variable.
  96314. * @param vector4 Value to be set.
  96315. * @returns this effect.
  96316. */
  96317. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  96318. /**
  96319. * Sets a float4 on a uniform variable.
  96320. * @param uniformName Name of the variable.
  96321. * @param x First float in float4.
  96322. * @param y Second float in float4.
  96323. * @param z Third float in float4.
  96324. * @param w Fourth float in float4.
  96325. * @returns this effect.
  96326. */
  96327. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  96328. /**
  96329. * Sets a Color3 on a uniform variable.
  96330. * @param uniformName Name of the variable.
  96331. * @param color3 Value to be set.
  96332. * @returns this effect.
  96333. */
  96334. setColor3(uniformName: string, color3: IColor3Like): Effect;
  96335. /**
  96336. * Sets a Color4 on a uniform variable.
  96337. * @param uniformName Name of the variable.
  96338. * @param color3 Value to be set.
  96339. * @param alpha Alpha value to be set.
  96340. * @returns this effect.
  96341. */
  96342. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  96343. /**
  96344. * Sets a Color4 on a uniform variable
  96345. * @param uniformName defines the name of the variable
  96346. * @param color4 defines the value to be set
  96347. * @returns this effect.
  96348. */
  96349. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  96350. /** Release all associated resources */
  96351. dispose(): void;
  96352. /**
  96353. * This function will add a new shader to the shader store
  96354. * @param name the name of the shader
  96355. * @param pixelShader optional pixel shader content
  96356. * @param vertexShader optional vertex shader content
  96357. */
  96358. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  96359. /**
  96360. * Store of each shader (The can be looked up using effect.key)
  96361. */
  96362. static ShadersStore: {
  96363. [key: string]: string;
  96364. };
  96365. /**
  96366. * Store of each included file for a shader (The can be looked up using effect.key)
  96367. */
  96368. static IncludesShadersStore: {
  96369. [key: string]: string;
  96370. };
  96371. /**
  96372. * Resets the cache of effects.
  96373. */
  96374. static ResetCache(): void;
  96375. }
  96376. }
  96377. declare module BABYLON {
  96378. /**
  96379. * Interface used to describe the capabilities of the engine relatively to the current browser
  96380. */
  96381. export interface EngineCapabilities {
  96382. /** Maximum textures units per fragment shader */
  96383. maxTexturesImageUnits: number;
  96384. /** Maximum texture units per vertex shader */
  96385. maxVertexTextureImageUnits: number;
  96386. /** Maximum textures units in the entire pipeline */
  96387. maxCombinedTexturesImageUnits: number;
  96388. /** Maximum texture size */
  96389. maxTextureSize: number;
  96390. /** Maximum cube texture size */
  96391. maxCubemapTextureSize: number;
  96392. /** Maximum render texture size */
  96393. maxRenderTextureSize: number;
  96394. /** Maximum number of vertex attributes */
  96395. maxVertexAttribs: number;
  96396. /** Maximum number of varyings */
  96397. maxVaryingVectors: number;
  96398. /** Maximum number of uniforms per vertex shader */
  96399. maxVertexUniformVectors: number;
  96400. /** Maximum number of uniforms per fragment shader */
  96401. maxFragmentUniformVectors: number;
  96402. /** Defines if standard derivates (dx/dy) are supported */
  96403. standardDerivatives: boolean;
  96404. /** Defines if s3tc texture compression is supported */
  96405. s3tc?: WEBGL_compressed_texture_s3tc;
  96406. /** Defines if pvrtc texture compression is supported */
  96407. pvrtc: any;
  96408. /** Defines if etc1 texture compression is supported */
  96409. etc1: any;
  96410. /** Defines if etc2 texture compression is supported */
  96411. etc2: any;
  96412. /** Defines if astc texture compression is supported */
  96413. astc: any;
  96414. /** Defines if float textures are supported */
  96415. textureFloat: boolean;
  96416. /** Defines if vertex array objects are supported */
  96417. vertexArrayObject: boolean;
  96418. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  96419. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  96420. /** Gets the maximum level of anisotropy supported */
  96421. maxAnisotropy: number;
  96422. /** Defines if instancing is supported */
  96423. instancedArrays: boolean;
  96424. /** Defines if 32 bits indices are supported */
  96425. uintIndices: boolean;
  96426. /** Defines if high precision shaders are supported */
  96427. highPrecisionShaderSupported: boolean;
  96428. /** Defines if depth reading in the fragment shader is supported */
  96429. fragmentDepthSupported: boolean;
  96430. /** Defines if float texture linear filtering is supported*/
  96431. textureFloatLinearFiltering: boolean;
  96432. /** Defines if rendering to float textures is supported */
  96433. textureFloatRender: boolean;
  96434. /** Defines if half float textures are supported*/
  96435. textureHalfFloat: boolean;
  96436. /** Defines if half float texture linear filtering is supported*/
  96437. textureHalfFloatLinearFiltering: boolean;
  96438. /** Defines if rendering to half float textures is supported */
  96439. textureHalfFloatRender: boolean;
  96440. /** Defines if textureLOD shader command is supported */
  96441. textureLOD: boolean;
  96442. /** Defines if draw buffers extension is supported */
  96443. drawBuffersExtension: boolean;
  96444. /** Defines if depth textures are supported */
  96445. depthTextureExtension: boolean;
  96446. /** Defines if float color buffer are supported */
  96447. colorBufferFloat: boolean;
  96448. /** Gets disjoint timer query extension (null if not supported) */
  96449. timerQuery?: EXT_disjoint_timer_query;
  96450. /** Defines if timestamp can be used with timer query */
  96451. canUseTimestampForTimerQuery: boolean;
  96452. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  96453. multiview?: any;
  96454. /** Function used to let the system compiles shaders in background */
  96455. parallelShaderCompile?: {
  96456. COMPLETION_STATUS_KHR: number;
  96457. };
  96458. /** Max number of texture samples for MSAA */
  96459. maxMSAASamples: number;
  96460. /** Defines if the blend min max extension is supported */
  96461. blendMinMax: boolean;
  96462. }
  96463. }
  96464. declare module BABYLON {
  96465. /**
  96466. * @hidden
  96467. **/
  96468. export class DepthCullingState {
  96469. private _isDepthTestDirty;
  96470. private _isDepthMaskDirty;
  96471. private _isDepthFuncDirty;
  96472. private _isCullFaceDirty;
  96473. private _isCullDirty;
  96474. private _isZOffsetDirty;
  96475. private _isFrontFaceDirty;
  96476. private _depthTest;
  96477. private _depthMask;
  96478. private _depthFunc;
  96479. private _cull;
  96480. private _cullFace;
  96481. private _zOffset;
  96482. private _frontFace;
  96483. /**
  96484. * Initializes the state.
  96485. */
  96486. constructor();
  96487. readonly isDirty: boolean;
  96488. zOffset: number;
  96489. cullFace: Nullable<number>;
  96490. cull: Nullable<boolean>;
  96491. depthFunc: Nullable<number>;
  96492. depthMask: boolean;
  96493. depthTest: boolean;
  96494. frontFace: Nullable<number>;
  96495. reset(): void;
  96496. apply(gl: WebGLRenderingContext): void;
  96497. }
  96498. }
  96499. declare module BABYLON {
  96500. /**
  96501. * @hidden
  96502. **/
  96503. export class StencilState {
  96504. /** 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 */
  96505. static readonly ALWAYS: number;
  96506. /** Passed to stencilOperation to specify that stencil value must be kept */
  96507. static readonly KEEP: number;
  96508. /** Passed to stencilOperation to specify that stencil value must be replaced */
  96509. static readonly REPLACE: number;
  96510. private _isStencilTestDirty;
  96511. private _isStencilMaskDirty;
  96512. private _isStencilFuncDirty;
  96513. private _isStencilOpDirty;
  96514. private _stencilTest;
  96515. private _stencilMask;
  96516. private _stencilFunc;
  96517. private _stencilFuncRef;
  96518. private _stencilFuncMask;
  96519. private _stencilOpStencilFail;
  96520. private _stencilOpDepthFail;
  96521. private _stencilOpStencilDepthPass;
  96522. readonly isDirty: boolean;
  96523. stencilFunc: number;
  96524. stencilFuncRef: number;
  96525. stencilFuncMask: number;
  96526. stencilOpStencilFail: number;
  96527. stencilOpDepthFail: number;
  96528. stencilOpStencilDepthPass: number;
  96529. stencilMask: number;
  96530. stencilTest: boolean;
  96531. constructor();
  96532. reset(): void;
  96533. apply(gl: WebGLRenderingContext): void;
  96534. }
  96535. }
  96536. declare module BABYLON {
  96537. /**
  96538. * @hidden
  96539. **/
  96540. export class AlphaState {
  96541. private _isAlphaBlendDirty;
  96542. private _isBlendFunctionParametersDirty;
  96543. private _isBlendEquationParametersDirty;
  96544. private _isBlendConstantsDirty;
  96545. private _alphaBlend;
  96546. private _blendFunctionParameters;
  96547. private _blendEquationParameters;
  96548. private _blendConstants;
  96549. /**
  96550. * Initializes the state.
  96551. */
  96552. constructor();
  96553. readonly isDirty: boolean;
  96554. alphaBlend: boolean;
  96555. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  96556. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  96557. setAlphaEquationParameters(rgb: number, alpha: number): void;
  96558. reset(): void;
  96559. apply(gl: WebGLRenderingContext): void;
  96560. }
  96561. }
  96562. declare module BABYLON {
  96563. /** @hidden */
  96564. export class WebGL2ShaderProcessor implements IShaderProcessor {
  96565. attributeProcessor(attribute: string): string;
  96566. varyingProcessor(varying: string, isFragment: boolean): string;
  96567. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  96568. }
  96569. }
  96570. declare module BABYLON {
  96571. /**
  96572. * Interface for attribute information associated with buffer instanciation
  96573. */
  96574. export interface InstancingAttributeInfo {
  96575. /**
  96576. * Index/offset of the attribute in the vertex shader
  96577. */
  96578. index: number;
  96579. /**
  96580. * size of the attribute, 1, 2, 3 or 4
  96581. */
  96582. attributeSize: number;
  96583. /**
  96584. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  96585. * default is FLOAT
  96586. */
  96587. attributeType: number;
  96588. /**
  96589. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  96590. */
  96591. normalized: boolean;
  96592. /**
  96593. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  96594. */
  96595. offset: number;
  96596. /**
  96597. * Name of the GLSL attribute, for debugging purpose only
  96598. */
  96599. attributeName: string;
  96600. }
  96601. }
  96602. declare module BABYLON {
  96603. interface ThinEngine {
  96604. /**
  96605. * Update a video texture
  96606. * @param texture defines the texture to update
  96607. * @param video defines the video element to use
  96608. * @param invertY defines if data must be stored with Y axis inverted
  96609. */
  96610. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  96611. }
  96612. }
  96613. declare module BABYLON {
  96614. /**
  96615. * Settings for finer control over video usage
  96616. */
  96617. export interface VideoTextureSettings {
  96618. /**
  96619. * Applies `autoplay` to video, if specified
  96620. */
  96621. autoPlay?: boolean;
  96622. /**
  96623. * Applies `loop` to video, if specified
  96624. */
  96625. loop?: boolean;
  96626. /**
  96627. * Automatically updates internal texture from video at every frame in the render loop
  96628. */
  96629. autoUpdateTexture: boolean;
  96630. /**
  96631. * Image src displayed during the video loading or until the user interacts with the video.
  96632. */
  96633. poster?: string;
  96634. }
  96635. /**
  96636. * If you want to display a video in your scene, this is the special texture for that.
  96637. * This special texture works similar to other textures, with the exception of a few parameters.
  96638. * @see https://doc.babylonjs.com/how_to/video_texture
  96639. */
  96640. export class VideoTexture extends Texture {
  96641. /**
  96642. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  96643. */
  96644. readonly autoUpdateTexture: boolean;
  96645. /**
  96646. * The video instance used by the texture internally
  96647. */
  96648. readonly video: HTMLVideoElement;
  96649. private _onUserActionRequestedObservable;
  96650. /**
  96651. * Event triggerd when a dom action is required by the user to play the video.
  96652. * This happens due to recent changes in browser policies preventing video to auto start.
  96653. */
  96654. readonly onUserActionRequestedObservable: Observable<Texture>;
  96655. private _generateMipMaps;
  96656. private _engine;
  96657. private _stillImageCaptured;
  96658. private _displayingPosterTexture;
  96659. private _settings;
  96660. private _createInternalTextureOnEvent;
  96661. private _frameId;
  96662. /**
  96663. * Creates a video texture.
  96664. * If you want to display a video in your scene, this is the special texture for that.
  96665. * This special texture works similar to other textures, with the exception of a few parameters.
  96666. * @see https://doc.babylonjs.com/how_to/video_texture
  96667. * @param name optional name, will detect from video source, if not defined
  96668. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  96669. * @param scene is obviously the current scene.
  96670. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  96671. * @param invertY is false by default but can be used to invert video on Y axis
  96672. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  96673. * @param settings allows finer control over video usage
  96674. */
  96675. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  96676. private _getName;
  96677. private _getVideo;
  96678. private _createInternalTexture;
  96679. private reset;
  96680. /**
  96681. * @hidden Internal method to initiate `update`.
  96682. */
  96683. _rebuild(): void;
  96684. /**
  96685. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  96686. */
  96687. update(): void;
  96688. /**
  96689. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  96690. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  96691. */
  96692. updateTexture(isVisible: boolean): void;
  96693. protected _updateInternalTexture: () => void;
  96694. /**
  96695. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  96696. * @param url New url.
  96697. */
  96698. updateURL(url: string): void;
  96699. /**
  96700. * Dispose the texture and release its associated resources.
  96701. */
  96702. dispose(): void;
  96703. /**
  96704. * Creates a video texture straight from a stream.
  96705. * @param scene Define the scene the texture should be created in
  96706. * @param stream Define the stream the texture should be created from
  96707. * @returns The created video texture as a promise
  96708. */
  96709. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  96710. /**
  96711. * Creates a video texture straight from your WebCam video feed.
  96712. * @param scene Define the scene the texture should be created in
  96713. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  96714. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  96715. * @returns The created video texture as a promise
  96716. */
  96717. static CreateFromWebCamAsync(scene: Scene, constraints: {
  96718. minWidth: number;
  96719. maxWidth: number;
  96720. minHeight: number;
  96721. maxHeight: number;
  96722. deviceId: string;
  96723. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  96724. /**
  96725. * Creates a video texture straight from your WebCam video feed.
  96726. * @param scene Define the scene the texture should be created in
  96727. * @param onReady Define a callback to triggered once the texture will be ready
  96728. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  96729. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  96730. */
  96731. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  96732. minWidth: number;
  96733. maxWidth: number;
  96734. minHeight: number;
  96735. maxHeight: number;
  96736. deviceId: string;
  96737. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  96738. }
  96739. }
  96740. declare module BABYLON {
  96741. /**
  96742. * Defines the interface used by objects working like Scene
  96743. * @hidden
  96744. */
  96745. interface ISceneLike {
  96746. _addPendingData(data: any): void;
  96747. _removePendingData(data: any): void;
  96748. offlineProvider: IOfflineProvider;
  96749. }
  96750. /** Interface defining initialization parameters for Engine class */
  96751. export interface EngineOptions extends WebGLContextAttributes {
  96752. /**
  96753. * Defines if the engine should no exceed a specified device ratio
  96754. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  96755. */
  96756. limitDeviceRatio?: number;
  96757. /**
  96758. * Defines if webvr should be enabled automatically
  96759. * @see http://doc.babylonjs.com/how_to/webvr_camera
  96760. */
  96761. autoEnableWebVR?: boolean;
  96762. /**
  96763. * Defines if webgl2 should be turned off even if supported
  96764. * @see http://doc.babylonjs.com/features/webgl2
  96765. */
  96766. disableWebGL2Support?: boolean;
  96767. /**
  96768. * Defines if webaudio should be initialized as well
  96769. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  96770. */
  96771. audioEngine?: boolean;
  96772. /**
  96773. * Defines if animations should run using a deterministic lock step
  96774. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96775. */
  96776. deterministicLockstep?: boolean;
  96777. /** Defines the maximum steps to use with deterministic lock step mode */
  96778. lockstepMaxSteps?: number;
  96779. /**
  96780. * Defines that engine should ignore context lost events
  96781. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  96782. */
  96783. doNotHandleContextLost?: boolean;
  96784. /**
  96785. * Defines that engine should ignore modifying touch action attribute and style
  96786. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  96787. */
  96788. doNotHandleTouchAction?: boolean;
  96789. /**
  96790. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  96791. */
  96792. useHighPrecisionFloats?: boolean;
  96793. }
  96794. /**
  96795. * The base engine class (root of all engines)
  96796. */
  96797. export class ThinEngine {
  96798. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  96799. static ExceptionList: ({
  96800. key: string;
  96801. capture: string;
  96802. captureConstraint: number;
  96803. targets: string[];
  96804. } | {
  96805. key: string;
  96806. capture: null;
  96807. captureConstraint: null;
  96808. targets: string[];
  96809. })[];
  96810. /** @hidden */
  96811. static _TextureLoaders: IInternalTextureLoader[];
  96812. /**
  96813. * Returns the current npm package of the sdk
  96814. */
  96815. static readonly NpmPackage: string;
  96816. /**
  96817. * Returns the current version of the framework
  96818. */
  96819. static readonly Version: string;
  96820. /**
  96821. * Returns a string describing the current engine
  96822. */
  96823. readonly description: string;
  96824. /**
  96825. * Gets or sets the epsilon value used by collision engine
  96826. */
  96827. static CollisionsEpsilon: number;
  96828. /**
  96829. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  96830. */
  96831. static ShadersRepository: string;
  96832. /** @hidden */
  96833. _shaderProcessor: IShaderProcessor;
  96834. /**
  96835. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  96836. */
  96837. forcePOTTextures: boolean;
  96838. /**
  96839. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  96840. */
  96841. isFullscreen: boolean;
  96842. /**
  96843. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  96844. */
  96845. cullBackFaces: boolean;
  96846. /**
  96847. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  96848. */
  96849. renderEvenInBackground: boolean;
  96850. /**
  96851. * Gets or sets a boolean indicating that cache can be kept between frames
  96852. */
  96853. preventCacheWipeBetweenFrames: boolean;
  96854. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  96855. validateShaderPrograms: boolean;
  96856. /**
  96857. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  96858. */
  96859. disableUniformBuffers: boolean;
  96860. /** @hidden */
  96861. _uniformBuffers: UniformBuffer[];
  96862. /**
  96863. * Gets a boolean indicating that the engine supports uniform buffers
  96864. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96865. */
  96866. readonly supportsUniformBuffers: boolean;
  96867. /** @hidden */
  96868. _gl: WebGLRenderingContext;
  96869. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  96870. protected _windowIsBackground: boolean;
  96871. protected _webGLVersion: number;
  96872. protected _creationOptions: EngineOptions;
  96873. protected _highPrecisionShadersAllowed: boolean;
  96874. /** @hidden */
  96875. readonly _shouldUseHighPrecisionShader: boolean;
  96876. /**
  96877. * Gets a boolean indicating that only power of 2 textures are supported
  96878. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  96879. */
  96880. readonly needPOTTextures: boolean;
  96881. /** @hidden */
  96882. _badOS: boolean;
  96883. /** @hidden */
  96884. _badDesktopOS: boolean;
  96885. private _hardwareScalingLevel;
  96886. /** @hidden */
  96887. _caps: EngineCapabilities;
  96888. private _isStencilEnable;
  96889. protected _colorWrite: boolean;
  96890. private _glVersion;
  96891. private _glRenderer;
  96892. private _glVendor;
  96893. /** @hidden */
  96894. _videoTextureSupported: boolean;
  96895. protected _renderingQueueLaunched: boolean;
  96896. protected _activeRenderLoops: (() => void)[];
  96897. /**
  96898. * Observable signaled when a context lost event is raised
  96899. */
  96900. onContextLostObservable: Observable<ThinEngine>;
  96901. /**
  96902. * Observable signaled when a context restored event is raised
  96903. */
  96904. onContextRestoredObservable: Observable<ThinEngine>;
  96905. private _onContextLost;
  96906. private _onContextRestored;
  96907. protected _contextWasLost: boolean;
  96908. /** @hidden */
  96909. _doNotHandleContextLost: boolean;
  96910. /**
  96911. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  96912. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  96913. */
  96914. doNotHandleContextLost: boolean;
  96915. /**
  96916. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  96917. */
  96918. disableVertexArrayObjects: boolean;
  96919. /** @hidden */
  96920. protected _depthCullingState: DepthCullingState;
  96921. /** @hidden */
  96922. protected _stencilState: StencilState;
  96923. /** @hidden */
  96924. protected _alphaState: AlphaState;
  96925. /** @hidden */
  96926. _internalTexturesCache: InternalTexture[];
  96927. /** @hidden */
  96928. protected _activeChannel: number;
  96929. private _currentTextureChannel;
  96930. /** @hidden */
  96931. protected _boundTexturesCache: {
  96932. [key: string]: Nullable<InternalTexture>;
  96933. };
  96934. /** @hidden */
  96935. protected _currentEffect: Nullable<Effect>;
  96936. /** @hidden */
  96937. protected _currentProgram: Nullable<WebGLProgram>;
  96938. private _compiledEffects;
  96939. private _vertexAttribArraysEnabled;
  96940. /** @hidden */
  96941. protected _cachedViewport: Nullable<IViewportLike>;
  96942. private _cachedVertexArrayObject;
  96943. /** @hidden */
  96944. protected _cachedVertexBuffers: any;
  96945. /** @hidden */
  96946. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  96947. /** @hidden */
  96948. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  96949. /** @hidden */
  96950. _currentRenderTarget: Nullable<InternalTexture>;
  96951. private _uintIndicesCurrentlySet;
  96952. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  96953. /** @hidden */
  96954. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  96955. private _currentBufferPointers;
  96956. private _currentInstanceLocations;
  96957. private _currentInstanceBuffers;
  96958. private _textureUnits;
  96959. /** @hidden */
  96960. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  96961. /** @hidden */
  96962. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  96963. /** @hidden */
  96964. _bindedRenderFunction: any;
  96965. private _vaoRecordInProgress;
  96966. private _mustWipeVertexAttributes;
  96967. private _emptyTexture;
  96968. private _emptyCubeTexture;
  96969. private _emptyTexture3D;
  96970. /** @hidden */
  96971. _frameHandler: number;
  96972. private _nextFreeTextureSlots;
  96973. private _maxSimultaneousTextures;
  96974. private _activeRequests;
  96975. protected _texturesSupported: string[];
  96976. /** @hidden */
  96977. _textureFormatInUse: Nullable<string>;
  96978. protected readonly _supportsHardwareTextureRescaling: boolean;
  96979. /**
  96980. * Gets the list of texture formats supported
  96981. */
  96982. readonly texturesSupported: Array<string>;
  96983. /**
  96984. * Gets the list of texture formats in use
  96985. */
  96986. readonly textureFormatInUse: Nullable<string>;
  96987. /**
  96988. * Gets the current viewport
  96989. */
  96990. readonly currentViewport: Nullable<IViewportLike>;
  96991. /**
  96992. * Gets the default empty texture
  96993. */
  96994. readonly emptyTexture: InternalTexture;
  96995. /**
  96996. * Gets the default empty 3D texture
  96997. */
  96998. readonly emptyTexture3D: InternalTexture;
  96999. /**
  97000. * Gets the default empty cube texture
  97001. */
  97002. readonly emptyCubeTexture: InternalTexture;
  97003. /**
  97004. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  97005. */
  97006. readonly premultipliedAlpha: boolean;
  97007. /**
  97008. * Observable event triggered before each texture is initialized
  97009. */
  97010. onBeforeTextureInitObservable: Observable<Texture>;
  97011. /**
  97012. * Creates a new engine
  97013. * @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
  97014. * @param antialias defines enable antialiasing (default: false)
  97015. * @param options defines further options to be sent to the getContext() function
  97016. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  97017. */
  97018. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  97019. private _rebuildInternalTextures;
  97020. private _rebuildEffects;
  97021. /**
  97022. * Gets a boolean indicating if all created effects are ready
  97023. * @returns true if all effects are ready
  97024. */
  97025. areAllEffectsReady(): boolean;
  97026. protected _rebuildBuffers(): void;
  97027. private _initGLContext;
  97028. /**
  97029. * Gets version of the current webGL context
  97030. */
  97031. readonly webGLVersion: number;
  97032. /**
  97033. * Gets a string idenfifying the name of the class
  97034. * @returns "Engine" string
  97035. */
  97036. getClassName(): string;
  97037. /**
  97038. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  97039. */
  97040. readonly isStencilEnable: boolean;
  97041. /** @hidden */
  97042. _prepareWorkingCanvas(): void;
  97043. /**
  97044. * Reset the texture cache to empty state
  97045. */
  97046. resetTextureCache(): void;
  97047. /**
  97048. * Gets an object containing information about the current webGL context
  97049. * @returns an object containing the vender, the renderer and the version of the current webGL context
  97050. */
  97051. getGlInfo(): {
  97052. vendor: string;
  97053. renderer: string;
  97054. version: string;
  97055. };
  97056. /**
  97057. * Defines the hardware scaling level.
  97058. * By default the hardware scaling level is computed from the window device ratio.
  97059. * 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.
  97060. * @param level defines the level to use
  97061. */
  97062. setHardwareScalingLevel(level: number): void;
  97063. /**
  97064. * Gets the current hardware scaling level.
  97065. * By default the hardware scaling level is computed from the window device ratio.
  97066. * 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.
  97067. * @returns a number indicating the current hardware scaling level
  97068. */
  97069. getHardwareScalingLevel(): number;
  97070. /**
  97071. * Gets the list of loaded textures
  97072. * @returns an array containing all loaded textures
  97073. */
  97074. getLoadedTexturesCache(): InternalTexture[];
  97075. /**
  97076. * Gets the object containing all engine capabilities
  97077. * @returns the EngineCapabilities object
  97078. */
  97079. getCaps(): EngineCapabilities;
  97080. /**
  97081. * stop executing a render loop function and remove it from the execution array
  97082. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  97083. */
  97084. stopRenderLoop(renderFunction?: () => void): void;
  97085. /** @hidden */
  97086. _renderLoop(): void;
  97087. /**
  97088. * Gets the HTML canvas attached with the current webGL context
  97089. * @returns a HTML canvas
  97090. */
  97091. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  97092. /**
  97093. * Gets host window
  97094. * @returns the host window object
  97095. */
  97096. getHostWindow(): Nullable<Window>;
  97097. /**
  97098. * Gets the current render width
  97099. * @param useScreen defines if screen size must be used (or the current render target if any)
  97100. * @returns a number defining the current render width
  97101. */
  97102. getRenderWidth(useScreen?: boolean): number;
  97103. /**
  97104. * Gets the current render height
  97105. * @param useScreen defines if screen size must be used (or the current render target if any)
  97106. * @returns a number defining the current render height
  97107. */
  97108. getRenderHeight(useScreen?: boolean): number;
  97109. /**
  97110. * Can be used to override the current requestAnimationFrame requester.
  97111. * @hidden
  97112. */
  97113. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  97114. /**
  97115. * Register and execute a render loop. The engine can have more than one render function
  97116. * @param renderFunction defines the function to continuously execute
  97117. */
  97118. runRenderLoop(renderFunction: () => void): void;
  97119. /**
  97120. * Clear the current render buffer or the current render target (if any is set up)
  97121. * @param color defines the color to use
  97122. * @param backBuffer defines if the back buffer must be cleared
  97123. * @param depth defines if the depth buffer must be cleared
  97124. * @param stencil defines if the stencil buffer must be cleared
  97125. */
  97126. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  97127. private _viewportCached;
  97128. /** @hidden */
  97129. _viewport(x: number, y: number, width: number, height: number): void;
  97130. /**
  97131. * Set the WebGL's viewport
  97132. * @param viewport defines the viewport element to be used
  97133. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  97134. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  97135. */
  97136. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  97137. /**
  97138. * Begin a new frame
  97139. */
  97140. beginFrame(): void;
  97141. /**
  97142. * Enf the current frame
  97143. */
  97144. endFrame(): void;
  97145. /**
  97146. * Resize the view according to the canvas' size
  97147. */
  97148. resize(): void;
  97149. /**
  97150. * Force a specific size of the canvas
  97151. * @param width defines the new canvas' width
  97152. * @param height defines the new canvas' height
  97153. */
  97154. setSize(width: number, height: number): void;
  97155. /**
  97156. * Binds the frame buffer to the specified texture.
  97157. * @param texture The texture to render to or null for the default canvas
  97158. * @param faceIndex The face of the texture to render to in case of cube texture
  97159. * @param requiredWidth The width of the target to render to
  97160. * @param requiredHeight The height of the target to render to
  97161. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  97162. * @param depthStencilTexture The depth stencil texture to use to render
  97163. * @param lodLevel defines le lod level to bind to the frame buffer
  97164. */
  97165. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  97166. /** @hidden */
  97167. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  97168. /**
  97169. * Unbind the current render target texture from the webGL context
  97170. * @param texture defines the render target texture to unbind
  97171. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  97172. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  97173. */
  97174. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  97175. /**
  97176. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  97177. */
  97178. flushFramebuffer(): void;
  97179. /**
  97180. * Unbind the current render target and bind the default framebuffer
  97181. */
  97182. restoreDefaultFramebuffer(): void;
  97183. /** @hidden */
  97184. protected _resetVertexBufferBinding(): void;
  97185. /**
  97186. * Creates a vertex buffer
  97187. * @param data the data for the vertex buffer
  97188. * @returns the new WebGL static buffer
  97189. */
  97190. createVertexBuffer(data: DataArray): DataBuffer;
  97191. private _createVertexBuffer;
  97192. /**
  97193. * Creates a dynamic vertex buffer
  97194. * @param data the data for the dynamic vertex buffer
  97195. * @returns the new WebGL dynamic buffer
  97196. */
  97197. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  97198. protected _resetIndexBufferBinding(): void;
  97199. /**
  97200. * Creates a new index buffer
  97201. * @param indices defines the content of the index buffer
  97202. * @param updatable defines if the index buffer must be updatable
  97203. * @returns a new webGL buffer
  97204. */
  97205. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  97206. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  97207. /**
  97208. * Bind a webGL buffer to the webGL context
  97209. * @param buffer defines the buffer to bind
  97210. */
  97211. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  97212. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  97213. private bindBuffer;
  97214. /**
  97215. * update the bound buffer with the given data
  97216. * @param data defines the data to update
  97217. */
  97218. updateArrayBuffer(data: Float32Array): void;
  97219. private _vertexAttribPointer;
  97220. private _bindIndexBufferWithCache;
  97221. private _bindVertexBuffersAttributes;
  97222. /**
  97223. * Records a vertex array object
  97224. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  97225. * @param vertexBuffers defines the list of vertex buffers to store
  97226. * @param indexBuffer defines the index buffer to store
  97227. * @param effect defines the effect to store
  97228. * @returns the new vertex array object
  97229. */
  97230. recordVertexArrayObject(vertexBuffers: {
  97231. [key: string]: VertexBuffer;
  97232. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  97233. /**
  97234. * Bind a specific vertex array object
  97235. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  97236. * @param vertexArrayObject defines the vertex array object to bind
  97237. * @param indexBuffer defines the index buffer to bind
  97238. */
  97239. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  97240. /**
  97241. * Bind webGl buffers directly to the webGL context
  97242. * @param vertexBuffer defines the vertex buffer to bind
  97243. * @param indexBuffer defines the index buffer to bind
  97244. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  97245. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  97246. * @param effect defines the effect associated with the vertex buffer
  97247. */
  97248. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  97249. private _unbindVertexArrayObject;
  97250. /**
  97251. * Bind a list of vertex buffers to the webGL context
  97252. * @param vertexBuffers defines the list of vertex buffers to bind
  97253. * @param indexBuffer defines the index buffer to bind
  97254. * @param effect defines the effect associated with the vertex buffers
  97255. */
  97256. bindBuffers(vertexBuffers: {
  97257. [key: string]: Nullable<VertexBuffer>;
  97258. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  97259. /**
  97260. * Unbind all instance attributes
  97261. */
  97262. unbindInstanceAttributes(): void;
  97263. /**
  97264. * Release and free the memory of a vertex array object
  97265. * @param vao defines the vertex array object to delete
  97266. */
  97267. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  97268. /** @hidden */
  97269. _releaseBuffer(buffer: DataBuffer): boolean;
  97270. protected _deleteBuffer(buffer: DataBuffer): void;
  97271. /**
  97272. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  97273. * @param instancesBuffer defines the webGL buffer to update and bind
  97274. * @param data defines the data to store in the buffer
  97275. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  97276. */
  97277. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  97278. /**
  97279. * Apply all cached states (depth, culling, stencil and alpha)
  97280. */
  97281. applyStates(): void;
  97282. /**
  97283. * Send a draw order
  97284. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  97285. * @param indexStart defines the starting index
  97286. * @param indexCount defines the number of index to draw
  97287. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97288. */
  97289. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  97290. /**
  97291. * Draw a list of points
  97292. * @param verticesStart defines the index of first vertex to draw
  97293. * @param verticesCount defines the count of vertices to draw
  97294. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97295. */
  97296. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  97297. /**
  97298. * Draw a list of unindexed primitives
  97299. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  97300. * @param verticesStart defines the index of first vertex to draw
  97301. * @param verticesCount defines the count of vertices to draw
  97302. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97303. */
  97304. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  97305. /**
  97306. * Draw a list of indexed primitives
  97307. * @param fillMode defines the primitive to use
  97308. * @param indexStart defines the starting index
  97309. * @param indexCount defines the number of index to draw
  97310. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97311. */
  97312. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  97313. /**
  97314. * Draw a list of unindexed primitives
  97315. * @param fillMode defines the primitive to use
  97316. * @param verticesStart defines the index of first vertex to draw
  97317. * @param verticesCount defines the count of vertices to draw
  97318. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97319. */
  97320. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  97321. private _drawMode;
  97322. /** @hidden */
  97323. protected _reportDrawCall(): void;
  97324. /** @hidden */
  97325. _releaseEffect(effect: Effect): void;
  97326. /** @hidden */
  97327. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  97328. /**
  97329. * Create a new effect (used to store vertex/fragment shaders)
  97330. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  97331. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  97332. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  97333. * @param samplers defines an array of string used to represent textures
  97334. * @param defines defines the string containing the defines to use to compile the shaders
  97335. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  97336. * @param onCompiled defines a function to call when the effect creation is successful
  97337. * @param onError defines a function to call when the effect creation has failed
  97338. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  97339. * @returns the new Effect
  97340. */
  97341. createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  97342. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  97343. private _compileShader;
  97344. private _compileRawShader;
  97345. /**
  97346. * Directly creates a webGL program
  97347. * @param pipelineContext defines the pipeline context to attach to
  97348. * @param vertexCode defines the vertex shader code to use
  97349. * @param fragmentCode defines the fragment shader code to use
  97350. * @param context defines the webGL context to use (if not set, the current one will be used)
  97351. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  97352. * @returns the new webGL program
  97353. */
  97354. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  97355. /**
  97356. * Creates a webGL program
  97357. * @param pipelineContext defines the pipeline context to attach to
  97358. * @param vertexCode defines the vertex shader code to use
  97359. * @param fragmentCode defines the fragment shader code to use
  97360. * @param defines defines the string containing the defines to use to compile the shaders
  97361. * @param context defines the webGL context to use (if not set, the current one will be used)
  97362. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  97363. * @returns the new webGL program
  97364. */
  97365. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  97366. /**
  97367. * Creates a new pipeline context
  97368. * @returns the new pipeline
  97369. */
  97370. createPipelineContext(): IPipelineContext;
  97371. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  97372. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  97373. /** @hidden */
  97374. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  97375. /** @hidden */
  97376. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  97377. /** @hidden */
  97378. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  97379. /**
  97380. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  97381. * @param pipelineContext defines the pipeline context to use
  97382. * @param uniformsNames defines the list of uniform names
  97383. * @returns an array of webGL uniform locations
  97384. */
  97385. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  97386. /**
  97387. * Gets the lsit of active attributes for a given webGL program
  97388. * @param pipelineContext defines the pipeline context to use
  97389. * @param attributesNames defines the list of attribute names to get
  97390. * @returns an array of indices indicating the offset of each attribute
  97391. */
  97392. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  97393. /**
  97394. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  97395. * @param effect defines the effect to activate
  97396. */
  97397. enableEffect(effect: Nullable<Effect>): void;
  97398. /**
  97399. * Set the value of an uniform to a number (int)
  97400. * @param uniform defines the webGL uniform location where to store the value
  97401. * @param value defines the int number to store
  97402. */
  97403. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  97404. /**
  97405. * Set the value of an uniform to an array of int32
  97406. * @param uniform defines the webGL uniform location where to store the value
  97407. * @param array defines the array of int32 to store
  97408. */
  97409. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97410. /**
  97411. * Set the value of an uniform to an array of int32 (stored as vec2)
  97412. * @param uniform defines the webGL uniform location where to store the value
  97413. * @param array defines the array of int32 to store
  97414. */
  97415. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97416. /**
  97417. * Set the value of an uniform to an array of int32 (stored as vec3)
  97418. * @param uniform defines the webGL uniform location where to store the value
  97419. * @param array defines the array of int32 to store
  97420. */
  97421. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97422. /**
  97423. * Set the value of an uniform to an array of int32 (stored as vec4)
  97424. * @param uniform defines the webGL uniform location where to store the value
  97425. * @param array defines the array of int32 to store
  97426. */
  97427. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97428. /**
  97429. * Set the value of an uniform to an array of number
  97430. * @param uniform defines the webGL uniform location where to store the value
  97431. * @param array defines the array of number to store
  97432. */
  97433. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97434. /**
  97435. * Set the value of an uniform to an array of number (stored as vec2)
  97436. * @param uniform defines the webGL uniform location where to store the value
  97437. * @param array defines the array of number to store
  97438. */
  97439. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97440. /**
  97441. * Set the value of an uniform to an array of number (stored as vec3)
  97442. * @param uniform defines the webGL uniform location where to store the value
  97443. * @param array defines the array of number to store
  97444. */
  97445. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97446. /**
  97447. * Set the value of an uniform to an array of number (stored as vec4)
  97448. * @param uniform defines the webGL uniform location where to store the value
  97449. * @param array defines the array of number to store
  97450. */
  97451. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97452. /**
  97453. * Set the value of an uniform to an array of float32 (stored as matrices)
  97454. * @param uniform defines the webGL uniform location where to store the value
  97455. * @param matrices defines the array of float32 to store
  97456. */
  97457. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  97458. /**
  97459. * Set the value of an uniform to a matrix (3x3)
  97460. * @param uniform defines the webGL uniform location where to store the value
  97461. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  97462. */
  97463. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  97464. /**
  97465. * Set the value of an uniform to a matrix (2x2)
  97466. * @param uniform defines the webGL uniform location where to store the value
  97467. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  97468. */
  97469. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  97470. /**
  97471. * Set the value of an uniform to a number (float)
  97472. * @param uniform defines the webGL uniform location where to store the value
  97473. * @param value defines the float number to store
  97474. */
  97475. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  97476. /**
  97477. * Set the value of an uniform to a vec2
  97478. * @param uniform defines the webGL uniform location where to store the value
  97479. * @param x defines the 1st component of the value
  97480. * @param y defines the 2nd component of the value
  97481. */
  97482. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  97483. /**
  97484. * Set the value of an uniform to a vec3
  97485. * @param uniform defines the webGL uniform location where to store the value
  97486. * @param x defines the 1st component of the value
  97487. * @param y defines the 2nd component of the value
  97488. * @param z defines the 3rd component of the value
  97489. */
  97490. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  97491. /**
  97492. * Set the value of an uniform to a vec4
  97493. * @param uniform defines the webGL uniform location where to store the value
  97494. * @param x defines the 1st component of the value
  97495. * @param y defines the 2nd component of the value
  97496. * @param z defines the 3rd component of the value
  97497. * @param w defines the 4th component of the value
  97498. */
  97499. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  97500. /**
  97501. * Gets the depth culling state manager
  97502. */
  97503. readonly depthCullingState: DepthCullingState;
  97504. /**
  97505. * Gets the alpha state manager
  97506. */
  97507. readonly alphaState: AlphaState;
  97508. /**
  97509. * Gets the stencil state manager
  97510. */
  97511. readonly stencilState: StencilState;
  97512. /**
  97513. * Clears the list of texture accessible through engine.
  97514. * This can help preventing texture load conflict due to name collision.
  97515. */
  97516. clearInternalTexturesCache(): void;
  97517. /**
  97518. * Force the entire cache to be cleared
  97519. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  97520. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  97521. */
  97522. wipeCaches(bruteForce?: boolean): void;
  97523. /** @hidden */
  97524. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  97525. min: number;
  97526. mag: number;
  97527. };
  97528. /** @hidden */
  97529. _createTexture(): WebGLTexture;
  97530. /**
  97531. * Usually called from Texture.ts.
  97532. * Passed information to create a WebGLTexture
  97533. * @param urlArg defines a value which contains one of the following:
  97534. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  97535. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  97536. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  97537. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  97538. * @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)
  97539. * @param scene needed for loading to the correct scene
  97540. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  97541. * @param onLoad optional callback to be called upon successful completion
  97542. * @param onError optional callback to be called upon failure
  97543. * @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
  97544. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  97545. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  97546. * @param forcedExtension defines the extension to use to pick the right loader
  97547. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  97548. * @param mimeType defines an optional mime type
  97549. * @returns a InternalTexture for assignment back into BABYLON.Texture
  97550. */
  97551. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>, mimeType?: string): InternalTexture;
  97552. /**
  97553. * @hidden
  97554. */
  97555. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  97556. /**
  97557. * Creates a raw texture
  97558. * @param data defines the data to store in the texture
  97559. * @param width defines the width of the texture
  97560. * @param height defines the height of the texture
  97561. * @param format defines the format of the data
  97562. * @param generateMipMaps defines if the engine should generate the mip levels
  97563. * @param invertY defines if data must be stored with Y axis inverted
  97564. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  97565. * @param compression defines the compression used (null by default)
  97566. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  97567. * @returns the raw texture inside an InternalTexture
  97568. */
  97569. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  97570. /**
  97571. * Creates a new raw cube texture
  97572. * @param data defines the array of data to use to create each face
  97573. * @param size defines the size of the textures
  97574. * @param format defines the format of the data
  97575. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  97576. * @param generateMipMaps defines if the engine should generate the mip levels
  97577. * @param invertY defines if data must be stored with Y axis inverted
  97578. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  97579. * @param compression defines the compression used (null by default)
  97580. * @returns the cube texture as an InternalTexture
  97581. */
  97582. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  97583. /**
  97584. * Creates a new raw 3D texture
  97585. * @param data defines the data used to create the texture
  97586. * @param width defines the width of the texture
  97587. * @param height defines the height of the texture
  97588. * @param depth defines the depth of the texture
  97589. * @param format defines the format of the texture
  97590. * @param generateMipMaps defines if the engine must generate mip levels
  97591. * @param invertY defines if data must be stored with Y axis inverted
  97592. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  97593. * @param compression defines the compressed used (can be null)
  97594. * @param textureType defines the compressed used (can be null)
  97595. * @returns a new raw 3D texture (stored in an InternalTexture)
  97596. */
  97597. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  97598. private _unpackFlipYCached;
  97599. /**
  97600. * In case you are sharing the context with other applications, it might
  97601. * be interested to not cache the unpack flip y state to ensure a consistent
  97602. * value would be set.
  97603. */
  97604. enableUnpackFlipYCached: boolean;
  97605. /** @hidden */
  97606. _unpackFlipY(value: boolean): void;
  97607. /** @hidden */
  97608. _getUnpackAlignement(): number;
  97609. /**
  97610. * Update the sampling mode of a given texture
  97611. * @param samplingMode defines the required sampling mode
  97612. * @param texture defines the texture to update
  97613. */
  97614. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  97615. /** @hidden */
  97616. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  97617. width: number;
  97618. height: number;
  97619. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  97620. /** @hidden */
  97621. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  97622. /** @hidden */
  97623. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  97624. /** @hidden */
  97625. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  97626. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  97627. private _prepareWebGLTexture;
  97628. /** @hidden */
  97629. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  97630. /** @hidden */
  97631. _releaseFramebufferObjects(texture: InternalTexture): void;
  97632. /** @hidden */
  97633. _releaseTexture(texture: InternalTexture): void;
  97634. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  97635. protected _setProgram(program: WebGLProgram): void;
  97636. protected _boundUniforms: {
  97637. [key: number]: WebGLUniformLocation;
  97638. };
  97639. /**
  97640. * Binds an effect to the webGL context
  97641. * @param effect defines the effect to bind
  97642. */
  97643. bindSamplers(effect: Effect): void;
  97644. private _activateCurrentTexture;
  97645. /** @hidden */
  97646. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  97647. /** @hidden */
  97648. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  97649. /**
  97650. * Unbind all textures from the webGL context
  97651. */
  97652. unbindAllTextures(): void;
  97653. /**
  97654. * Sets a texture to the according uniform.
  97655. * @param channel The texture channel
  97656. * @param uniform The uniform to set
  97657. * @param texture The texture to apply
  97658. */
  97659. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  97660. private _bindSamplerUniformToChannel;
  97661. private _getTextureWrapMode;
  97662. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  97663. /**
  97664. * Sets an array of texture to the webGL context
  97665. * @param channel defines the channel where the texture array must be set
  97666. * @param uniform defines the associated uniform location
  97667. * @param textures defines the array of textures to bind
  97668. */
  97669. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  97670. /** @hidden */
  97671. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  97672. private _setTextureParameterFloat;
  97673. private _setTextureParameterInteger;
  97674. /**
  97675. * Unbind all vertex attributes from the webGL context
  97676. */
  97677. unbindAllAttributes(): void;
  97678. /**
  97679. * 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
  97680. */
  97681. releaseEffects(): void;
  97682. /**
  97683. * Dispose and release all associated resources
  97684. */
  97685. dispose(): void;
  97686. /**
  97687. * Attach a new callback raised when context lost event is fired
  97688. * @param callback defines the callback to call
  97689. */
  97690. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97691. /**
  97692. * Attach a new callback raised when context restored event is fired
  97693. * @param callback defines the callback to call
  97694. */
  97695. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97696. /**
  97697. * Get the current error code of the webGL context
  97698. * @returns the error code
  97699. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  97700. */
  97701. getError(): number;
  97702. private _canRenderToFloatFramebuffer;
  97703. private _canRenderToHalfFloatFramebuffer;
  97704. private _canRenderToFramebuffer;
  97705. /** @hidden */
  97706. _getWebGLTextureType(type: number): number;
  97707. /** @hidden */
  97708. _getInternalFormat(format: number): number;
  97709. /** @hidden */
  97710. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  97711. /** @hidden */
  97712. _getRGBAMultiSampleBufferFormat(type: number): number;
  97713. /** @hidden */
  97714. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest;
  97715. /**
  97716. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  97717. * @returns true if the engine can be created
  97718. * @ignorenaming
  97719. */
  97720. static isSupported(): boolean;
  97721. /**
  97722. * Find the next highest power of two.
  97723. * @param x Number to start search from.
  97724. * @return Next highest power of two.
  97725. */
  97726. static CeilingPOT(x: number): number;
  97727. /**
  97728. * Find the next lowest power of two.
  97729. * @param x Number to start search from.
  97730. * @return Next lowest power of two.
  97731. */
  97732. static FloorPOT(x: number): number;
  97733. /**
  97734. * Find the nearest power of two.
  97735. * @param x Number to start search from.
  97736. * @return Next nearest power of two.
  97737. */
  97738. static NearestPOT(x: number): number;
  97739. /**
  97740. * Get the closest exponent of two
  97741. * @param value defines the value to approximate
  97742. * @param max defines the maximum value to return
  97743. * @param mode defines how to define the closest value
  97744. * @returns closest exponent of two of the given value
  97745. */
  97746. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  97747. /**
  97748. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  97749. * @param func - the function to be called
  97750. * @param requester - the object that will request the next frame. Falls back to window.
  97751. * @returns frame number
  97752. */
  97753. static QueueNewFrame(func: () => void, requester?: any): number;
  97754. }
  97755. }
  97756. declare module BABYLON {
  97757. /**
  97758. * Class representing spherical harmonics coefficients to the 3rd degree
  97759. */
  97760. export class SphericalHarmonics {
  97761. /**
  97762. * Defines whether or not the harmonics have been prescaled for rendering.
  97763. */
  97764. preScaled: boolean;
  97765. /**
  97766. * The l0,0 coefficients of the spherical harmonics
  97767. */
  97768. l00: Vector3;
  97769. /**
  97770. * The l1,-1 coefficients of the spherical harmonics
  97771. */
  97772. l1_1: Vector3;
  97773. /**
  97774. * The l1,0 coefficients of the spherical harmonics
  97775. */
  97776. l10: Vector3;
  97777. /**
  97778. * The l1,1 coefficients of the spherical harmonics
  97779. */
  97780. l11: Vector3;
  97781. /**
  97782. * The l2,-2 coefficients of the spherical harmonics
  97783. */
  97784. l2_2: Vector3;
  97785. /**
  97786. * The l2,-1 coefficients of the spherical harmonics
  97787. */
  97788. l2_1: Vector3;
  97789. /**
  97790. * The l2,0 coefficients of the spherical harmonics
  97791. */
  97792. l20: Vector3;
  97793. /**
  97794. * The l2,1 coefficients of the spherical harmonics
  97795. */
  97796. l21: Vector3;
  97797. /**
  97798. * The l2,2 coefficients of the spherical harmonics
  97799. */
  97800. l22: Vector3;
  97801. /**
  97802. * Adds a light to the spherical harmonics
  97803. * @param direction the direction of the light
  97804. * @param color the color of the light
  97805. * @param deltaSolidAngle the delta solid angle of the light
  97806. */
  97807. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  97808. /**
  97809. * Scales the spherical harmonics by the given amount
  97810. * @param scale the amount to scale
  97811. */
  97812. scaleInPlace(scale: number): void;
  97813. /**
  97814. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  97815. *
  97816. * ```
  97817. * E_lm = A_l * L_lm
  97818. * ```
  97819. *
  97820. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  97821. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  97822. * the scaling factors are given in equation 9.
  97823. */
  97824. convertIncidentRadianceToIrradiance(): void;
  97825. /**
  97826. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  97827. *
  97828. * ```
  97829. * L = (1/pi) * E * rho
  97830. * ```
  97831. *
  97832. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  97833. */
  97834. convertIrradianceToLambertianRadiance(): void;
  97835. /**
  97836. * Integrates the reconstruction coefficients directly in to the SH preventing further
  97837. * required operations at run time.
  97838. *
  97839. * This is simply done by scaling back the SH with Ylm constants parameter.
  97840. * The trigonometric part being applied by the shader at run time.
  97841. */
  97842. preScaleForRendering(): void;
  97843. /**
  97844. * Constructs a spherical harmonics from an array.
  97845. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  97846. * @returns the spherical harmonics
  97847. */
  97848. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  97849. /**
  97850. * Gets the spherical harmonics from polynomial
  97851. * @param polynomial the spherical polynomial
  97852. * @returns the spherical harmonics
  97853. */
  97854. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  97855. }
  97856. /**
  97857. * Class representing spherical polynomial coefficients to the 3rd degree
  97858. */
  97859. export class SphericalPolynomial {
  97860. private _harmonics;
  97861. /**
  97862. * The spherical harmonics used to create the polynomials.
  97863. */
  97864. readonly preScaledHarmonics: SphericalHarmonics;
  97865. /**
  97866. * The x coefficients of the spherical polynomial
  97867. */
  97868. x: Vector3;
  97869. /**
  97870. * The y coefficients of the spherical polynomial
  97871. */
  97872. y: Vector3;
  97873. /**
  97874. * The z coefficients of the spherical polynomial
  97875. */
  97876. z: Vector3;
  97877. /**
  97878. * The xx coefficients of the spherical polynomial
  97879. */
  97880. xx: Vector3;
  97881. /**
  97882. * The yy coefficients of the spherical polynomial
  97883. */
  97884. yy: Vector3;
  97885. /**
  97886. * The zz coefficients of the spherical polynomial
  97887. */
  97888. zz: Vector3;
  97889. /**
  97890. * The xy coefficients of the spherical polynomial
  97891. */
  97892. xy: Vector3;
  97893. /**
  97894. * The yz coefficients of the spherical polynomial
  97895. */
  97896. yz: Vector3;
  97897. /**
  97898. * The zx coefficients of the spherical polynomial
  97899. */
  97900. zx: Vector3;
  97901. /**
  97902. * Adds an ambient color to the spherical polynomial
  97903. * @param color the color to add
  97904. */
  97905. addAmbient(color: Color3): void;
  97906. /**
  97907. * Scales the spherical polynomial by the given amount
  97908. * @param scale the amount to scale
  97909. */
  97910. scaleInPlace(scale: number): void;
  97911. /**
  97912. * Gets the spherical polynomial from harmonics
  97913. * @param harmonics the spherical harmonics
  97914. * @returns the spherical polynomial
  97915. */
  97916. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  97917. /**
  97918. * Constructs a spherical polynomial from an array.
  97919. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  97920. * @returns the spherical polynomial
  97921. */
  97922. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  97923. }
  97924. }
  97925. declare module BABYLON {
  97926. /**
  97927. * Defines the source of the internal texture
  97928. */
  97929. export enum InternalTextureSource {
  97930. /**
  97931. * The source of the texture data is unknown
  97932. */
  97933. Unknown = 0,
  97934. /**
  97935. * Texture data comes from an URL
  97936. */
  97937. Url = 1,
  97938. /**
  97939. * Texture data is only used for temporary storage
  97940. */
  97941. Temp = 2,
  97942. /**
  97943. * Texture data comes from raw data (ArrayBuffer)
  97944. */
  97945. Raw = 3,
  97946. /**
  97947. * Texture content is dynamic (video or dynamic texture)
  97948. */
  97949. Dynamic = 4,
  97950. /**
  97951. * Texture content is generated by rendering to it
  97952. */
  97953. RenderTarget = 5,
  97954. /**
  97955. * Texture content is part of a multi render target process
  97956. */
  97957. MultiRenderTarget = 6,
  97958. /**
  97959. * Texture data comes from a cube data file
  97960. */
  97961. Cube = 7,
  97962. /**
  97963. * Texture data comes from a raw cube data
  97964. */
  97965. CubeRaw = 8,
  97966. /**
  97967. * Texture data come from a prefiltered cube data file
  97968. */
  97969. CubePrefiltered = 9,
  97970. /**
  97971. * Texture content is raw 3D data
  97972. */
  97973. Raw3D = 10,
  97974. /**
  97975. * Texture content is a depth texture
  97976. */
  97977. Depth = 11,
  97978. /**
  97979. * Texture data comes from a raw cube data encoded with RGBD
  97980. */
  97981. CubeRawRGBD = 12
  97982. }
  97983. /**
  97984. * Class used to store data associated with WebGL texture data for the engine
  97985. * This class should not be used directly
  97986. */
  97987. export class InternalTexture {
  97988. /** @hidden */
  97989. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  97990. /**
  97991. * Defines if the texture is ready
  97992. */
  97993. isReady: boolean;
  97994. /**
  97995. * Defines if the texture is a cube texture
  97996. */
  97997. isCube: boolean;
  97998. /**
  97999. * Defines if the texture contains 3D data
  98000. */
  98001. is3D: boolean;
  98002. /**
  98003. * Defines if the texture contains multiview data
  98004. */
  98005. isMultiview: boolean;
  98006. /**
  98007. * Gets the URL used to load this texture
  98008. */
  98009. url: string;
  98010. /**
  98011. * Gets the sampling mode of the texture
  98012. */
  98013. samplingMode: number;
  98014. /**
  98015. * Gets a boolean indicating if the texture needs mipmaps generation
  98016. */
  98017. generateMipMaps: boolean;
  98018. /**
  98019. * Gets the number of samples used by the texture (WebGL2+ only)
  98020. */
  98021. samples: number;
  98022. /**
  98023. * Gets the type of the texture (int, float...)
  98024. */
  98025. type: number;
  98026. /**
  98027. * Gets the format of the texture (RGB, RGBA...)
  98028. */
  98029. format: number;
  98030. /**
  98031. * Observable called when the texture is loaded
  98032. */
  98033. onLoadedObservable: Observable<InternalTexture>;
  98034. /**
  98035. * Gets the width of the texture
  98036. */
  98037. width: number;
  98038. /**
  98039. * Gets the height of the texture
  98040. */
  98041. height: number;
  98042. /**
  98043. * Gets the depth of the texture
  98044. */
  98045. depth: number;
  98046. /**
  98047. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  98048. */
  98049. baseWidth: number;
  98050. /**
  98051. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  98052. */
  98053. baseHeight: number;
  98054. /**
  98055. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  98056. */
  98057. baseDepth: number;
  98058. /**
  98059. * Gets a boolean indicating if the texture is inverted on Y axis
  98060. */
  98061. invertY: boolean;
  98062. /** @hidden */
  98063. _invertVScale: boolean;
  98064. /** @hidden */
  98065. _associatedChannel: number;
  98066. /** @hidden */
  98067. _source: InternalTextureSource;
  98068. /** @hidden */
  98069. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  98070. /** @hidden */
  98071. _bufferView: Nullable<ArrayBufferView>;
  98072. /** @hidden */
  98073. _bufferViewArray: Nullable<ArrayBufferView[]>;
  98074. /** @hidden */
  98075. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  98076. /** @hidden */
  98077. _size: number;
  98078. /** @hidden */
  98079. _extension: string;
  98080. /** @hidden */
  98081. _files: Nullable<string[]>;
  98082. /** @hidden */
  98083. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  98084. /** @hidden */
  98085. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  98086. /** @hidden */
  98087. _framebuffer: Nullable<WebGLFramebuffer>;
  98088. /** @hidden */
  98089. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  98090. /** @hidden */
  98091. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  98092. /** @hidden */
  98093. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  98094. /** @hidden */
  98095. _attachments: Nullable<number[]>;
  98096. /** @hidden */
  98097. _cachedCoordinatesMode: Nullable<number>;
  98098. /** @hidden */
  98099. _cachedWrapU: Nullable<number>;
  98100. /** @hidden */
  98101. _cachedWrapV: Nullable<number>;
  98102. /** @hidden */
  98103. _cachedWrapR: Nullable<number>;
  98104. /** @hidden */
  98105. _cachedAnisotropicFilteringLevel: Nullable<number>;
  98106. /** @hidden */
  98107. _isDisabled: boolean;
  98108. /** @hidden */
  98109. _compression: Nullable<string>;
  98110. /** @hidden */
  98111. _generateStencilBuffer: boolean;
  98112. /** @hidden */
  98113. _generateDepthBuffer: boolean;
  98114. /** @hidden */
  98115. _comparisonFunction: number;
  98116. /** @hidden */
  98117. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  98118. /** @hidden */
  98119. _lodGenerationScale: number;
  98120. /** @hidden */
  98121. _lodGenerationOffset: number;
  98122. /** @hidden */
  98123. _colorTextureArray: Nullable<WebGLTexture>;
  98124. /** @hidden */
  98125. _depthStencilTextureArray: Nullable<WebGLTexture>;
  98126. /** @hidden */
  98127. _lodTextureHigh: Nullable<BaseTexture>;
  98128. /** @hidden */
  98129. _lodTextureMid: Nullable<BaseTexture>;
  98130. /** @hidden */
  98131. _lodTextureLow: Nullable<BaseTexture>;
  98132. /** @hidden */
  98133. _isRGBD: boolean;
  98134. /** @hidden */
  98135. _linearSpecularLOD: boolean;
  98136. /** @hidden */
  98137. _irradianceTexture: Nullable<BaseTexture>;
  98138. /** @hidden */
  98139. _webGLTexture: Nullable<WebGLTexture>;
  98140. /** @hidden */
  98141. _references: number;
  98142. private _engine;
  98143. /**
  98144. * Gets the Engine the texture belongs to.
  98145. * @returns The babylon engine
  98146. */
  98147. getEngine(): ThinEngine;
  98148. /**
  98149. * Gets the data source type of the texture
  98150. */
  98151. readonly source: InternalTextureSource;
  98152. /**
  98153. * Creates a new InternalTexture
  98154. * @param engine defines the engine to use
  98155. * @param source defines the type of data that will be used
  98156. * @param delayAllocation if the texture allocation should be delayed (default: false)
  98157. */
  98158. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  98159. /**
  98160. * Increments the number of references (ie. the number of Texture that point to it)
  98161. */
  98162. incrementReferences(): void;
  98163. /**
  98164. * Change the size of the texture (not the size of the content)
  98165. * @param width defines the new width
  98166. * @param height defines the new height
  98167. * @param depth defines the new depth (1 by default)
  98168. */
  98169. updateSize(width: int, height: int, depth?: int): void;
  98170. /** @hidden */
  98171. _rebuild(): void;
  98172. /** @hidden */
  98173. _swapAndDie(target: InternalTexture): void;
  98174. /**
  98175. * Dispose the current allocated resources
  98176. */
  98177. dispose(): void;
  98178. }
  98179. }
  98180. declare module BABYLON {
  98181. /**
  98182. * Class used to work with sound analyzer using fast fourier transform (FFT)
  98183. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98184. */
  98185. export class Analyser {
  98186. /**
  98187. * Gets or sets the smoothing
  98188. * @ignorenaming
  98189. */
  98190. SMOOTHING: number;
  98191. /**
  98192. * Gets or sets the FFT table size
  98193. * @ignorenaming
  98194. */
  98195. FFT_SIZE: number;
  98196. /**
  98197. * Gets or sets the bar graph amplitude
  98198. * @ignorenaming
  98199. */
  98200. BARGRAPHAMPLITUDE: number;
  98201. /**
  98202. * Gets or sets the position of the debug canvas
  98203. * @ignorenaming
  98204. */
  98205. DEBUGCANVASPOS: {
  98206. x: number;
  98207. y: number;
  98208. };
  98209. /**
  98210. * Gets or sets the debug canvas size
  98211. * @ignorenaming
  98212. */
  98213. DEBUGCANVASSIZE: {
  98214. width: number;
  98215. height: number;
  98216. };
  98217. private _byteFreqs;
  98218. private _byteTime;
  98219. private _floatFreqs;
  98220. private _webAudioAnalyser;
  98221. private _debugCanvas;
  98222. private _debugCanvasContext;
  98223. private _scene;
  98224. private _registerFunc;
  98225. private _audioEngine;
  98226. /**
  98227. * Creates a new analyser
  98228. * @param scene defines hosting scene
  98229. */
  98230. constructor(scene: Scene);
  98231. /**
  98232. * Get the number of data values you will have to play with for the visualization
  98233. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  98234. * @returns a number
  98235. */
  98236. getFrequencyBinCount(): number;
  98237. /**
  98238. * Gets the current frequency data as a byte array
  98239. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  98240. * @returns a Uint8Array
  98241. */
  98242. getByteFrequencyData(): Uint8Array;
  98243. /**
  98244. * Gets the current waveform as a byte array
  98245. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  98246. * @returns a Uint8Array
  98247. */
  98248. getByteTimeDomainData(): Uint8Array;
  98249. /**
  98250. * Gets the current frequency data as a float array
  98251. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  98252. * @returns a Float32Array
  98253. */
  98254. getFloatFrequencyData(): Float32Array;
  98255. /**
  98256. * Renders the debug canvas
  98257. */
  98258. drawDebugCanvas(): void;
  98259. /**
  98260. * Stops rendering the debug canvas and removes it
  98261. */
  98262. stopDebugCanvas(): void;
  98263. /**
  98264. * Connects two audio nodes
  98265. * @param inputAudioNode defines first node to connect
  98266. * @param outputAudioNode defines second node to connect
  98267. */
  98268. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  98269. /**
  98270. * Releases all associated resources
  98271. */
  98272. dispose(): void;
  98273. }
  98274. }
  98275. declare module BABYLON {
  98276. /**
  98277. * This represents an audio engine and it is responsible
  98278. * to play, synchronize and analyse sounds throughout the application.
  98279. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98280. */
  98281. export interface IAudioEngine extends IDisposable {
  98282. /**
  98283. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  98284. */
  98285. readonly canUseWebAudio: boolean;
  98286. /**
  98287. * Gets the current AudioContext if available.
  98288. */
  98289. readonly audioContext: Nullable<AudioContext>;
  98290. /**
  98291. * The master gain node defines the global audio volume of your audio engine.
  98292. */
  98293. readonly masterGain: GainNode;
  98294. /**
  98295. * Gets whether or not mp3 are supported by your browser.
  98296. */
  98297. readonly isMP3supported: boolean;
  98298. /**
  98299. * Gets whether or not ogg are supported by your browser.
  98300. */
  98301. readonly isOGGsupported: boolean;
  98302. /**
  98303. * Defines if Babylon should emit a warning if WebAudio is not supported.
  98304. * @ignoreNaming
  98305. */
  98306. WarnedWebAudioUnsupported: boolean;
  98307. /**
  98308. * Defines if the audio engine relies on a custom unlocked button.
  98309. * In this case, the embedded button will not be displayed.
  98310. */
  98311. useCustomUnlockedButton: boolean;
  98312. /**
  98313. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  98314. */
  98315. readonly unlocked: boolean;
  98316. /**
  98317. * Event raised when audio has been unlocked on the browser.
  98318. */
  98319. onAudioUnlockedObservable: Observable<AudioEngine>;
  98320. /**
  98321. * Event raised when audio has been locked on the browser.
  98322. */
  98323. onAudioLockedObservable: Observable<AudioEngine>;
  98324. /**
  98325. * Flags the audio engine in Locked state.
  98326. * This happens due to new browser policies preventing audio to autoplay.
  98327. */
  98328. lock(): void;
  98329. /**
  98330. * Unlocks the audio engine once a user action has been done on the dom.
  98331. * This is helpful to resume play once browser policies have been satisfied.
  98332. */
  98333. unlock(): void;
  98334. }
  98335. /**
  98336. * This represents the default audio engine used in babylon.
  98337. * It is responsible to play, synchronize and analyse sounds throughout the application.
  98338. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98339. */
  98340. export class AudioEngine implements IAudioEngine {
  98341. private _audioContext;
  98342. private _audioContextInitialized;
  98343. private _muteButton;
  98344. private _hostElement;
  98345. /**
  98346. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  98347. */
  98348. canUseWebAudio: boolean;
  98349. /**
  98350. * The master gain node defines the global audio volume of your audio engine.
  98351. */
  98352. masterGain: GainNode;
  98353. /**
  98354. * Defines if Babylon should emit a warning if WebAudio is not supported.
  98355. * @ignoreNaming
  98356. */
  98357. WarnedWebAudioUnsupported: boolean;
  98358. /**
  98359. * Gets whether or not mp3 are supported by your browser.
  98360. */
  98361. isMP3supported: boolean;
  98362. /**
  98363. * Gets whether or not ogg are supported by your browser.
  98364. */
  98365. isOGGsupported: boolean;
  98366. /**
  98367. * Gets whether audio has been unlocked on the device.
  98368. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  98369. * a user interaction has happened.
  98370. */
  98371. unlocked: boolean;
  98372. /**
  98373. * Defines if the audio engine relies on a custom unlocked button.
  98374. * In this case, the embedded button will not be displayed.
  98375. */
  98376. useCustomUnlockedButton: boolean;
  98377. /**
  98378. * Event raised when audio has been unlocked on the browser.
  98379. */
  98380. onAudioUnlockedObservable: Observable<AudioEngine>;
  98381. /**
  98382. * Event raised when audio has been locked on the browser.
  98383. */
  98384. onAudioLockedObservable: Observable<AudioEngine>;
  98385. /**
  98386. * Gets the current AudioContext if available.
  98387. */
  98388. readonly audioContext: Nullable<AudioContext>;
  98389. private _connectedAnalyser;
  98390. /**
  98391. * Instantiates a new audio engine.
  98392. *
  98393. * There should be only one per page as some browsers restrict the number
  98394. * of audio contexts you can create.
  98395. * @param hostElement defines the host element where to display the mute icon if necessary
  98396. */
  98397. constructor(hostElement?: Nullable<HTMLElement>);
  98398. /**
  98399. * Flags the audio engine in Locked state.
  98400. * This happens due to new browser policies preventing audio to autoplay.
  98401. */
  98402. lock(): void;
  98403. /**
  98404. * Unlocks the audio engine once a user action has been done on the dom.
  98405. * This is helpful to resume play once browser policies have been satisfied.
  98406. */
  98407. unlock(): void;
  98408. private _resumeAudioContext;
  98409. private _initializeAudioContext;
  98410. private _tryToRun;
  98411. private _triggerRunningState;
  98412. private _triggerSuspendedState;
  98413. private _displayMuteButton;
  98414. private _moveButtonToTopLeft;
  98415. private _onResize;
  98416. private _hideMuteButton;
  98417. /**
  98418. * Destroy and release the resources associated with the audio ccontext.
  98419. */
  98420. dispose(): void;
  98421. /**
  98422. * Gets the global volume sets on the master gain.
  98423. * @returns the global volume if set or -1 otherwise
  98424. */
  98425. getGlobalVolume(): number;
  98426. /**
  98427. * Sets the global volume of your experience (sets on the master gain).
  98428. * @param newVolume Defines the new global volume of the application
  98429. */
  98430. setGlobalVolume(newVolume: number): void;
  98431. /**
  98432. * Connect the audio engine to an audio analyser allowing some amazing
  98433. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  98434. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  98435. * @param analyser The analyser to connect to the engine
  98436. */
  98437. connectToAnalyser(analyser: Analyser): void;
  98438. }
  98439. }
  98440. declare module BABYLON {
  98441. /**
  98442. * Interface used to present a loading screen while loading a scene
  98443. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  98444. */
  98445. export interface ILoadingScreen {
  98446. /**
  98447. * Function called to display the loading screen
  98448. */
  98449. displayLoadingUI: () => void;
  98450. /**
  98451. * Function called to hide the loading screen
  98452. */
  98453. hideLoadingUI: () => void;
  98454. /**
  98455. * Gets or sets the color to use for the background
  98456. */
  98457. loadingUIBackgroundColor: string;
  98458. /**
  98459. * Gets or sets the text to display while loading
  98460. */
  98461. loadingUIText: string;
  98462. }
  98463. /**
  98464. * Class used for the default loading screen
  98465. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  98466. */
  98467. export class DefaultLoadingScreen implements ILoadingScreen {
  98468. private _renderingCanvas;
  98469. private _loadingText;
  98470. private _loadingDivBackgroundColor;
  98471. private _loadingDiv;
  98472. private _loadingTextDiv;
  98473. /** Gets or sets the logo url to use for the default loading screen */
  98474. static DefaultLogoUrl: string;
  98475. /** Gets or sets the spinner url to use for the default loading screen */
  98476. static DefaultSpinnerUrl: string;
  98477. /**
  98478. * Creates a new default loading screen
  98479. * @param _renderingCanvas defines the canvas used to render the scene
  98480. * @param _loadingText defines the default text to display
  98481. * @param _loadingDivBackgroundColor defines the default background color
  98482. */
  98483. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  98484. /**
  98485. * Function called to display the loading screen
  98486. */
  98487. displayLoadingUI(): void;
  98488. /**
  98489. * Function called to hide the loading screen
  98490. */
  98491. hideLoadingUI(): void;
  98492. /**
  98493. * Gets or sets the text to display while loading
  98494. */
  98495. loadingUIText: string;
  98496. /**
  98497. * Gets or sets the color to use for the background
  98498. */
  98499. loadingUIBackgroundColor: string;
  98500. private _resizeLoadingUI;
  98501. }
  98502. }
  98503. declare module BABYLON {
  98504. /**
  98505. * Interface for any object that can request an animation frame
  98506. */
  98507. export interface ICustomAnimationFrameRequester {
  98508. /**
  98509. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  98510. */
  98511. renderFunction?: Function;
  98512. /**
  98513. * Called to request the next frame to render to
  98514. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  98515. */
  98516. requestAnimationFrame: Function;
  98517. /**
  98518. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  98519. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  98520. */
  98521. requestID?: number;
  98522. }
  98523. }
  98524. declare module BABYLON {
  98525. /**
  98526. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  98527. */
  98528. export class PerformanceMonitor {
  98529. private _enabled;
  98530. private _rollingFrameTime;
  98531. private _lastFrameTimeMs;
  98532. /**
  98533. * constructor
  98534. * @param frameSampleSize The number of samples required to saturate the sliding window
  98535. */
  98536. constructor(frameSampleSize?: number);
  98537. /**
  98538. * Samples current frame
  98539. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  98540. */
  98541. sampleFrame(timeMs?: number): void;
  98542. /**
  98543. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  98544. */
  98545. readonly averageFrameTime: number;
  98546. /**
  98547. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  98548. */
  98549. readonly averageFrameTimeVariance: number;
  98550. /**
  98551. * Returns the frame time of the most recent frame
  98552. */
  98553. readonly instantaneousFrameTime: number;
  98554. /**
  98555. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  98556. */
  98557. readonly averageFPS: number;
  98558. /**
  98559. * Returns the average framerate in frames per second using the most recent frame time
  98560. */
  98561. readonly instantaneousFPS: number;
  98562. /**
  98563. * Returns true if enough samples have been taken to completely fill the sliding window
  98564. */
  98565. readonly isSaturated: boolean;
  98566. /**
  98567. * Enables contributions to the sliding window sample set
  98568. */
  98569. enable(): void;
  98570. /**
  98571. * Disables contributions to the sliding window sample set
  98572. * Samples will not be interpolated over the disabled period
  98573. */
  98574. disable(): void;
  98575. /**
  98576. * Returns true if sampling is enabled
  98577. */
  98578. readonly isEnabled: boolean;
  98579. /**
  98580. * Resets performance monitor
  98581. */
  98582. reset(): void;
  98583. }
  98584. /**
  98585. * RollingAverage
  98586. *
  98587. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  98588. */
  98589. export class RollingAverage {
  98590. /**
  98591. * Current average
  98592. */
  98593. average: number;
  98594. /**
  98595. * Current variance
  98596. */
  98597. variance: number;
  98598. protected _samples: Array<number>;
  98599. protected _sampleCount: number;
  98600. protected _pos: number;
  98601. protected _m2: number;
  98602. /**
  98603. * constructor
  98604. * @param length The number of samples required to saturate the sliding window
  98605. */
  98606. constructor(length: number);
  98607. /**
  98608. * Adds a sample to the sample set
  98609. * @param v The sample value
  98610. */
  98611. add(v: number): void;
  98612. /**
  98613. * Returns previously added values or null if outside of history or outside the sliding window domain
  98614. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  98615. * @return Value previously recorded with add() or null if outside of range
  98616. */
  98617. history(i: number): number;
  98618. /**
  98619. * Returns true if enough samples have been taken to completely fill the sliding window
  98620. * @return true if sample-set saturated
  98621. */
  98622. isSaturated(): boolean;
  98623. /**
  98624. * Resets the rolling average (equivalent to 0 samples taken so far)
  98625. */
  98626. reset(): void;
  98627. /**
  98628. * Wraps a value around the sample range boundaries
  98629. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  98630. * @return Wrapped position in sample range
  98631. */
  98632. protected _wrapPosition(i: number): number;
  98633. }
  98634. }
  98635. declare module BABYLON {
  98636. /**
  98637. * This class is used to track a performance counter which is number based.
  98638. * The user has access to many properties which give statistics of different nature.
  98639. *
  98640. * The implementer can track two kinds of Performance Counter: time and count.
  98641. * 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.
  98642. * 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.
  98643. */
  98644. export class PerfCounter {
  98645. /**
  98646. * Gets or sets a global boolean to turn on and off all the counters
  98647. */
  98648. static Enabled: boolean;
  98649. /**
  98650. * Returns the smallest value ever
  98651. */
  98652. readonly min: number;
  98653. /**
  98654. * Returns the biggest value ever
  98655. */
  98656. readonly max: number;
  98657. /**
  98658. * Returns the average value since the performance counter is running
  98659. */
  98660. readonly average: number;
  98661. /**
  98662. * Returns the average value of the last second the counter was monitored
  98663. */
  98664. readonly lastSecAverage: number;
  98665. /**
  98666. * Returns the current value
  98667. */
  98668. readonly current: number;
  98669. /**
  98670. * Gets the accumulated total
  98671. */
  98672. readonly total: number;
  98673. /**
  98674. * Gets the total value count
  98675. */
  98676. readonly count: number;
  98677. /**
  98678. * Creates a new counter
  98679. */
  98680. constructor();
  98681. /**
  98682. * Call this method to start monitoring a new frame.
  98683. * 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.
  98684. */
  98685. fetchNewFrame(): void;
  98686. /**
  98687. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  98688. * @param newCount the count value to add to the monitored count
  98689. * @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.
  98690. */
  98691. addCount(newCount: number, fetchResult: boolean): void;
  98692. /**
  98693. * Start monitoring this performance counter
  98694. */
  98695. beginMonitoring(): void;
  98696. /**
  98697. * Compute the time lapsed since the previous beginMonitoring() call.
  98698. * @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
  98699. */
  98700. endMonitoring(newFrame?: boolean): void;
  98701. private _fetchResult;
  98702. private _startMonitoringTime;
  98703. private _min;
  98704. private _max;
  98705. private _average;
  98706. private _current;
  98707. private _totalValueCount;
  98708. private _totalAccumulated;
  98709. private _lastSecAverage;
  98710. private _lastSecAccumulated;
  98711. private _lastSecTime;
  98712. private _lastSecValueCount;
  98713. }
  98714. }
  98715. declare module BABYLON {
  98716. /**
  98717. * Defines the interface used by display changed events
  98718. */
  98719. export interface IDisplayChangedEventArgs {
  98720. /** Gets the vrDisplay object (if any) */
  98721. vrDisplay: Nullable<any>;
  98722. /** Gets a boolean indicating if webVR is supported */
  98723. vrSupported: boolean;
  98724. }
  98725. /**
  98726. * Defines the interface used by objects containing a viewport (like a camera)
  98727. */
  98728. interface IViewportOwnerLike {
  98729. /**
  98730. * Gets or sets the viewport
  98731. */
  98732. viewport: IViewportLike;
  98733. }
  98734. /**
  98735. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  98736. */
  98737. export class Engine extends ThinEngine {
  98738. /** Defines that alpha blending is disabled */
  98739. static readonly ALPHA_DISABLE: number;
  98740. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  98741. static readonly ALPHA_ADD: number;
  98742. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  98743. static readonly ALPHA_COMBINE: number;
  98744. /** Defines that alpha blending to DEST - SRC * DEST */
  98745. static readonly ALPHA_SUBTRACT: number;
  98746. /** Defines that alpha blending to SRC * DEST */
  98747. static readonly ALPHA_MULTIPLY: number;
  98748. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  98749. static readonly ALPHA_MAXIMIZED: number;
  98750. /** Defines that alpha blending to SRC + DEST */
  98751. static readonly ALPHA_ONEONE: number;
  98752. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  98753. static readonly ALPHA_PREMULTIPLIED: number;
  98754. /**
  98755. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  98756. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  98757. */
  98758. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  98759. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  98760. static readonly ALPHA_INTERPOLATE: number;
  98761. /**
  98762. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  98763. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  98764. */
  98765. static readonly ALPHA_SCREENMODE: number;
  98766. /** Defines that the ressource is not delayed*/
  98767. static readonly DELAYLOADSTATE_NONE: number;
  98768. /** Defines that the ressource was successfully delay loaded */
  98769. static readonly DELAYLOADSTATE_LOADED: number;
  98770. /** Defines that the ressource is currently delay loading */
  98771. static readonly DELAYLOADSTATE_LOADING: number;
  98772. /** Defines that the ressource is delayed and has not started loading */
  98773. static readonly DELAYLOADSTATE_NOTLOADED: number;
  98774. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  98775. static readonly NEVER: number;
  98776. /** 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 */
  98777. static readonly ALWAYS: number;
  98778. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  98779. static readonly LESS: number;
  98780. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  98781. static readonly EQUAL: number;
  98782. /** 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 */
  98783. static readonly LEQUAL: number;
  98784. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  98785. static readonly GREATER: number;
  98786. /** 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 */
  98787. static readonly GEQUAL: number;
  98788. /** 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 */
  98789. static readonly NOTEQUAL: number;
  98790. /** Passed to stencilOperation to specify that stencil value must be kept */
  98791. static readonly KEEP: number;
  98792. /** Passed to stencilOperation to specify that stencil value must be replaced */
  98793. static readonly REPLACE: number;
  98794. /** Passed to stencilOperation to specify that stencil value must be incremented */
  98795. static readonly INCR: number;
  98796. /** Passed to stencilOperation to specify that stencil value must be decremented */
  98797. static readonly DECR: number;
  98798. /** Passed to stencilOperation to specify that stencil value must be inverted */
  98799. static readonly INVERT: number;
  98800. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  98801. static readonly INCR_WRAP: number;
  98802. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  98803. static readonly DECR_WRAP: number;
  98804. /** Texture is not repeating outside of 0..1 UVs */
  98805. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  98806. /** Texture is repeating outside of 0..1 UVs */
  98807. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  98808. /** Texture is repeating and mirrored */
  98809. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  98810. /** ALPHA */
  98811. static readonly TEXTUREFORMAT_ALPHA: number;
  98812. /** LUMINANCE */
  98813. static readonly TEXTUREFORMAT_LUMINANCE: number;
  98814. /** LUMINANCE_ALPHA */
  98815. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  98816. /** RGB */
  98817. static readonly TEXTUREFORMAT_RGB: number;
  98818. /** RGBA */
  98819. static readonly TEXTUREFORMAT_RGBA: number;
  98820. /** RED */
  98821. static readonly TEXTUREFORMAT_RED: number;
  98822. /** RED (2nd reference) */
  98823. static readonly TEXTUREFORMAT_R: number;
  98824. /** RG */
  98825. static readonly TEXTUREFORMAT_RG: number;
  98826. /** RED_INTEGER */
  98827. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  98828. /** RED_INTEGER (2nd reference) */
  98829. static readonly TEXTUREFORMAT_R_INTEGER: number;
  98830. /** RG_INTEGER */
  98831. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  98832. /** RGB_INTEGER */
  98833. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  98834. /** RGBA_INTEGER */
  98835. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  98836. /** UNSIGNED_BYTE */
  98837. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  98838. /** UNSIGNED_BYTE (2nd reference) */
  98839. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  98840. /** FLOAT */
  98841. static readonly TEXTURETYPE_FLOAT: number;
  98842. /** HALF_FLOAT */
  98843. static readonly TEXTURETYPE_HALF_FLOAT: number;
  98844. /** BYTE */
  98845. static readonly TEXTURETYPE_BYTE: number;
  98846. /** SHORT */
  98847. static readonly TEXTURETYPE_SHORT: number;
  98848. /** UNSIGNED_SHORT */
  98849. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  98850. /** INT */
  98851. static readonly TEXTURETYPE_INT: number;
  98852. /** UNSIGNED_INT */
  98853. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  98854. /** UNSIGNED_SHORT_4_4_4_4 */
  98855. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  98856. /** UNSIGNED_SHORT_5_5_5_1 */
  98857. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  98858. /** UNSIGNED_SHORT_5_6_5 */
  98859. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  98860. /** UNSIGNED_INT_2_10_10_10_REV */
  98861. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  98862. /** UNSIGNED_INT_24_8 */
  98863. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  98864. /** UNSIGNED_INT_10F_11F_11F_REV */
  98865. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  98866. /** UNSIGNED_INT_5_9_9_9_REV */
  98867. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  98868. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  98869. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  98870. /** nearest is mag = nearest and min = nearest and mip = linear */
  98871. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  98872. /** Bilinear is mag = linear and min = linear and mip = nearest */
  98873. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  98874. /** Trilinear is mag = linear and min = linear and mip = linear */
  98875. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  98876. /** nearest is mag = nearest and min = nearest and mip = linear */
  98877. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  98878. /** Bilinear is mag = linear and min = linear and mip = nearest */
  98879. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  98880. /** Trilinear is mag = linear and min = linear and mip = linear */
  98881. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  98882. /** mag = nearest and min = nearest and mip = nearest */
  98883. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  98884. /** mag = nearest and min = linear and mip = nearest */
  98885. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  98886. /** mag = nearest and min = linear and mip = linear */
  98887. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  98888. /** mag = nearest and min = linear and mip = none */
  98889. static readonly TEXTURE_NEAREST_LINEAR: number;
  98890. /** mag = nearest and min = nearest and mip = none */
  98891. static readonly TEXTURE_NEAREST_NEAREST: number;
  98892. /** mag = linear and min = nearest and mip = nearest */
  98893. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  98894. /** mag = linear and min = nearest and mip = linear */
  98895. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  98896. /** mag = linear and min = linear and mip = none */
  98897. static readonly TEXTURE_LINEAR_LINEAR: number;
  98898. /** mag = linear and min = nearest and mip = none */
  98899. static readonly TEXTURE_LINEAR_NEAREST: number;
  98900. /** Explicit coordinates mode */
  98901. static readonly TEXTURE_EXPLICIT_MODE: number;
  98902. /** Spherical coordinates mode */
  98903. static readonly TEXTURE_SPHERICAL_MODE: number;
  98904. /** Planar coordinates mode */
  98905. static readonly TEXTURE_PLANAR_MODE: number;
  98906. /** Cubic coordinates mode */
  98907. static readonly TEXTURE_CUBIC_MODE: number;
  98908. /** Projection coordinates mode */
  98909. static readonly TEXTURE_PROJECTION_MODE: number;
  98910. /** Skybox coordinates mode */
  98911. static readonly TEXTURE_SKYBOX_MODE: number;
  98912. /** Inverse Cubic coordinates mode */
  98913. static readonly TEXTURE_INVCUBIC_MODE: number;
  98914. /** Equirectangular coordinates mode */
  98915. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  98916. /** Equirectangular Fixed coordinates mode */
  98917. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  98918. /** Equirectangular Fixed Mirrored coordinates mode */
  98919. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  98920. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  98921. static readonly SCALEMODE_FLOOR: number;
  98922. /** Defines that texture rescaling will look for the nearest power of 2 size */
  98923. static readonly SCALEMODE_NEAREST: number;
  98924. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  98925. static readonly SCALEMODE_CEILING: number;
  98926. /**
  98927. * Returns the current npm package of the sdk
  98928. */
  98929. static readonly NpmPackage: string;
  98930. /**
  98931. * Returns the current version of the framework
  98932. */
  98933. static readonly Version: string;
  98934. /** Gets the list of created engines */
  98935. static readonly Instances: Engine[];
  98936. /**
  98937. * Gets the latest created engine
  98938. */
  98939. static readonly LastCreatedEngine: Nullable<Engine>;
  98940. /**
  98941. * Gets the latest created scene
  98942. */
  98943. static readonly LastCreatedScene: Nullable<Scene>;
  98944. /**
  98945. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  98946. * @param flag defines which part of the materials must be marked as dirty
  98947. * @param predicate defines a predicate used to filter which materials should be affected
  98948. */
  98949. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  98950. /**
  98951. * Method called to create the default loading screen.
  98952. * This can be overriden in your own app.
  98953. * @param canvas The rendering canvas element
  98954. * @returns The loading screen
  98955. */
  98956. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  98957. /**
  98958. * Method called to create the default rescale post process on each engine.
  98959. */
  98960. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  98961. /**
  98962. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  98963. **/
  98964. enableOfflineSupport: boolean;
  98965. /**
  98966. * 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)
  98967. **/
  98968. disableManifestCheck: boolean;
  98969. /**
  98970. * Gets the list of created scenes
  98971. */
  98972. scenes: Scene[];
  98973. /**
  98974. * Event raised when a new scene is created
  98975. */
  98976. onNewSceneAddedObservable: Observable<Scene>;
  98977. /**
  98978. * Gets the list of created postprocesses
  98979. */
  98980. postProcesses: PostProcess[];
  98981. /**
  98982. * Gets a boolean indicating if the pointer is currently locked
  98983. */
  98984. isPointerLock: boolean;
  98985. /**
  98986. * Observable event triggered each time the rendering canvas is resized
  98987. */
  98988. onResizeObservable: Observable<Engine>;
  98989. /**
  98990. * Observable event triggered each time the canvas loses focus
  98991. */
  98992. onCanvasBlurObservable: Observable<Engine>;
  98993. /**
  98994. * Observable event triggered each time the canvas gains focus
  98995. */
  98996. onCanvasFocusObservable: Observable<Engine>;
  98997. /**
  98998. * Observable event triggered each time the canvas receives pointerout event
  98999. */
  99000. onCanvasPointerOutObservable: Observable<PointerEvent>;
  99001. /**
  99002. * Observable raised when the engine begins a new frame
  99003. */
  99004. onBeginFrameObservable: Observable<Engine>;
  99005. /**
  99006. * If set, will be used to request the next animation frame for the render loop
  99007. */
  99008. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  99009. /**
  99010. * Observable raised when the engine ends the current frame
  99011. */
  99012. onEndFrameObservable: Observable<Engine>;
  99013. /**
  99014. * Observable raised when the engine is about to compile a shader
  99015. */
  99016. onBeforeShaderCompilationObservable: Observable<Engine>;
  99017. /**
  99018. * Observable raised when the engine has jsut compiled a shader
  99019. */
  99020. onAfterShaderCompilationObservable: Observable<Engine>;
  99021. /**
  99022. * Gets the audio engine
  99023. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99024. * @ignorenaming
  99025. */
  99026. static audioEngine: IAudioEngine;
  99027. /**
  99028. * Default AudioEngine factory responsible of creating the Audio Engine.
  99029. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  99030. */
  99031. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  99032. /**
  99033. * Default offline support factory responsible of creating a tool used to store data locally.
  99034. * By default, this will create a Database object if the workload has been embedded.
  99035. */
  99036. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  99037. private _loadingScreen;
  99038. private _pointerLockRequested;
  99039. private _dummyFramebuffer;
  99040. private _rescalePostProcess;
  99041. /** @hidden */
  99042. protected _alphaMode: number;
  99043. /** @hidden */
  99044. protected _alphaEquation: number;
  99045. private _deterministicLockstep;
  99046. private _lockstepMaxSteps;
  99047. protected readonly _supportsHardwareTextureRescaling: boolean;
  99048. private _fps;
  99049. private _deltaTime;
  99050. /** @hidden */
  99051. _drawCalls: PerfCounter;
  99052. /**
  99053. * Turn this value on if you want to pause FPS computation when in background
  99054. */
  99055. disablePerformanceMonitorInBackground: boolean;
  99056. private _performanceMonitor;
  99057. /**
  99058. * Gets the performance monitor attached to this engine
  99059. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  99060. */
  99061. readonly performanceMonitor: PerformanceMonitor;
  99062. private _onFocus;
  99063. private _onBlur;
  99064. private _onCanvasPointerOut;
  99065. private _onCanvasBlur;
  99066. private _onCanvasFocus;
  99067. private _onFullscreenChange;
  99068. private _onPointerLockChange;
  99069. /**
  99070. * Creates a new engine
  99071. * @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
  99072. * @param antialias defines enable antialiasing (default: false)
  99073. * @param options defines further options to be sent to the getContext() function
  99074. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  99075. */
  99076. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  99077. /**
  99078. * Gets current aspect ratio
  99079. * @param viewportOwner defines the camera to use to get the aspect ratio
  99080. * @param useScreen defines if screen size must be used (or the current render target if any)
  99081. * @returns a number defining the aspect ratio
  99082. */
  99083. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  99084. /**
  99085. * Gets current screen aspect ratio
  99086. * @returns a number defining the aspect ratio
  99087. */
  99088. getScreenAspectRatio(): number;
  99089. /**
  99090. * Gets host document
  99091. * @returns the host document object
  99092. */
  99093. getHostDocument(): Document;
  99094. /**
  99095. * Gets the client rect of the HTML canvas attached with the current webGL context
  99096. * @returns a client rectanglee
  99097. */
  99098. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  99099. /**
  99100. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  99101. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  99102. * @returns true if engine is in deterministic lock step mode
  99103. */
  99104. isDeterministicLockStep(): boolean;
  99105. /**
  99106. * Gets the max steps when engine is running in deterministic lock step
  99107. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  99108. * @returns the max steps
  99109. */
  99110. getLockstepMaxSteps(): number;
  99111. /**
  99112. * Force the mipmap generation for the given render target texture
  99113. * @param texture defines the render target texture to use
  99114. */
  99115. generateMipMapsForCubemap(texture: InternalTexture): void;
  99116. /** States */
  99117. /**
  99118. * Set various states to the webGL context
  99119. * @param culling defines backface culling state
  99120. * @param zOffset defines the value to apply to zOffset (0 by default)
  99121. * @param force defines if states must be applied even if cache is up to date
  99122. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  99123. */
  99124. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  99125. /**
  99126. * Set the z offset to apply to current rendering
  99127. * @param value defines the offset to apply
  99128. */
  99129. setZOffset(value: number): void;
  99130. /**
  99131. * Gets the current value of the zOffset
  99132. * @returns the current zOffset state
  99133. */
  99134. getZOffset(): number;
  99135. /**
  99136. * Enable or disable depth buffering
  99137. * @param enable defines the state to set
  99138. */
  99139. setDepthBuffer(enable: boolean): void;
  99140. /**
  99141. * Gets a boolean indicating if depth writing is enabled
  99142. * @returns the current depth writing state
  99143. */
  99144. getDepthWrite(): boolean;
  99145. /**
  99146. * Enable or disable depth writing
  99147. * @param enable defines the state to set
  99148. */
  99149. setDepthWrite(enable: boolean): void;
  99150. /**
  99151. * Enable or disable color writing
  99152. * @param enable defines the state to set
  99153. */
  99154. setColorWrite(enable: boolean): void;
  99155. /**
  99156. * Gets a boolean indicating if color writing is enabled
  99157. * @returns the current color writing state
  99158. */
  99159. getColorWrite(): boolean;
  99160. /**
  99161. * Sets alpha constants used by some alpha blending modes
  99162. * @param r defines the red component
  99163. * @param g defines the green component
  99164. * @param b defines the blue component
  99165. * @param a defines the alpha component
  99166. */
  99167. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  99168. /**
  99169. * Sets the current alpha mode
  99170. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  99171. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  99172. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  99173. */
  99174. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  99175. /**
  99176. * Gets the current alpha mode
  99177. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  99178. * @returns the current alpha mode
  99179. */
  99180. getAlphaMode(): number;
  99181. /**
  99182. * Sets the current alpha equation
  99183. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  99184. */
  99185. setAlphaEquation(equation: number): void;
  99186. /**
  99187. * Gets the current alpha equation.
  99188. * @returns the current alpha equation
  99189. */
  99190. getAlphaEquation(): number;
  99191. /**
  99192. * Gets a boolean indicating if stencil buffer is enabled
  99193. * @returns the current stencil buffer state
  99194. */
  99195. getStencilBuffer(): boolean;
  99196. /**
  99197. * Enable or disable the stencil buffer
  99198. * @param enable defines if the stencil buffer must be enabled or disabled
  99199. */
  99200. setStencilBuffer(enable: boolean): void;
  99201. /**
  99202. * Gets the current stencil mask
  99203. * @returns a number defining the new stencil mask to use
  99204. */
  99205. getStencilMask(): number;
  99206. /**
  99207. * Sets the current stencil mask
  99208. * @param mask defines the new stencil mask to use
  99209. */
  99210. setStencilMask(mask: number): void;
  99211. /**
  99212. * Gets the current stencil function
  99213. * @returns a number defining the stencil function to use
  99214. */
  99215. getStencilFunction(): number;
  99216. /**
  99217. * Gets the current stencil reference value
  99218. * @returns a number defining the stencil reference value to use
  99219. */
  99220. getStencilFunctionReference(): number;
  99221. /**
  99222. * Gets the current stencil mask
  99223. * @returns a number defining the stencil mask to use
  99224. */
  99225. getStencilFunctionMask(): number;
  99226. /**
  99227. * Sets the current stencil function
  99228. * @param stencilFunc defines the new stencil function to use
  99229. */
  99230. setStencilFunction(stencilFunc: number): void;
  99231. /**
  99232. * Sets the current stencil reference
  99233. * @param reference defines the new stencil reference to use
  99234. */
  99235. setStencilFunctionReference(reference: number): void;
  99236. /**
  99237. * Sets the current stencil mask
  99238. * @param mask defines the new stencil mask to use
  99239. */
  99240. setStencilFunctionMask(mask: number): void;
  99241. /**
  99242. * Gets the current stencil operation when stencil fails
  99243. * @returns a number defining stencil operation to use when stencil fails
  99244. */
  99245. getStencilOperationFail(): number;
  99246. /**
  99247. * Gets the current stencil operation when depth fails
  99248. * @returns a number defining stencil operation to use when depth fails
  99249. */
  99250. getStencilOperationDepthFail(): number;
  99251. /**
  99252. * Gets the current stencil operation when stencil passes
  99253. * @returns a number defining stencil operation to use when stencil passes
  99254. */
  99255. getStencilOperationPass(): number;
  99256. /**
  99257. * Sets the stencil operation to use when stencil fails
  99258. * @param operation defines the stencil operation to use when stencil fails
  99259. */
  99260. setStencilOperationFail(operation: number): void;
  99261. /**
  99262. * Sets the stencil operation to use when depth fails
  99263. * @param operation defines the stencil operation to use when depth fails
  99264. */
  99265. setStencilOperationDepthFail(operation: number): void;
  99266. /**
  99267. * Sets the stencil operation to use when stencil passes
  99268. * @param operation defines the stencil operation to use when stencil passes
  99269. */
  99270. setStencilOperationPass(operation: number): void;
  99271. /**
  99272. * Sets a boolean indicating if the dithering state is enabled or disabled
  99273. * @param value defines the dithering state
  99274. */
  99275. setDitheringState(value: boolean): void;
  99276. /**
  99277. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  99278. * @param value defines the rasterizer state
  99279. */
  99280. setRasterizerState(value: boolean): void;
  99281. /**
  99282. * Gets the current depth function
  99283. * @returns a number defining the depth function
  99284. */
  99285. getDepthFunction(): Nullable<number>;
  99286. /**
  99287. * Sets the current depth function
  99288. * @param depthFunc defines the function to use
  99289. */
  99290. setDepthFunction(depthFunc: number): void;
  99291. /**
  99292. * Sets the current depth function to GREATER
  99293. */
  99294. setDepthFunctionToGreater(): void;
  99295. /**
  99296. * Sets the current depth function to GEQUAL
  99297. */
  99298. setDepthFunctionToGreaterOrEqual(): void;
  99299. /**
  99300. * Sets the current depth function to LESS
  99301. */
  99302. setDepthFunctionToLess(): void;
  99303. /**
  99304. * Sets the current depth function to LEQUAL
  99305. */
  99306. setDepthFunctionToLessOrEqual(): void;
  99307. private _cachedStencilBuffer;
  99308. private _cachedStencilFunction;
  99309. private _cachedStencilMask;
  99310. private _cachedStencilOperationPass;
  99311. private _cachedStencilOperationFail;
  99312. private _cachedStencilOperationDepthFail;
  99313. private _cachedStencilReference;
  99314. /**
  99315. * Caches the the state of the stencil buffer
  99316. */
  99317. cacheStencilState(): void;
  99318. /**
  99319. * Restores the state of the stencil buffer
  99320. */
  99321. restoreStencilState(): void;
  99322. /**
  99323. * Directly set the WebGL Viewport
  99324. * @param x defines the x coordinate of the viewport (in screen space)
  99325. * @param y defines the y coordinate of the viewport (in screen space)
  99326. * @param width defines the width of the viewport (in screen space)
  99327. * @param height defines the height of the viewport (in screen space)
  99328. * @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
  99329. */
  99330. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  99331. /**
  99332. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  99333. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  99334. * @param y defines the y-coordinate of the corner of the clear rectangle
  99335. * @param width defines the width of the clear rectangle
  99336. * @param height defines the height of the clear rectangle
  99337. * @param clearColor defines the clear color
  99338. */
  99339. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  99340. /**
  99341. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  99342. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  99343. * @param y defines the y-coordinate of the corner of the clear rectangle
  99344. * @param width defines the width of the clear rectangle
  99345. * @param height defines the height of the clear rectangle
  99346. */
  99347. enableScissor(x: number, y: number, width: number, height: number): void;
  99348. /**
  99349. * Disable previously set scissor test rectangle
  99350. */
  99351. disableScissor(): void;
  99352. protected _reportDrawCall(): void;
  99353. /**
  99354. * Initializes a webVR display and starts listening to display change events
  99355. * The onVRDisplayChangedObservable will be notified upon these changes
  99356. * @returns The onVRDisplayChangedObservable
  99357. */
  99358. initWebVR(): Observable<IDisplayChangedEventArgs>;
  99359. /** @hidden */
  99360. _prepareVRComponent(): void;
  99361. /** @hidden */
  99362. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  99363. /** @hidden */
  99364. _submitVRFrame(): void;
  99365. /**
  99366. * Call this function to leave webVR mode
  99367. * Will do nothing if webVR is not supported or if there is no webVR device
  99368. * @see http://doc.babylonjs.com/how_to/webvr_camera
  99369. */
  99370. disableVR(): void;
  99371. /**
  99372. * Gets a boolean indicating that the system is in VR mode and is presenting
  99373. * @returns true if VR mode is engaged
  99374. */
  99375. isVRPresenting(): boolean;
  99376. /** @hidden */
  99377. _requestVRFrame(): void;
  99378. /** @hidden */
  99379. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  99380. /**
  99381. * Gets the source code of the vertex shader associated with a specific webGL program
  99382. * @param program defines the program to use
  99383. * @returns a string containing the source code of the vertex shader associated with the program
  99384. */
  99385. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  99386. /**
  99387. * Gets the source code of the fragment shader associated with a specific webGL program
  99388. * @param program defines the program to use
  99389. * @returns a string containing the source code of the fragment shader associated with the program
  99390. */
  99391. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  99392. /**
  99393. * Reads pixels from the current frame buffer. Please note that this function can be slow
  99394. * @param x defines the x coordinate of the rectangle where pixels must be read
  99395. * @param y defines the y coordinate of the rectangle where pixels must be read
  99396. * @param width defines the width of the rectangle where pixels must be read
  99397. * @param height defines the height of the rectangle where pixels must be read
  99398. * @returns a Uint8Array containing RGBA colors
  99399. */
  99400. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  99401. /**
  99402. * Sets a depth stencil texture from a render target to the according uniform.
  99403. * @param channel The texture channel
  99404. * @param uniform The uniform to set
  99405. * @param texture The render target texture containing the depth stencil texture to apply
  99406. */
  99407. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  99408. /**
  99409. * Sets a texture to the webGL context from a postprocess
  99410. * @param channel defines the channel to use
  99411. * @param postProcess defines the source postprocess
  99412. */
  99413. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  99414. /**
  99415. * Binds the output of the passed in post process to the texture channel specified
  99416. * @param channel The channel the texture should be bound to
  99417. * @param postProcess The post process which's output should be bound
  99418. */
  99419. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  99420. /** @hidden */
  99421. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  99422. protected _rebuildBuffers(): void;
  99423. _renderLoop(): void;
  99424. /**
  99425. * Toggle full screen mode
  99426. * @param requestPointerLock defines if a pointer lock should be requested from the user
  99427. */
  99428. switchFullscreen(requestPointerLock: boolean): void;
  99429. /**
  99430. * Enters full screen mode
  99431. * @param requestPointerLock defines if a pointer lock should be requested from the user
  99432. */
  99433. enterFullscreen(requestPointerLock: boolean): void;
  99434. /**
  99435. * Exits full screen mode
  99436. */
  99437. exitFullscreen(): void;
  99438. /**
  99439. * Enters Pointerlock mode
  99440. */
  99441. enterPointerlock(): void;
  99442. /**
  99443. * Exits Pointerlock mode
  99444. */
  99445. exitPointerlock(): void;
  99446. /**
  99447. * Begin a new frame
  99448. */
  99449. beginFrame(): void;
  99450. /**
  99451. * Enf the current frame
  99452. */
  99453. endFrame(): void;
  99454. resize(): void;
  99455. /**
  99456. * Set the compressed texture format to use, based on the formats you have, and the formats
  99457. * supported by the hardware / browser.
  99458. *
  99459. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  99460. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  99461. * to API arguments needed to compressed textures. This puts the burden on the container
  99462. * generator to house the arcane code for determining these for current & future formats.
  99463. *
  99464. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  99465. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  99466. *
  99467. * Note: The result of this call is not taken into account when a texture is base64.
  99468. *
  99469. * @param formatsAvailable defines the list of those format families you have created
  99470. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  99471. *
  99472. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  99473. * @returns The extension selected.
  99474. */
  99475. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  99476. /**
  99477. * Force a specific size of the canvas
  99478. * @param width defines the new canvas' width
  99479. * @param height defines the new canvas' height
  99480. */
  99481. setSize(width: number, height: number): void;
  99482. /**
  99483. * Updates a dynamic vertex buffer.
  99484. * @param vertexBuffer the vertex buffer to update
  99485. * @param data the data used to update the vertex buffer
  99486. * @param byteOffset the byte offset of the data
  99487. * @param byteLength the byte length of the data
  99488. */
  99489. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  99490. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  99491. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  99492. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  99493. _releaseTexture(texture: InternalTexture): void;
  99494. /**
  99495. * @hidden
  99496. * Rescales a texture
  99497. * @param source input texutre
  99498. * @param destination destination texture
  99499. * @param scene scene to use to render the resize
  99500. * @param internalFormat format to use when resizing
  99501. * @param onComplete callback to be called when resize has completed
  99502. */
  99503. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  99504. /**
  99505. * Gets the current framerate
  99506. * @returns a number representing the framerate
  99507. */
  99508. getFps(): number;
  99509. /**
  99510. * Gets the time spent between current and previous frame
  99511. * @returns a number representing the delta time in ms
  99512. */
  99513. getDeltaTime(): number;
  99514. private _measureFps;
  99515. /** @hidden */
  99516. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  99517. /**
  99518. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  99519. * @param renderTarget The render target to set the frame buffer for
  99520. */
  99521. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  99522. /**
  99523. * Update a dynamic index buffer
  99524. * @param indexBuffer defines the target index buffer
  99525. * @param indices defines the data to update
  99526. * @param offset defines the offset in the target index buffer where update should start
  99527. */
  99528. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  99529. /**
  99530. * Updates the sample count of a render target texture
  99531. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  99532. * @param texture defines the texture to update
  99533. * @param samples defines the sample count to set
  99534. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  99535. */
  99536. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  99537. /**
  99538. * Updates a depth texture Comparison Mode and Function.
  99539. * If the comparison Function is equal to 0, the mode will be set to none.
  99540. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  99541. * @param texture The texture to set the comparison function for
  99542. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  99543. */
  99544. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  99545. /**
  99546. * Creates a webGL buffer to use with instanciation
  99547. * @param capacity defines the size of the buffer
  99548. * @returns the webGL buffer
  99549. */
  99550. createInstancesBuffer(capacity: number): DataBuffer;
  99551. /**
  99552. * Delete a webGL buffer used with instanciation
  99553. * @param buffer defines the webGL buffer to delete
  99554. */
  99555. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  99556. /** @hidden */
  99557. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  99558. dispose(): void;
  99559. private _disableTouchAction;
  99560. /**
  99561. * Display the loading screen
  99562. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99563. */
  99564. displayLoadingUI(): void;
  99565. /**
  99566. * Hide the loading screen
  99567. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99568. */
  99569. hideLoadingUI(): void;
  99570. /**
  99571. * Gets the current loading screen object
  99572. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99573. */
  99574. /**
  99575. * Sets the current loading screen object
  99576. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99577. */
  99578. loadingScreen: ILoadingScreen;
  99579. /**
  99580. * Sets the current loading screen text
  99581. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99582. */
  99583. loadingUIText: string;
  99584. /**
  99585. * Sets the current loading screen background color
  99586. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99587. */
  99588. loadingUIBackgroundColor: string;
  99589. /** Pointerlock and fullscreen */
  99590. /**
  99591. * Ask the browser to promote the current element to pointerlock mode
  99592. * @param element defines the DOM element to promote
  99593. */
  99594. static _RequestPointerlock(element: HTMLElement): void;
  99595. /**
  99596. * Asks the browser to exit pointerlock mode
  99597. */
  99598. static _ExitPointerlock(): void;
  99599. /**
  99600. * Ask the browser to promote the current element to fullscreen rendering mode
  99601. * @param element defines the DOM element to promote
  99602. */
  99603. static _RequestFullscreen(element: HTMLElement): void;
  99604. /**
  99605. * Asks the browser to exit fullscreen mode
  99606. */
  99607. static _ExitFullscreen(): void;
  99608. }
  99609. }
  99610. declare module BABYLON {
  99611. /**
  99612. * The engine store class is responsible to hold all the instances of Engine and Scene created
  99613. * during the life time of the application.
  99614. */
  99615. export class EngineStore {
  99616. /** Gets the list of created engines */
  99617. static Instances: Engine[];
  99618. /** @hidden */
  99619. static _LastCreatedScene: Nullable<Scene>;
  99620. /**
  99621. * Gets the latest created engine
  99622. */
  99623. static readonly LastCreatedEngine: Nullable<Engine>;
  99624. /**
  99625. * Gets the latest created scene
  99626. */
  99627. static readonly LastCreatedScene: Nullable<Scene>;
  99628. /**
  99629. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  99630. * @ignorenaming
  99631. */
  99632. static UseFallbackTexture: boolean;
  99633. /**
  99634. * Texture content used if a texture cannot loaded
  99635. * @ignorenaming
  99636. */
  99637. static FallbackTexture: string;
  99638. }
  99639. }
  99640. declare module BABYLON {
  99641. /**
  99642. * Helper class that provides a small promise polyfill
  99643. */
  99644. export class PromisePolyfill {
  99645. /**
  99646. * Static function used to check if the polyfill is required
  99647. * If this is the case then the function will inject the polyfill to window.Promise
  99648. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  99649. */
  99650. static Apply(force?: boolean): void;
  99651. }
  99652. }
  99653. declare module BABYLON {
  99654. /**
  99655. * Interface for screenshot methods with describe argument called `size` as object with options
  99656. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  99657. */
  99658. export interface IScreenshotSize {
  99659. /**
  99660. * number in pixels for canvas height
  99661. */
  99662. height?: number;
  99663. /**
  99664. * multiplier allowing render at a higher or lower resolution
  99665. * If value is defined then height and width will be ignored and taken from camera
  99666. */
  99667. precision?: number;
  99668. /**
  99669. * number in pixels for canvas width
  99670. */
  99671. width?: number;
  99672. }
  99673. }
  99674. declare module BABYLON {
  99675. interface IColor4Like {
  99676. r: float;
  99677. g: float;
  99678. b: float;
  99679. a: float;
  99680. }
  99681. /**
  99682. * Class containing a set of static utilities functions
  99683. */
  99684. export class Tools {
  99685. /**
  99686. * Gets or sets the base URL to use to load assets
  99687. */
  99688. static BaseUrl: string;
  99689. /**
  99690. * Enable/Disable Custom HTTP Request Headers globally.
  99691. * default = false
  99692. * @see CustomRequestHeaders
  99693. */
  99694. static UseCustomRequestHeaders: boolean;
  99695. /**
  99696. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  99697. * i.e. when loading files, where the server/service expects an Authorization header
  99698. */
  99699. static CustomRequestHeaders: {
  99700. [key: string]: string;
  99701. };
  99702. /**
  99703. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  99704. */
  99705. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  99706. /**
  99707. * Default behaviour for cors in the application.
  99708. * It can be a string if the expected behavior is identical in the entire app.
  99709. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  99710. */
  99711. static CorsBehavior: string | ((url: string | string[]) => string);
  99712. /**
  99713. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  99714. * @ignorenaming
  99715. */
  99716. static UseFallbackTexture: boolean;
  99717. /**
  99718. * Use this object to register external classes like custom textures or material
  99719. * to allow the laoders to instantiate them
  99720. */
  99721. static RegisteredExternalClasses: {
  99722. [key: string]: Object;
  99723. };
  99724. /**
  99725. * Texture content used if a texture cannot loaded
  99726. * @ignorenaming
  99727. */
  99728. static fallbackTexture: string;
  99729. /**
  99730. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  99731. * @param u defines the coordinate on X axis
  99732. * @param v defines the coordinate on Y axis
  99733. * @param width defines the width of the source data
  99734. * @param height defines the height of the source data
  99735. * @param pixels defines the source byte array
  99736. * @param color defines the output color
  99737. */
  99738. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  99739. /**
  99740. * Interpolates between a and b via alpha
  99741. * @param a The lower value (returned when alpha = 0)
  99742. * @param b The upper value (returned when alpha = 1)
  99743. * @param alpha The interpolation-factor
  99744. * @return The mixed value
  99745. */
  99746. static Mix(a: number, b: number, alpha: number): number;
  99747. /**
  99748. * Tries to instantiate a new object from a given class name
  99749. * @param className defines the class name to instantiate
  99750. * @returns the new object or null if the system was not able to do the instantiation
  99751. */
  99752. static Instantiate(className: string): any;
  99753. /**
  99754. * Provides a slice function that will work even on IE
  99755. * @param data defines the array to slice
  99756. * @param start defines the start of the data (optional)
  99757. * @param end defines the end of the data (optional)
  99758. * @returns the new sliced array
  99759. */
  99760. static Slice<T>(data: T, start?: number, end?: number): T;
  99761. /**
  99762. * Polyfill for setImmediate
  99763. * @param action defines the action to execute after the current execution block
  99764. */
  99765. static SetImmediate(action: () => void): void;
  99766. /**
  99767. * Function indicating if a number is an exponent of 2
  99768. * @param value defines the value to test
  99769. * @returns true if the value is an exponent of 2
  99770. */
  99771. static IsExponentOfTwo(value: number): boolean;
  99772. private static _tmpFloatArray;
  99773. /**
  99774. * Returns the nearest 32-bit single precision float representation of a Number
  99775. * @param value A Number. If the parameter is of a different type, it will get converted
  99776. * to a number or to NaN if it cannot be converted
  99777. * @returns number
  99778. */
  99779. static FloatRound(value: number): number;
  99780. /**
  99781. * Extracts the filename from a path
  99782. * @param path defines the path to use
  99783. * @returns the filename
  99784. */
  99785. static GetFilename(path: string): string;
  99786. /**
  99787. * Extracts the "folder" part of a path (everything before the filename).
  99788. * @param uri The URI to extract the info from
  99789. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  99790. * @returns The "folder" part of the path
  99791. */
  99792. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  99793. /**
  99794. * Extracts text content from a DOM element hierarchy
  99795. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  99796. */
  99797. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  99798. /**
  99799. * Convert an angle in radians to degrees
  99800. * @param angle defines the angle to convert
  99801. * @returns the angle in degrees
  99802. */
  99803. static ToDegrees(angle: number): number;
  99804. /**
  99805. * Convert an angle in degrees to radians
  99806. * @param angle defines the angle to convert
  99807. * @returns the angle in radians
  99808. */
  99809. static ToRadians(angle: number): number;
  99810. /**
  99811. * Returns an array if obj is not an array
  99812. * @param obj defines the object to evaluate as an array
  99813. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  99814. * @returns either obj directly if obj is an array or a new array containing obj
  99815. */
  99816. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  99817. /**
  99818. * Gets the pointer prefix to use
  99819. * @returns "pointer" if touch is enabled. Else returns "mouse"
  99820. */
  99821. static GetPointerPrefix(): string;
  99822. /**
  99823. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  99824. * @param url define the url we are trying
  99825. * @param element define the dom element where to configure the cors policy
  99826. */
  99827. static SetCorsBehavior(url: string | string[], element: {
  99828. crossOrigin: string | null;
  99829. }): void;
  99830. /**
  99831. * Removes unwanted characters from an url
  99832. * @param url defines the url to clean
  99833. * @returns the cleaned url
  99834. */
  99835. static CleanUrl(url: string): string;
  99836. /**
  99837. * Gets or sets a function used to pre-process url before using them to load assets
  99838. */
  99839. static PreprocessUrl: (url: string) => string;
  99840. /**
  99841. * Loads an image as an HTMLImageElement.
  99842. * @param input url string, ArrayBuffer, or Blob to load
  99843. * @param onLoad callback called when the image successfully loads
  99844. * @param onError callback called when the image fails to load
  99845. * @param offlineProvider offline provider for caching
  99846. * @param mimeType optional mime type
  99847. * @returns the HTMLImageElement of the loaded image
  99848. */
  99849. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  99850. /**
  99851. * Loads a file from a url
  99852. * @param url url string, ArrayBuffer, or Blob to load
  99853. * @param onSuccess callback called when the file successfully loads
  99854. * @param onProgress callback called while file is loading (if the server supports this mode)
  99855. * @param offlineProvider defines the offline provider for caching
  99856. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  99857. * @param onError callback called when the file fails to load
  99858. * @returns a file request object
  99859. */
  99860. 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;
  99861. /**
  99862. * Loads a file from a url
  99863. * @param url the file url to load
  99864. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  99865. */
  99866. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  99867. /**
  99868. * Load a script (identified by an url). When the url returns, the
  99869. * content of this file is added into a new script element, attached to the DOM (body element)
  99870. * @param scriptUrl defines the url of the script to laod
  99871. * @param onSuccess defines the callback called when the script is loaded
  99872. * @param onError defines the callback to call if an error occurs
  99873. * @param scriptId defines the id of the script element
  99874. */
  99875. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  99876. /**
  99877. * Load an asynchronous script (identified by an url). When the url returns, the
  99878. * content of this file is added into a new script element, attached to the DOM (body element)
  99879. * @param scriptUrl defines the url of the script to laod
  99880. * @param scriptId defines the id of the script element
  99881. * @returns a promise request object
  99882. */
  99883. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  99884. /**
  99885. * Loads a file from a blob
  99886. * @param fileToLoad defines the blob to use
  99887. * @param callback defines the callback to call when data is loaded
  99888. * @param progressCallback defines the callback to call during loading process
  99889. * @returns a file request object
  99890. */
  99891. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  99892. /**
  99893. * Reads a file from a File object
  99894. * @param file defines the file to load
  99895. * @param onSuccess defines the callback to call when data is loaded
  99896. * @param onProgress defines the callback to call during loading process
  99897. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  99898. * @param onError defines the callback to call when an error occurs
  99899. * @returns a file request object
  99900. */
  99901. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  99902. /**
  99903. * Creates a data url from a given string content
  99904. * @param content defines the content to convert
  99905. * @returns the new data url link
  99906. */
  99907. static FileAsURL(content: string): string;
  99908. /**
  99909. * Format the given number to a specific decimal format
  99910. * @param value defines the number to format
  99911. * @param decimals defines the number of decimals to use
  99912. * @returns the formatted string
  99913. */
  99914. static Format(value: number, decimals?: number): string;
  99915. /**
  99916. * Tries to copy an object by duplicating every property
  99917. * @param source defines the source object
  99918. * @param destination defines the target object
  99919. * @param doNotCopyList defines a list of properties to avoid
  99920. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  99921. */
  99922. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  99923. /**
  99924. * Gets a boolean indicating if the given object has no own property
  99925. * @param obj defines the object to test
  99926. * @returns true if object has no own property
  99927. */
  99928. static IsEmpty(obj: any): boolean;
  99929. /**
  99930. * Function used to register events at window level
  99931. * @param windowElement defines the Window object to use
  99932. * @param events defines the events to register
  99933. */
  99934. static RegisterTopRootEvents(windowElement: Window, events: {
  99935. name: string;
  99936. handler: Nullable<(e: FocusEvent) => any>;
  99937. }[]): void;
  99938. /**
  99939. * Function used to unregister events from window level
  99940. * @param windowElement defines the Window object to use
  99941. * @param events defines the events to unregister
  99942. */
  99943. static UnregisterTopRootEvents(windowElement: Window, events: {
  99944. name: string;
  99945. handler: Nullable<(e: FocusEvent) => any>;
  99946. }[]): void;
  99947. /**
  99948. * @ignore
  99949. */
  99950. static _ScreenshotCanvas: HTMLCanvasElement;
  99951. /**
  99952. * Dumps the current bound framebuffer
  99953. * @param width defines the rendering width
  99954. * @param height defines the rendering height
  99955. * @param engine defines the hosting engine
  99956. * @param successCallback defines the callback triggered once the data are available
  99957. * @param mimeType defines the mime type of the result
  99958. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  99959. */
  99960. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  99961. /**
  99962. * Converts the canvas data to blob.
  99963. * This acts as a polyfill for browsers not supporting the to blob function.
  99964. * @param canvas Defines the canvas to extract the data from
  99965. * @param successCallback Defines the callback triggered once the data are available
  99966. * @param mimeType Defines the mime type of the result
  99967. */
  99968. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  99969. /**
  99970. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  99971. * @param successCallback defines the callback triggered once the data are available
  99972. * @param mimeType defines the mime type of the result
  99973. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  99974. */
  99975. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  99976. /**
  99977. * Downloads a blob in the browser
  99978. * @param blob defines the blob to download
  99979. * @param fileName defines the name of the downloaded file
  99980. */
  99981. static Download(blob: Blob, fileName: string): void;
  99982. /**
  99983. * Captures a screenshot of the current rendering
  99984. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  99985. * @param engine defines the rendering engine
  99986. * @param camera defines the source camera
  99987. * @param size This parameter can be set to a single number or to an object with the
  99988. * following (optional) properties: precision, width, height. If a single number is passed,
  99989. * it will be used for both width and height. If an object is passed, the screenshot size
  99990. * will be derived from the parameters. The precision property is a multiplier allowing
  99991. * rendering at a higher or lower resolution
  99992. * @param successCallback defines the callback receives a single parameter which contains the
  99993. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  99994. * src parameter of an <img> to display it
  99995. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  99996. * Check your browser for supported MIME types
  99997. */
  99998. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  99999. /**
  100000. * Captures a screenshot of the current rendering
  100001. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100002. * @param engine defines the rendering engine
  100003. * @param camera defines the source camera
  100004. * @param size This parameter can be set to a single number or to an object with the
  100005. * following (optional) properties: precision, width, height. If a single number is passed,
  100006. * it will be used for both width and height. If an object is passed, the screenshot size
  100007. * will be derived from the parameters. The precision property is a multiplier allowing
  100008. * rendering at a higher or lower resolution
  100009. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  100010. * Check your browser for supported MIME types
  100011. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  100012. * to the src parameter of an <img> to display it
  100013. */
  100014. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  100015. /**
  100016. * Generates an image screenshot from the specified camera.
  100017. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100018. * @param engine The engine to use for rendering
  100019. * @param camera The camera to use for rendering
  100020. * @param size This parameter can be set to a single number or to an object with the
  100021. * following (optional) properties: precision, width, height. If a single number is passed,
  100022. * it will be used for both width and height. If an object is passed, the screenshot size
  100023. * will be derived from the parameters. The precision property is a multiplier allowing
  100024. * rendering at a higher or lower resolution
  100025. * @param successCallback The callback receives a single parameter which contains the
  100026. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  100027. * src parameter of an <img> to display it
  100028. * @param mimeType The MIME type of the screenshot image (default: image/png).
  100029. * Check your browser for supported MIME types
  100030. * @param samples Texture samples (default: 1)
  100031. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  100032. * @param fileName A name for for the downloaded file.
  100033. */
  100034. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  100035. /**
  100036. * Generates an image screenshot from the specified camera.
  100037. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100038. * @param engine The engine to use for rendering
  100039. * @param camera The camera to use for rendering
  100040. * @param size This parameter can be set to a single number or to an object with the
  100041. * following (optional) properties: precision, width, height. If a single number is passed,
  100042. * it will be used for both width and height. If an object is passed, the screenshot size
  100043. * will be derived from the parameters. The precision property is a multiplier allowing
  100044. * rendering at a higher or lower resolution
  100045. * @param mimeType The MIME type of the screenshot image (default: image/png).
  100046. * Check your browser for supported MIME types
  100047. * @param samples Texture samples (default: 1)
  100048. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  100049. * @param fileName A name for for the downloaded file.
  100050. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  100051. * to the src parameter of an <img> to display it
  100052. */
  100053. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  100054. /**
  100055. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  100056. * Be aware Math.random() could cause collisions, but:
  100057. * "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"
  100058. * @returns a pseudo random id
  100059. */
  100060. static RandomId(): string;
  100061. /**
  100062. * Test if the given uri is a base64 string
  100063. * @param uri The uri to test
  100064. * @return True if the uri is a base64 string or false otherwise
  100065. */
  100066. static IsBase64(uri: string): boolean;
  100067. /**
  100068. * Decode the given base64 uri.
  100069. * @param uri The uri to decode
  100070. * @return The decoded base64 data.
  100071. */
  100072. static DecodeBase64(uri: string): ArrayBuffer;
  100073. /**
  100074. * Gets the absolute url.
  100075. * @param url the input url
  100076. * @return the absolute url
  100077. */
  100078. static GetAbsoluteUrl(url: string): string;
  100079. /**
  100080. * No log
  100081. */
  100082. static readonly NoneLogLevel: number;
  100083. /**
  100084. * Only message logs
  100085. */
  100086. static readonly MessageLogLevel: number;
  100087. /**
  100088. * Only warning logs
  100089. */
  100090. static readonly WarningLogLevel: number;
  100091. /**
  100092. * Only error logs
  100093. */
  100094. static readonly ErrorLogLevel: number;
  100095. /**
  100096. * All logs
  100097. */
  100098. static readonly AllLogLevel: number;
  100099. /**
  100100. * Gets a value indicating the number of loading errors
  100101. * @ignorenaming
  100102. */
  100103. static readonly errorsCount: number;
  100104. /**
  100105. * Callback called when a new log is added
  100106. */
  100107. static OnNewCacheEntry: (entry: string) => void;
  100108. /**
  100109. * Log a message to the console
  100110. * @param message defines the message to log
  100111. */
  100112. static Log(message: string): void;
  100113. /**
  100114. * Write a warning message to the console
  100115. * @param message defines the message to log
  100116. */
  100117. static Warn(message: string): void;
  100118. /**
  100119. * Write an error message to the console
  100120. * @param message defines the message to log
  100121. */
  100122. static Error(message: string): void;
  100123. /**
  100124. * Gets current log cache (list of logs)
  100125. */
  100126. static readonly LogCache: string;
  100127. /**
  100128. * Clears the log cache
  100129. */
  100130. static ClearLogCache(): void;
  100131. /**
  100132. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  100133. */
  100134. static LogLevels: number;
  100135. /**
  100136. * Checks if the window object exists
  100137. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  100138. */
  100139. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  100140. /**
  100141. * No performance log
  100142. */
  100143. static readonly PerformanceNoneLogLevel: number;
  100144. /**
  100145. * Use user marks to log performance
  100146. */
  100147. static readonly PerformanceUserMarkLogLevel: number;
  100148. /**
  100149. * Log performance to the console
  100150. */
  100151. static readonly PerformanceConsoleLogLevel: number;
  100152. private static _performance;
  100153. /**
  100154. * Sets the current performance log level
  100155. */
  100156. static PerformanceLogLevel: number;
  100157. private static _StartPerformanceCounterDisabled;
  100158. private static _EndPerformanceCounterDisabled;
  100159. private static _StartUserMark;
  100160. private static _EndUserMark;
  100161. private static _StartPerformanceConsole;
  100162. private static _EndPerformanceConsole;
  100163. /**
  100164. * Starts a performance counter
  100165. */
  100166. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  100167. /**
  100168. * Ends a specific performance coutner
  100169. */
  100170. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  100171. /**
  100172. * Gets either window.performance.now() if supported or Date.now() else
  100173. */
  100174. static readonly Now: number;
  100175. /**
  100176. * This method will return the name of the class used to create the instance of the given object.
  100177. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  100178. * @param object the object to get the class name from
  100179. * @param isType defines if the object is actually a type
  100180. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  100181. */
  100182. static GetClassName(object: any, isType?: boolean): string;
  100183. /**
  100184. * Gets the first element of an array satisfying a given predicate
  100185. * @param array defines the array to browse
  100186. * @param predicate defines the predicate to use
  100187. * @returns null if not found or the element
  100188. */
  100189. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  100190. /**
  100191. * This method will return the name of the full name of the class, including its owning module (if any).
  100192. * 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).
  100193. * @param object the object to get the class name from
  100194. * @param isType defines if the object is actually a type
  100195. * @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.
  100196. * @ignorenaming
  100197. */
  100198. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  100199. /**
  100200. * Returns a promise that resolves after the given amount of time.
  100201. * @param delay Number of milliseconds to delay
  100202. * @returns Promise that resolves after the given amount of time
  100203. */
  100204. static DelayAsync(delay: number): Promise<void>;
  100205. }
  100206. /**
  100207. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  100208. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  100209. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  100210. * @param name The name of the class, case should be preserved
  100211. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  100212. */
  100213. export function className(name: string, module?: string): (target: Object) => void;
  100214. /**
  100215. * An implementation of a loop for asynchronous functions.
  100216. */
  100217. export class AsyncLoop {
  100218. /**
  100219. * Defines the number of iterations for the loop
  100220. */
  100221. iterations: number;
  100222. /**
  100223. * Defines the current index of the loop.
  100224. */
  100225. index: number;
  100226. private _done;
  100227. private _fn;
  100228. private _successCallback;
  100229. /**
  100230. * Constructor.
  100231. * @param iterations the number of iterations.
  100232. * @param func the function to run each iteration
  100233. * @param successCallback the callback that will be called upon succesful execution
  100234. * @param offset starting offset.
  100235. */
  100236. constructor(
  100237. /**
  100238. * Defines the number of iterations for the loop
  100239. */
  100240. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  100241. /**
  100242. * Execute the next iteration. Must be called after the last iteration was finished.
  100243. */
  100244. executeNext(): void;
  100245. /**
  100246. * Break the loop and run the success callback.
  100247. */
  100248. breakLoop(): void;
  100249. /**
  100250. * Create and run an async loop.
  100251. * @param iterations the number of iterations.
  100252. * @param fn the function to run each iteration
  100253. * @param successCallback the callback that will be called upon succesful execution
  100254. * @param offset starting offset.
  100255. * @returns the created async loop object
  100256. */
  100257. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  100258. /**
  100259. * A for-loop that will run a given number of iterations synchronous and the rest async.
  100260. * @param iterations total number of iterations
  100261. * @param syncedIterations number of synchronous iterations in each async iteration.
  100262. * @param fn the function to call each iteration.
  100263. * @param callback a success call back that will be called when iterating stops.
  100264. * @param breakFunction a break condition (optional)
  100265. * @param timeout timeout settings for the setTimeout function. default - 0.
  100266. * @returns the created async loop object
  100267. */
  100268. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  100269. }
  100270. }
  100271. declare module BABYLON {
  100272. /**
  100273. * This class implement a typical dictionary using a string as key and the generic type T as value.
  100274. * The underlying implementation relies on an associative array to ensure the best performances.
  100275. * The value can be anything including 'null' but except 'undefined'
  100276. */
  100277. export class StringDictionary<T> {
  100278. /**
  100279. * This will clear this dictionary and copy the content from the 'source' one.
  100280. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  100281. * @param source the dictionary to take the content from and copy to this dictionary
  100282. */
  100283. copyFrom(source: StringDictionary<T>): void;
  100284. /**
  100285. * Get a value based from its key
  100286. * @param key the given key to get the matching value from
  100287. * @return the value if found, otherwise undefined is returned
  100288. */
  100289. get(key: string): T | undefined;
  100290. /**
  100291. * Get a value from its key or add it if it doesn't exist.
  100292. * This method will ensure you that a given key/data will be present in the dictionary.
  100293. * @param key the given key to get the matching value from
  100294. * @param factory the factory that will create the value if the key is not present in the dictionary.
  100295. * The factory will only be invoked if there's no data for the given key.
  100296. * @return the value corresponding to the key.
  100297. */
  100298. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  100299. /**
  100300. * Get a value from its key if present in the dictionary otherwise add it
  100301. * @param key the key to get the value from
  100302. * @param val if there's no such key/value pair in the dictionary add it with this value
  100303. * @return the value corresponding to the key
  100304. */
  100305. getOrAdd(key: string, val: T): T;
  100306. /**
  100307. * Check if there's a given key in the dictionary
  100308. * @param key the key to check for
  100309. * @return true if the key is present, false otherwise
  100310. */
  100311. contains(key: string): boolean;
  100312. /**
  100313. * Add a new key and its corresponding value
  100314. * @param key the key to add
  100315. * @param value the value corresponding to the key
  100316. * @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
  100317. */
  100318. add(key: string, value: T): boolean;
  100319. /**
  100320. * Update a specific value associated to a key
  100321. * @param key defines the key to use
  100322. * @param value defines the value to store
  100323. * @returns true if the value was updated (or false if the key was not found)
  100324. */
  100325. set(key: string, value: T): boolean;
  100326. /**
  100327. * Get the element of the given key and remove it from the dictionary
  100328. * @param key defines the key to search
  100329. * @returns the value associated with the key or null if not found
  100330. */
  100331. getAndRemove(key: string): Nullable<T>;
  100332. /**
  100333. * Remove a key/value from the dictionary.
  100334. * @param key the key to remove
  100335. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  100336. */
  100337. remove(key: string): boolean;
  100338. /**
  100339. * Clear the whole content of the dictionary
  100340. */
  100341. clear(): void;
  100342. /**
  100343. * Gets the current count
  100344. */
  100345. readonly count: number;
  100346. /**
  100347. * Execute a callback on each key/val of the dictionary.
  100348. * Note that you can remove any element in this dictionary in the callback implementation
  100349. * @param callback the callback to execute on a given key/value pair
  100350. */
  100351. forEach(callback: (key: string, val: T) => void): void;
  100352. /**
  100353. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  100354. * If the callback returns null or undefined the method will iterate to the next key/value pair
  100355. * Note that you can remove any element in this dictionary in the callback implementation
  100356. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  100357. * @returns the first item
  100358. */
  100359. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  100360. private _count;
  100361. private _data;
  100362. }
  100363. }
  100364. declare module BABYLON {
  100365. /** @hidden */
  100366. export interface ICollisionCoordinator {
  100367. createCollider(): Collider;
  100368. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  100369. init(scene: Scene): void;
  100370. }
  100371. /** @hidden */
  100372. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  100373. private _scene;
  100374. private _scaledPosition;
  100375. private _scaledVelocity;
  100376. private _finalPosition;
  100377. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  100378. createCollider(): Collider;
  100379. init(scene: Scene): void;
  100380. private _collideWithWorld;
  100381. }
  100382. }
  100383. declare module BABYLON {
  100384. /**
  100385. * Class used to manage all inputs for the scene.
  100386. */
  100387. export class InputManager {
  100388. /** The distance in pixel that you have to move to prevent some events */
  100389. static DragMovementThreshold: number;
  100390. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  100391. static LongPressDelay: number;
  100392. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  100393. static DoubleClickDelay: number;
  100394. /** If you need to check double click without raising a single click at first click, enable this flag */
  100395. static ExclusiveDoubleClickMode: boolean;
  100396. private _wheelEventName;
  100397. private _onPointerMove;
  100398. private _onPointerDown;
  100399. private _onPointerUp;
  100400. private _initClickEvent;
  100401. private _initActionManager;
  100402. private _delayedSimpleClick;
  100403. private _delayedSimpleClickTimeout;
  100404. private _previousDelayedSimpleClickTimeout;
  100405. private _meshPickProceed;
  100406. private _previousButtonPressed;
  100407. private _currentPickResult;
  100408. private _previousPickResult;
  100409. private _totalPointersPressed;
  100410. private _doubleClickOccured;
  100411. private _pointerOverMesh;
  100412. private _pickedDownMesh;
  100413. private _pickedUpMesh;
  100414. private _pointerX;
  100415. private _pointerY;
  100416. private _unTranslatedPointerX;
  100417. private _unTranslatedPointerY;
  100418. private _startingPointerPosition;
  100419. private _previousStartingPointerPosition;
  100420. private _startingPointerTime;
  100421. private _previousStartingPointerTime;
  100422. private _pointerCaptures;
  100423. private _onKeyDown;
  100424. private _onKeyUp;
  100425. private _onCanvasFocusObserver;
  100426. private _onCanvasBlurObserver;
  100427. private _scene;
  100428. /**
  100429. * Creates a new InputManager
  100430. * @param scene defines the hosting scene
  100431. */
  100432. constructor(scene: Scene);
  100433. /**
  100434. * Gets the mesh that is currently under the pointer
  100435. */
  100436. readonly meshUnderPointer: Nullable<AbstractMesh>;
  100437. /**
  100438. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  100439. */
  100440. readonly unTranslatedPointer: Vector2;
  100441. /**
  100442. * Gets or sets the current on-screen X position of the pointer
  100443. */
  100444. pointerX: number;
  100445. /**
  100446. * Gets or sets the current on-screen Y position of the pointer
  100447. */
  100448. pointerY: number;
  100449. private _updatePointerPosition;
  100450. private _processPointerMove;
  100451. private _setRayOnPointerInfo;
  100452. private _checkPrePointerObservable;
  100453. /**
  100454. * Use this method to simulate a pointer move on a mesh
  100455. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  100456. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  100457. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  100458. */
  100459. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  100460. /**
  100461. * Use this method to simulate a pointer down on a mesh
  100462. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  100463. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  100464. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  100465. */
  100466. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  100467. private _processPointerDown;
  100468. /** @hidden */
  100469. _isPointerSwiping(): boolean;
  100470. /**
  100471. * Use this method to simulate a pointer up on a mesh
  100472. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  100473. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  100474. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  100475. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  100476. */
  100477. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  100478. private _processPointerUp;
  100479. /**
  100480. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  100481. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  100482. * @returns true if the pointer was captured
  100483. */
  100484. isPointerCaptured(pointerId?: number): boolean;
  100485. /**
  100486. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  100487. * @param attachUp defines if you want to attach events to pointerup
  100488. * @param attachDown defines if you want to attach events to pointerdown
  100489. * @param attachMove defines if you want to attach events to pointermove
  100490. */
  100491. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  100492. /**
  100493. * Detaches all event handlers
  100494. */
  100495. detachControl(): void;
  100496. /**
  100497. * Force the value of meshUnderPointer
  100498. * @param mesh defines the mesh to use
  100499. */
  100500. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  100501. /**
  100502. * Gets the mesh under the pointer
  100503. * @returns a Mesh or null if no mesh is under the pointer
  100504. */
  100505. getPointerOverMesh(): Nullable<AbstractMesh>;
  100506. }
  100507. }
  100508. declare module BABYLON {
  100509. /**
  100510. * Helper class used to generate session unique ID
  100511. */
  100512. export class UniqueIdGenerator {
  100513. private static _UniqueIdCounter;
  100514. /**
  100515. * Gets an unique (relatively to the current scene) Id
  100516. */
  100517. static readonly UniqueId: number;
  100518. }
  100519. }
  100520. declare module BABYLON {
  100521. /**
  100522. * This class defines the direct association between an animation and a target
  100523. */
  100524. export class TargetedAnimation {
  100525. /**
  100526. * Animation to perform
  100527. */
  100528. animation: Animation;
  100529. /**
  100530. * Target to animate
  100531. */
  100532. target: any;
  100533. /**
  100534. * Serialize the object
  100535. * @returns the JSON object representing the current entity
  100536. */
  100537. serialize(): any;
  100538. }
  100539. /**
  100540. * Use this class to create coordinated animations on multiple targets
  100541. */
  100542. export class AnimationGroup implements IDisposable {
  100543. /** The name of the animation group */
  100544. name: string;
  100545. private _scene;
  100546. private _targetedAnimations;
  100547. private _animatables;
  100548. private _from;
  100549. private _to;
  100550. private _isStarted;
  100551. private _isPaused;
  100552. private _speedRatio;
  100553. private _loopAnimation;
  100554. /**
  100555. * Gets or sets the unique id of the node
  100556. */
  100557. uniqueId: number;
  100558. /**
  100559. * This observable will notify when one animation have ended
  100560. */
  100561. onAnimationEndObservable: Observable<TargetedAnimation>;
  100562. /**
  100563. * Observer raised when one animation loops
  100564. */
  100565. onAnimationLoopObservable: Observable<TargetedAnimation>;
  100566. /**
  100567. * Observer raised when all animations have looped
  100568. */
  100569. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  100570. /**
  100571. * This observable will notify when all animations have ended.
  100572. */
  100573. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  100574. /**
  100575. * This observable will notify when all animations have paused.
  100576. */
  100577. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  100578. /**
  100579. * This observable will notify when all animations are playing.
  100580. */
  100581. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  100582. /**
  100583. * Gets the first frame
  100584. */
  100585. readonly from: number;
  100586. /**
  100587. * Gets the last frame
  100588. */
  100589. readonly to: number;
  100590. /**
  100591. * Define if the animations are started
  100592. */
  100593. readonly isStarted: boolean;
  100594. /**
  100595. * Gets a value indicating that the current group is playing
  100596. */
  100597. readonly isPlaying: boolean;
  100598. /**
  100599. * Gets or sets the speed ratio to use for all animations
  100600. */
  100601. /**
  100602. * Gets or sets the speed ratio to use for all animations
  100603. */
  100604. speedRatio: number;
  100605. /**
  100606. * Gets or sets if all animations should loop or not
  100607. */
  100608. loopAnimation: boolean;
  100609. /**
  100610. * Gets the targeted animations for this animation group
  100611. */
  100612. readonly targetedAnimations: Array<TargetedAnimation>;
  100613. /**
  100614. * returning the list of animatables controlled by this animation group.
  100615. */
  100616. readonly animatables: Array<Animatable>;
  100617. /**
  100618. * Instantiates a new Animation Group.
  100619. * This helps managing several animations at once.
  100620. * @see http://doc.babylonjs.com/how_to/group
  100621. * @param name Defines the name of the group
  100622. * @param scene Defines the scene the group belongs to
  100623. */
  100624. constructor(
  100625. /** The name of the animation group */
  100626. name: string, scene?: Nullable<Scene>);
  100627. /**
  100628. * Add an animation (with its target) in the group
  100629. * @param animation defines the animation we want to add
  100630. * @param target defines the target of the animation
  100631. * @returns the TargetedAnimation object
  100632. */
  100633. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  100634. /**
  100635. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  100636. * It can add constant keys at begin or end
  100637. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  100638. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  100639. * @returns the animation group
  100640. */
  100641. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  100642. private _animationLoopCount;
  100643. private _animationLoopFlags;
  100644. private _processLoop;
  100645. /**
  100646. * Start all animations on given targets
  100647. * @param loop defines if animations must loop
  100648. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  100649. * @param from defines the from key (optional)
  100650. * @param to defines the to key (optional)
  100651. * @returns the current animation group
  100652. */
  100653. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  100654. /**
  100655. * Pause all animations
  100656. * @returns the animation group
  100657. */
  100658. pause(): AnimationGroup;
  100659. /**
  100660. * Play all animations to initial state
  100661. * This function will start() the animations if they were not started or will restart() them if they were paused
  100662. * @param loop defines if animations must loop
  100663. * @returns the animation group
  100664. */
  100665. play(loop?: boolean): AnimationGroup;
  100666. /**
  100667. * Reset all animations to initial state
  100668. * @returns the animation group
  100669. */
  100670. reset(): AnimationGroup;
  100671. /**
  100672. * Restart animations from key 0
  100673. * @returns the animation group
  100674. */
  100675. restart(): AnimationGroup;
  100676. /**
  100677. * Stop all animations
  100678. * @returns the animation group
  100679. */
  100680. stop(): AnimationGroup;
  100681. /**
  100682. * Set animation weight for all animatables
  100683. * @param weight defines the weight to use
  100684. * @return the animationGroup
  100685. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  100686. */
  100687. setWeightForAllAnimatables(weight: number): AnimationGroup;
  100688. /**
  100689. * Synchronize and normalize all animatables with a source animatable
  100690. * @param root defines the root animatable to synchronize with
  100691. * @return the animationGroup
  100692. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  100693. */
  100694. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  100695. /**
  100696. * Goes to a specific frame in this animation group
  100697. * @param frame the frame number to go to
  100698. * @return the animationGroup
  100699. */
  100700. goToFrame(frame: number): AnimationGroup;
  100701. /**
  100702. * Dispose all associated resources
  100703. */
  100704. dispose(): void;
  100705. private _checkAnimationGroupEnded;
  100706. /**
  100707. * Clone the current animation group and returns a copy
  100708. * @param newName defines the name of the new group
  100709. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  100710. * @returns the new aniamtion group
  100711. */
  100712. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  100713. /**
  100714. * Serializes the animationGroup to an object
  100715. * @returns Serialized object
  100716. */
  100717. serialize(): any;
  100718. /**
  100719. * Returns a new AnimationGroup object parsed from the source provided.
  100720. * @param parsedAnimationGroup defines the source
  100721. * @param scene defines the scene that will receive the animationGroup
  100722. * @returns a new AnimationGroup
  100723. */
  100724. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  100725. /**
  100726. * Returns the string "AnimationGroup"
  100727. * @returns "AnimationGroup"
  100728. */
  100729. getClassName(): string;
  100730. /**
  100731. * Creates a detailled string about the object
  100732. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  100733. * @returns a string representing the object
  100734. */
  100735. toString(fullDetails?: boolean): string;
  100736. }
  100737. }
  100738. declare module BABYLON {
  100739. /**
  100740. * Define an interface for all classes that will hold resources
  100741. */
  100742. export interface IDisposable {
  100743. /**
  100744. * Releases all held resources
  100745. */
  100746. dispose(): void;
  100747. }
  100748. /** Interface defining initialization parameters for Scene class */
  100749. export interface SceneOptions {
  100750. /**
  100751. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  100752. * It will improve performance when the number of geometries becomes important.
  100753. */
  100754. useGeometryUniqueIdsMap?: boolean;
  100755. /**
  100756. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  100757. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  100758. */
  100759. useMaterialMeshMap?: boolean;
  100760. /**
  100761. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  100762. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  100763. */
  100764. useClonedMeshhMap?: boolean;
  100765. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  100766. virtual?: boolean;
  100767. }
  100768. /**
  100769. * Represents a scene to be rendered by the engine.
  100770. * @see http://doc.babylonjs.com/features/scene
  100771. */
  100772. export class Scene extends AbstractScene implements IAnimatable {
  100773. /** The fog is deactivated */
  100774. static readonly FOGMODE_NONE: number;
  100775. /** The fog density is following an exponential function */
  100776. static readonly FOGMODE_EXP: number;
  100777. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  100778. static readonly FOGMODE_EXP2: number;
  100779. /** The fog density is following a linear function. */
  100780. static readonly FOGMODE_LINEAR: number;
  100781. /**
  100782. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  100783. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100784. */
  100785. static MinDeltaTime: number;
  100786. /**
  100787. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  100788. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100789. */
  100790. static MaxDeltaTime: number;
  100791. /**
  100792. * Factory used to create the default material.
  100793. * @param name The name of the material to create
  100794. * @param scene The scene to create the material for
  100795. * @returns The default material
  100796. */
  100797. static DefaultMaterialFactory(scene: Scene): Material;
  100798. /**
  100799. * Factory used to create the a collision coordinator.
  100800. * @returns The collision coordinator
  100801. */
  100802. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  100803. /** @hidden */
  100804. _inputManager: InputManager;
  100805. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  100806. cameraToUseForPointers: Nullable<Camera>;
  100807. /** @hidden */
  100808. readonly _isScene: boolean;
  100809. /**
  100810. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  100811. */
  100812. autoClear: boolean;
  100813. /**
  100814. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  100815. */
  100816. autoClearDepthAndStencil: boolean;
  100817. /**
  100818. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  100819. */
  100820. clearColor: Color4;
  100821. /**
  100822. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  100823. */
  100824. ambientColor: Color3;
  100825. /**
  100826. * This is use to store the default BRDF lookup for PBR materials in your scene.
  100827. * It should only be one of the following (if not the default embedded one):
  100828. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  100829. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  100830. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  100831. * The material properties need to be setup according to the type of texture in use.
  100832. */
  100833. environmentBRDFTexture: BaseTexture;
  100834. /** @hidden */
  100835. protected _environmentTexture: Nullable<BaseTexture>;
  100836. /**
  100837. * Texture used in all pbr material as the reflection texture.
  100838. * As in the majority of the scene they are the same (exception for multi room and so on),
  100839. * this is easier to reference from here than from all the materials.
  100840. */
  100841. /**
  100842. * Texture used in all pbr material as the reflection texture.
  100843. * As in the majority of the scene they are the same (exception for multi room and so on),
  100844. * this is easier to set here than in all the materials.
  100845. */
  100846. environmentTexture: Nullable<BaseTexture>;
  100847. /** @hidden */
  100848. protected _environmentIntensity: number;
  100849. /**
  100850. * Intensity of the environment in all pbr material.
  100851. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  100852. * As in the majority of the scene they are the same (exception for multi room and so on),
  100853. * this is easier to reference from here than from all the materials.
  100854. */
  100855. /**
  100856. * Intensity of the environment in all pbr material.
  100857. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  100858. * As in the majority of the scene they are the same (exception for multi room and so on),
  100859. * this is easier to set here than in all the materials.
  100860. */
  100861. environmentIntensity: number;
  100862. /** @hidden */
  100863. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  100864. /**
  100865. * Default image processing configuration used either in the rendering
  100866. * Forward main pass or through the imageProcessingPostProcess if present.
  100867. * As in the majority of the scene they are the same (exception for multi camera),
  100868. * this is easier to reference from here than from all the materials and post process.
  100869. *
  100870. * No setter as we it is a shared configuration, you can set the values instead.
  100871. */
  100872. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  100873. private _forceWireframe;
  100874. /**
  100875. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  100876. */
  100877. forceWireframe: boolean;
  100878. private _forcePointsCloud;
  100879. /**
  100880. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  100881. */
  100882. forcePointsCloud: boolean;
  100883. /**
  100884. * Gets or sets the active clipplane 1
  100885. */
  100886. clipPlane: Nullable<Plane>;
  100887. /**
  100888. * Gets or sets the active clipplane 2
  100889. */
  100890. clipPlane2: Nullable<Plane>;
  100891. /**
  100892. * Gets or sets the active clipplane 3
  100893. */
  100894. clipPlane3: Nullable<Plane>;
  100895. /**
  100896. * Gets or sets the active clipplane 4
  100897. */
  100898. clipPlane4: Nullable<Plane>;
  100899. /**
  100900. * Gets or sets a boolean indicating if animations are enabled
  100901. */
  100902. animationsEnabled: boolean;
  100903. private _animationPropertiesOverride;
  100904. /**
  100905. * Gets or sets the animation properties override
  100906. */
  100907. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  100908. /**
  100909. * Gets or sets a boolean indicating if a constant deltatime has to be used
  100910. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  100911. */
  100912. useConstantAnimationDeltaTime: boolean;
  100913. /**
  100914. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  100915. * Please note that it requires to run a ray cast through the scene on every frame
  100916. */
  100917. constantlyUpdateMeshUnderPointer: boolean;
  100918. /**
  100919. * Defines the HTML cursor to use when hovering over interactive elements
  100920. */
  100921. hoverCursor: string;
  100922. /**
  100923. * Defines the HTML default cursor to use (empty by default)
  100924. */
  100925. defaultCursor: string;
  100926. /**
  100927. * Defines wether cursors are handled by the scene.
  100928. */
  100929. doNotHandleCursors: boolean;
  100930. /**
  100931. * This is used to call preventDefault() on pointer down
  100932. * in order to block unwanted artifacts like system double clicks
  100933. */
  100934. preventDefaultOnPointerDown: boolean;
  100935. /**
  100936. * This is used to call preventDefault() on pointer up
  100937. * in order to block unwanted artifacts like system double clicks
  100938. */
  100939. preventDefaultOnPointerUp: boolean;
  100940. /**
  100941. * Gets or sets user defined metadata
  100942. */
  100943. metadata: any;
  100944. /**
  100945. * For internal use only. Please do not use.
  100946. */
  100947. reservedDataStore: any;
  100948. /**
  100949. * Gets the name of the plugin used to load this scene (null by default)
  100950. */
  100951. loadingPluginName: string;
  100952. /**
  100953. * Use this array to add regular expressions used to disable offline support for specific urls
  100954. */
  100955. disableOfflineSupportExceptionRules: RegExp[];
  100956. /**
  100957. * An event triggered when the scene is disposed.
  100958. */
  100959. onDisposeObservable: Observable<Scene>;
  100960. private _onDisposeObserver;
  100961. /** Sets a function to be executed when this scene is disposed. */
  100962. onDispose: () => void;
  100963. /**
  100964. * An event triggered before rendering the scene (right after animations and physics)
  100965. */
  100966. onBeforeRenderObservable: Observable<Scene>;
  100967. private _onBeforeRenderObserver;
  100968. /** Sets a function to be executed before rendering this scene */
  100969. beforeRender: Nullable<() => void>;
  100970. /**
  100971. * An event triggered after rendering the scene
  100972. */
  100973. onAfterRenderObservable: Observable<Scene>;
  100974. /**
  100975. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  100976. */
  100977. onAfterRenderCameraObservable: Observable<Camera>;
  100978. private _onAfterRenderObserver;
  100979. /** Sets a function to be executed after rendering this scene */
  100980. afterRender: Nullable<() => void>;
  100981. /**
  100982. * An event triggered before animating the scene
  100983. */
  100984. onBeforeAnimationsObservable: Observable<Scene>;
  100985. /**
  100986. * An event triggered after animations processing
  100987. */
  100988. onAfterAnimationsObservable: Observable<Scene>;
  100989. /**
  100990. * An event triggered before draw calls are ready to be sent
  100991. */
  100992. onBeforeDrawPhaseObservable: Observable<Scene>;
  100993. /**
  100994. * An event triggered after draw calls have been sent
  100995. */
  100996. onAfterDrawPhaseObservable: Observable<Scene>;
  100997. /**
  100998. * An event triggered when the scene is ready
  100999. */
  101000. onReadyObservable: Observable<Scene>;
  101001. /**
  101002. * An event triggered before rendering a camera
  101003. */
  101004. onBeforeCameraRenderObservable: Observable<Camera>;
  101005. private _onBeforeCameraRenderObserver;
  101006. /** Sets a function to be executed before rendering a camera*/
  101007. beforeCameraRender: () => void;
  101008. /**
  101009. * An event triggered after rendering a camera
  101010. */
  101011. onAfterCameraRenderObservable: Observable<Camera>;
  101012. private _onAfterCameraRenderObserver;
  101013. /** Sets a function to be executed after rendering a camera*/
  101014. afterCameraRender: () => void;
  101015. /**
  101016. * An event triggered when active meshes evaluation is about to start
  101017. */
  101018. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  101019. /**
  101020. * An event triggered when active meshes evaluation is done
  101021. */
  101022. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  101023. /**
  101024. * An event triggered when particles rendering is about to start
  101025. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  101026. */
  101027. onBeforeParticlesRenderingObservable: Observable<Scene>;
  101028. /**
  101029. * An event triggered when particles rendering is done
  101030. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  101031. */
  101032. onAfterParticlesRenderingObservable: Observable<Scene>;
  101033. /**
  101034. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  101035. */
  101036. onDataLoadedObservable: Observable<Scene>;
  101037. /**
  101038. * An event triggered when a camera is created
  101039. */
  101040. onNewCameraAddedObservable: Observable<Camera>;
  101041. /**
  101042. * An event triggered when a camera is removed
  101043. */
  101044. onCameraRemovedObservable: Observable<Camera>;
  101045. /**
  101046. * An event triggered when a light is created
  101047. */
  101048. onNewLightAddedObservable: Observable<Light>;
  101049. /**
  101050. * An event triggered when a light is removed
  101051. */
  101052. onLightRemovedObservable: Observable<Light>;
  101053. /**
  101054. * An event triggered when a geometry is created
  101055. */
  101056. onNewGeometryAddedObservable: Observable<Geometry>;
  101057. /**
  101058. * An event triggered when a geometry is removed
  101059. */
  101060. onGeometryRemovedObservable: Observable<Geometry>;
  101061. /**
  101062. * An event triggered when a transform node is created
  101063. */
  101064. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  101065. /**
  101066. * An event triggered when a transform node is removed
  101067. */
  101068. onTransformNodeRemovedObservable: Observable<TransformNode>;
  101069. /**
  101070. * An event triggered when a mesh is created
  101071. */
  101072. onNewMeshAddedObservable: Observable<AbstractMesh>;
  101073. /**
  101074. * An event triggered when a mesh is removed
  101075. */
  101076. onMeshRemovedObservable: Observable<AbstractMesh>;
  101077. /**
  101078. * An event triggered when a skeleton is created
  101079. */
  101080. onNewSkeletonAddedObservable: Observable<Skeleton>;
  101081. /**
  101082. * An event triggered when a skeleton is removed
  101083. */
  101084. onSkeletonRemovedObservable: Observable<Skeleton>;
  101085. /**
  101086. * An event triggered when a material is created
  101087. */
  101088. onNewMaterialAddedObservable: Observable<Material>;
  101089. /**
  101090. * An event triggered when a material is removed
  101091. */
  101092. onMaterialRemovedObservable: Observable<Material>;
  101093. /**
  101094. * An event triggered when a texture is created
  101095. */
  101096. onNewTextureAddedObservable: Observable<BaseTexture>;
  101097. /**
  101098. * An event triggered when a texture is removed
  101099. */
  101100. onTextureRemovedObservable: Observable<BaseTexture>;
  101101. /**
  101102. * An event triggered when render targets are about to be rendered
  101103. * Can happen multiple times per frame.
  101104. */
  101105. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  101106. /**
  101107. * An event triggered when render targets were rendered.
  101108. * Can happen multiple times per frame.
  101109. */
  101110. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  101111. /**
  101112. * An event triggered before calculating deterministic simulation step
  101113. */
  101114. onBeforeStepObservable: Observable<Scene>;
  101115. /**
  101116. * An event triggered after calculating deterministic simulation step
  101117. */
  101118. onAfterStepObservable: Observable<Scene>;
  101119. /**
  101120. * An event triggered when the activeCamera property is updated
  101121. */
  101122. onActiveCameraChanged: Observable<Scene>;
  101123. /**
  101124. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  101125. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  101126. * 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)
  101127. */
  101128. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  101129. /**
  101130. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  101131. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  101132. * 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)
  101133. */
  101134. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  101135. /**
  101136. * This Observable will when a mesh has been imported into the scene.
  101137. */
  101138. onMeshImportedObservable: Observable<AbstractMesh>;
  101139. /**
  101140. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  101141. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  101142. */
  101143. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  101144. /** @hidden */
  101145. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  101146. /**
  101147. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  101148. */
  101149. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  101150. /**
  101151. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  101152. */
  101153. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  101154. /**
  101155. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  101156. */
  101157. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  101158. /** Callback called when a pointer move is detected */
  101159. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  101160. /** Callback called when a pointer down is detected */
  101161. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  101162. /** Callback called when a pointer up is detected */
  101163. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  101164. /** Callback called when a pointer pick is detected */
  101165. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  101166. /**
  101167. * 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).
  101168. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  101169. */
  101170. onPrePointerObservable: Observable<PointerInfoPre>;
  101171. /**
  101172. * Observable event triggered each time an input event is received from the rendering canvas
  101173. */
  101174. onPointerObservable: Observable<PointerInfo>;
  101175. /**
  101176. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  101177. */
  101178. readonly unTranslatedPointer: Vector2;
  101179. /**
  101180. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  101181. */
  101182. static DragMovementThreshold: number;
  101183. /**
  101184. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  101185. */
  101186. static LongPressDelay: number;
  101187. /**
  101188. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  101189. */
  101190. static DoubleClickDelay: number;
  101191. /** If you need to check double click without raising a single click at first click, enable this flag */
  101192. static ExclusiveDoubleClickMode: boolean;
  101193. /** @hidden */
  101194. _mirroredCameraPosition: Nullable<Vector3>;
  101195. /**
  101196. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  101197. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  101198. */
  101199. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  101200. /**
  101201. * Observable event triggered each time an keyboard event is received from the hosting window
  101202. */
  101203. onKeyboardObservable: Observable<KeyboardInfo>;
  101204. private _useRightHandedSystem;
  101205. /**
  101206. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  101207. */
  101208. useRightHandedSystem: boolean;
  101209. private _timeAccumulator;
  101210. private _currentStepId;
  101211. private _currentInternalStep;
  101212. /**
  101213. * Sets the step Id used by deterministic lock step
  101214. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101215. * @param newStepId defines the step Id
  101216. */
  101217. setStepId(newStepId: number): void;
  101218. /**
  101219. * Gets the step Id used by deterministic lock step
  101220. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101221. * @returns the step Id
  101222. */
  101223. getStepId(): number;
  101224. /**
  101225. * Gets the internal step used by deterministic lock step
  101226. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101227. * @returns the internal step
  101228. */
  101229. getInternalStep(): number;
  101230. private _fogEnabled;
  101231. /**
  101232. * Gets or sets a boolean indicating if fog is enabled on this scene
  101233. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101234. * (Default is true)
  101235. */
  101236. fogEnabled: boolean;
  101237. private _fogMode;
  101238. /**
  101239. * Gets or sets the fog mode to use
  101240. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101241. * | mode | value |
  101242. * | --- | --- |
  101243. * | FOGMODE_NONE | 0 |
  101244. * | FOGMODE_EXP | 1 |
  101245. * | FOGMODE_EXP2 | 2 |
  101246. * | FOGMODE_LINEAR | 3 |
  101247. */
  101248. fogMode: number;
  101249. /**
  101250. * Gets or sets the fog color to use
  101251. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101252. * (Default is Color3(0.2, 0.2, 0.3))
  101253. */
  101254. fogColor: Color3;
  101255. /**
  101256. * Gets or sets the fog density to use
  101257. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101258. * (Default is 0.1)
  101259. */
  101260. fogDensity: number;
  101261. /**
  101262. * Gets or sets the fog start distance to use
  101263. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101264. * (Default is 0)
  101265. */
  101266. fogStart: number;
  101267. /**
  101268. * Gets or sets the fog end distance to use
  101269. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101270. * (Default is 1000)
  101271. */
  101272. fogEnd: number;
  101273. private _shadowsEnabled;
  101274. /**
  101275. * Gets or sets a boolean indicating if shadows are enabled on this scene
  101276. */
  101277. shadowsEnabled: boolean;
  101278. private _lightsEnabled;
  101279. /**
  101280. * Gets or sets a boolean indicating if lights are enabled on this scene
  101281. */
  101282. lightsEnabled: boolean;
  101283. /** All of the active cameras added to this scene. */
  101284. activeCameras: Camera[];
  101285. /** @hidden */
  101286. _activeCamera: Nullable<Camera>;
  101287. /** Gets or sets the current active camera */
  101288. activeCamera: Nullable<Camera>;
  101289. private _defaultMaterial;
  101290. /** The default material used on meshes when no material is affected */
  101291. /** The default material used on meshes when no material is affected */
  101292. defaultMaterial: Material;
  101293. private _texturesEnabled;
  101294. /**
  101295. * Gets or sets a boolean indicating if textures are enabled on this scene
  101296. */
  101297. texturesEnabled: boolean;
  101298. /**
  101299. * Gets or sets a boolean indicating if particles are enabled on this scene
  101300. */
  101301. particlesEnabled: boolean;
  101302. /**
  101303. * Gets or sets a boolean indicating if sprites are enabled on this scene
  101304. */
  101305. spritesEnabled: boolean;
  101306. private _skeletonsEnabled;
  101307. /**
  101308. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  101309. */
  101310. skeletonsEnabled: boolean;
  101311. /**
  101312. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  101313. */
  101314. lensFlaresEnabled: boolean;
  101315. /**
  101316. * Gets or sets a boolean indicating if collisions are enabled on this scene
  101317. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  101318. */
  101319. collisionsEnabled: boolean;
  101320. private _collisionCoordinator;
  101321. /** @hidden */
  101322. readonly collisionCoordinator: ICollisionCoordinator;
  101323. /**
  101324. * Defines the gravity applied to this scene (used only for collisions)
  101325. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  101326. */
  101327. gravity: Vector3;
  101328. /**
  101329. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  101330. */
  101331. postProcessesEnabled: boolean;
  101332. /**
  101333. * The list of postprocesses added to the scene
  101334. */
  101335. postProcesses: PostProcess[];
  101336. /**
  101337. * Gets the current postprocess manager
  101338. */
  101339. postProcessManager: PostProcessManager;
  101340. /**
  101341. * Gets or sets a boolean indicating if render targets are enabled on this scene
  101342. */
  101343. renderTargetsEnabled: boolean;
  101344. /**
  101345. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  101346. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  101347. */
  101348. dumpNextRenderTargets: boolean;
  101349. /**
  101350. * The list of user defined render targets added to the scene
  101351. */
  101352. customRenderTargets: RenderTargetTexture[];
  101353. /**
  101354. * Defines if texture loading must be delayed
  101355. * If true, textures will only be loaded when they need to be rendered
  101356. */
  101357. useDelayedTextureLoading: boolean;
  101358. /**
  101359. * Gets the list of meshes imported to the scene through SceneLoader
  101360. */
  101361. importedMeshesFiles: String[];
  101362. /**
  101363. * Gets or sets a boolean indicating if probes are enabled on this scene
  101364. */
  101365. probesEnabled: boolean;
  101366. /**
  101367. * Gets or sets the current offline provider to use to store scene data
  101368. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  101369. */
  101370. offlineProvider: IOfflineProvider;
  101371. /**
  101372. * Gets or sets the action manager associated with the scene
  101373. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  101374. */
  101375. actionManager: AbstractActionManager;
  101376. private _meshesForIntersections;
  101377. /**
  101378. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  101379. */
  101380. proceduralTexturesEnabled: boolean;
  101381. private _engine;
  101382. private _totalVertices;
  101383. /** @hidden */
  101384. _activeIndices: PerfCounter;
  101385. /** @hidden */
  101386. _activeParticles: PerfCounter;
  101387. /** @hidden */
  101388. _activeBones: PerfCounter;
  101389. private _animationRatio;
  101390. /** @hidden */
  101391. _animationTimeLast: number;
  101392. /** @hidden */
  101393. _animationTime: number;
  101394. /**
  101395. * Gets or sets a general scale for animation speed
  101396. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  101397. */
  101398. animationTimeScale: number;
  101399. /** @hidden */
  101400. _cachedMaterial: Nullable<Material>;
  101401. /** @hidden */
  101402. _cachedEffect: Nullable<Effect>;
  101403. /** @hidden */
  101404. _cachedVisibility: Nullable<number>;
  101405. private _renderId;
  101406. private _frameId;
  101407. private _executeWhenReadyTimeoutId;
  101408. private _intermediateRendering;
  101409. private _viewUpdateFlag;
  101410. private _projectionUpdateFlag;
  101411. /** @hidden */
  101412. _toBeDisposed: Nullable<IDisposable>[];
  101413. private _activeRequests;
  101414. /** @hidden */
  101415. _pendingData: any[];
  101416. private _isDisposed;
  101417. /**
  101418. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  101419. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  101420. */
  101421. dispatchAllSubMeshesOfActiveMeshes: boolean;
  101422. private _activeMeshes;
  101423. private _processedMaterials;
  101424. private _renderTargets;
  101425. /** @hidden */
  101426. _activeParticleSystems: SmartArray<IParticleSystem>;
  101427. private _activeSkeletons;
  101428. private _softwareSkinnedMeshes;
  101429. private _renderingManager;
  101430. /** @hidden */
  101431. _activeAnimatables: Animatable[];
  101432. private _transformMatrix;
  101433. private _sceneUbo;
  101434. /** @hidden */
  101435. _viewMatrix: Matrix;
  101436. private _projectionMatrix;
  101437. /** @hidden */
  101438. _forcedViewPosition: Nullable<Vector3>;
  101439. /** @hidden */
  101440. _frustumPlanes: Plane[];
  101441. /**
  101442. * Gets the list of frustum planes (built from the active camera)
  101443. */
  101444. readonly frustumPlanes: Plane[];
  101445. /**
  101446. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  101447. * This is useful if there are more lights that the maximum simulteanous authorized
  101448. */
  101449. requireLightSorting: boolean;
  101450. /** @hidden */
  101451. readonly useMaterialMeshMap: boolean;
  101452. /** @hidden */
  101453. readonly useClonedMeshhMap: boolean;
  101454. private _externalData;
  101455. private _uid;
  101456. /**
  101457. * @hidden
  101458. * Backing store of defined scene components.
  101459. */
  101460. _components: ISceneComponent[];
  101461. /**
  101462. * @hidden
  101463. * Backing store of defined scene components.
  101464. */
  101465. _serializableComponents: ISceneSerializableComponent[];
  101466. /**
  101467. * List of components to register on the next registration step.
  101468. */
  101469. private _transientComponents;
  101470. /**
  101471. * Registers the transient components if needed.
  101472. */
  101473. private _registerTransientComponents;
  101474. /**
  101475. * @hidden
  101476. * Add a component to the scene.
  101477. * Note that the ccomponent could be registered on th next frame if this is called after
  101478. * the register component stage.
  101479. * @param component Defines the component to add to the scene
  101480. */
  101481. _addComponent(component: ISceneComponent): void;
  101482. /**
  101483. * @hidden
  101484. * Gets a component from the scene.
  101485. * @param name defines the name of the component to retrieve
  101486. * @returns the component or null if not present
  101487. */
  101488. _getComponent(name: string): Nullable<ISceneComponent>;
  101489. /**
  101490. * @hidden
  101491. * Defines the actions happening before camera updates.
  101492. */
  101493. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  101494. /**
  101495. * @hidden
  101496. * Defines the actions happening before clear the canvas.
  101497. */
  101498. _beforeClearStage: Stage<SimpleStageAction>;
  101499. /**
  101500. * @hidden
  101501. * Defines the actions when collecting render targets for the frame.
  101502. */
  101503. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  101504. /**
  101505. * @hidden
  101506. * Defines the actions happening for one camera in the frame.
  101507. */
  101508. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  101509. /**
  101510. * @hidden
  101511. * Defines the actions happening during the per mesh ready checks.
  101512. */
  101513. _isReadyForMeshStage: Stage<MeshStageAction>;
  101514. /**
  101515. * @hidden
  101516. * Defines the actions happening before evaluate active mesh checks.
  101517. */
  101518. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  101519. /**
  101520. * @hidden
  101521. * Defines the actions happening during the evaluate sub mesh checks.
  101522. */
  101523. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  101524. /**
  101525. * @hidden
  101526. * Defines the actions happening during the active mesh stage.
  101527. */
  101528. _activeMeshStage: Stage<ActiveMeshStageAction>;
  101529. /**
  101530. * @hidden
  101531. * Defines the actions happening during the per camera render target step.
  101532. */
  101533. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  101534. /**
  101535. * @hidden
  101536. * Defines the actions happening just before the active camera is drawing.
  101537. */
  101538. _beforeCameraDrawStage: Stage<CameraStageAction>;
  101539. /**
  101540. * @hidden
  101541. * Defines the actions happening just before a render target is drawing.
  101542. */
  101543. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  101544. /**
  101545. * @hidden
  101546. * Defines the actions happening just before a rendering group is drawing.
  101547. */
  101548. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  101549. /**
  101550. * @hidden
  101551. * Defines the actions happening just before a mesh is drawing.
  101552. */
  101553. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  101554. /**
  101555. * @hidden
  101556. * Defines the actions happening just after a mesh has been drawn.
  101557. */
  101558. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  101559. /**
  101560. * @hidden
  101561. * Defines the actions happening just after a rendering group has been drawn.
  101562. */
  101563. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  101564. /**
  101565. * @hidden
  101566. * Defines the actions happening just after the active camera has been drawn.
  101567. */
  101568. _afterCameraDrawStage: Stage<CameraStageAction>;
  101569. /**
  101570. * @hidden
  101571. * Defines the actions happening just after a render target has been drawn.
  101572. */
  101573. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  101574. /**
  101575. * @hidden
  101576. * Defines the actions happening just after rendering all cameras and computing intersections.
  101577. */
  101578. _afterRenderStage: Stage<SimpleStageAction>;
  101579. /**
  101580. * @hidden
  101581. * Defines the actions happening when a pointer move event happens.
  101582. */
  101583. _pointerMoveStage: Stage<PointerMoveStageAction>;
  101584. /**
  101585. * @hidden
  101586. * Defines the actions happening when a pointer down event happens.
  101587. */
  101588. _pointerDownStage: Stage<PointerUpDownStageAction>;
  101589. /**
  101590. * @hidden
  101591. * Defines the actions happening when a pointer up event happens.
  101592. */
  101593. _pointerUpStage: Stage<PointerUpDownStageAction>;
  101594. /**
  101595. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  101596. */
  101597. private geometriesByUniqueId;
  101598. /**
  101599. * Creates a new Scene
  101600. * @param engine defines the engine to use to render this scene
  101601. * @param options defines the scene options
  101602. */
  101603. constructor(engine: Engine, options?: SceneOptions);
  101604. /**
  101605. * Gets a string idenfifying the name of the class
  101606. * @returns "Scene" string
  101607. */
  101608. getClassName(): string;
  101609. private _defaultMeshCandidates;
  101610. /**
  101611. * @hidden
  101612. */
  101613. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  101614. private _defaultSubMeshCandidates;
  101615. /**
  101616. * @hidden
  101617. */
  101618. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  101619. /**
  101620. * Sets the default candidate providers for the scene.
  101621. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  101622. * and getCollidingSubMeshCandidates to their default function
  101623. */
  101624. setDefaultCandidateProviders(): void;
  101625. /**
  101626. * Gets the mesh that is currently under the pointer
  101627. */
  101628. readonly meshUnderPointer: Nullable<AbstractMesh>;
  101629. /**
  101630. * Gets or sets the current on-screen X position of the pointer
  101631. */
  101632. pointerX: number;
  101633. /**
  101634. * Gets or sets the current on-screen Y position of the pointer
  101635. */
  101636. pointerY: number;
  101637. /**
  101638. * Gets the cached material (ie. the latest rendered one)
  101639. * @returns the cached material
  101640. */
  101641. getCachedMaterial(): Nullable<Material>;
  101642. /**
  101643. * Gets the cached effect (ie. the latest rendered one)
  101644. * @returns the cached effect
  101645. */
  101646. getCachedEffect(): Nullable<Effect>;
  101647. /**
  101648. * Gets the cached visibility state (ie. the latest rendered one)
  101649. * @returns the cached visibility state
  101650. */
  101651. getCachedVisibility(): Nullable<number>;
  101652. /**
  101653. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  101654. * @param material defines the current material
  101655. * @param effect defines the current effect
  101656. * @param visibility defines the current visibility state
  101657. * @returns true if one parameter is not cached
  101658. */
  101659. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  101660. /**
  101661. * Gets the engine associated with the scene
  101662. * @returns an Engine
  101663. */
  101664. getEngine(): Engine;
  101665. /**
  101666. * Gets the total number of vertices rendered per frame
  101667. * @returns the total number of vertices rendered per frame
  101668. */
  101669. getTotalVertices(): number;
  101670. /**
  101671. * Gets the performance counter for total vertices
  101672. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  101673. */
  101674. readonly totalVerticesPerfCounter: PerfCounter;
  101675. /**
  101676. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  101677. * @returns the total number of active indices rendered per frame
  101678. */
  101679. getActiveIndices(): number;
  101680. /**
  101681. * Gets the performance counter for active indices
  101682. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  101683. */
  101684. readonly totalActiveIndicesPerfCounter: PerfCounter;
  101685. /**
  101686. * Gets the total number of active particles rendered per frame
  101687. * @returns the total number of active particles rendered per frame
  101688. */
  101689. getActiveParticles(): number;
  101690. /**
  101691. * Gets the performance counter for active particles
  101692. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  101693. */
  101694. readonly activeParticlesPerfCounter: PerfCounter;
  101695. /**
  101696. * Gets the total number of active bones rendered per frame
  101697. * @returns the total number of active bones rendered per frame
  101698. */
  101699. getActiveBones(): number;
  101700. /**
  101701. * Gets the performance counter for active bones
  101702. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  101703. */
  101704. readonly activeBonesPerfCounter: PerfCounter;
  101705. /**
  101706. * Gets the array of active meshes
  101707. * @returns an array of AbstractMesh
  101708. */
  101709. getActiveMeshes(): SmartArray<AbstractMesh>;
  101710. /**
  101711. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  101712. * @returns a number
  101713. */
  101714. getAnimationRatio(): number;
  101715. /**
  101716. * Gets an unique Id for the current render phase
  101717. * @returns a number
  101718. */
  101719. getRenderId(): number;
  101720. /**
  101721. * Gets an unique Id for the current frame
  101722. * @returns a number
  101723. */
  101724. getFrameId(): number;
  101725. /** Call this function if you want to manually increment the render Id*/
  101726. incrementRenderId(): void;
  101727. private _createUbo;
  101728. /**
  101729. * Use this method to simulate a pointer move on a mesh
  101730. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101731. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101732. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101733. * @returns the current scene
  101734. */
  101735. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  101736. /**
  101737. * Use this method to simulate a pointer down on a mesh
  101738. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101739. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101740. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101741. * @returns the current scene
  101742. */
  101743. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  101744. /**
  101745. * Use this method to simulate a pointer up on a mesh
  101746. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101747. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101748. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101749. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  101750. * @returns the current scene
  101751. */
  101752. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  101753. /**
  101754. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  101755. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  101756. * @returns true if the pointer was captured
  101757. */
  101758. isPointerCaptured(pointerId?: number): boolean;
  101759. /**
  101760. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  101761. * @param attachUp defines if you want to attach events to pointerup
  101762. * @param attachDown defines if you want to attach events to pointerdown
  101763. * @param attachMove defines if you want to attach events to pointermove
  101764. */
  101765. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  101766. /** Detaches all event handlers*/
  101767. detachControl(): void;
  101768. /**
  101769. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  101770. * Delay loaded resources are not taking in account
  101771. * @return true if all required resources are ready
  101772. */
  101773. isReady(): boolean;
  101774. /** Resets all cached information relative to material (including effect and visibility) */
  101775. resetCachedMaterial(): void;
  101776. /**
  101777. * Registers a function to be called before every frame render
  101778. * @param func defines the function to register
  101779. */
  101780. registerBeforeRender(func: () => void): void;
  101781. /**
  101782. * Unregisters a function called before every frame render
  101783. * @param func defines the function to unregister
  101784. */
  101785. unregisterBeforeRender(func: () => void): void;
  101786. /**
  101787. * Registers a function to be called after every frame render
  101788. * @param func defines the function to register
  101789. */
  101790. registerAfterRender(func: () => void): void;
  101791. /**
  101792. * Unregisters a function called after every frame render
  101793. * @param func defines the function to unregister
  101794. */
  101795. unregisterAfterRender(func: () => void): void;
  101796. private _executeOnceBeforeRender;
  101797. /**
  101798. * The provided function will run before render once and will be disposed afterwards.
  101799. * A timeout delay can be provided so that the function will be executed in N ms.
  101800. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  101801. * @param func The function to be executed.
  101802. * @param timeout optional delay in ms
  101803. */
  101804. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  101805. /** @hidden */
  101806. _addPendingData(data: any): void;
  101807. /** @hidden */
  101808. _removePendingData(data: any): void;
  101809. /**
  101810. * Returns the number of items waiting to be loaded
  101811. * @returns the number of items waiting to be loaded
  101812. */
  101813. getWaitingItemsCount(): number;
  101814. /**
  101815. * Returns a boolean indicating if the scene is still loading data
  101816. */
  101817. readonly isLoading: boolean;
  101818. /**
  101819. * Registers a function to be executed when the scene is ready
  101820. * @param {Function} func - the function to be executed
  101821. */
  101822. executeWhenReady(func: () => void): void;
  101823. /**
  101824. * Returns a promise that resolves when the scene is ready
  101825. * @returns A promise that resolves when the scene is ready
  101826. */
  101827. whenReadyAsync(): Promise<void>;
  101828. /** @hidden */
  101829. _checkIsReady(): void;
  101830. /**
  101831. * Gets all animatable attached to the scene
  101832. */
  101833. readonly animatables: Animatable[];
  101834. /**
  101835. * Resets the last animation time frame.
  101836. * Useful to override when animations start running when loading a scene for the first time.
  101837. */
  101838. resetLastAnimationTimeFrame(): void;
  101839. /**
  101840. * Gets the current view matrix
  101841. * @returns a Matrix
  101842. */
  101843. getViewMatrix(): Matrix;
  101844. /**
  101845. * Gets the current projection matrix
  101846. * @returns a Matrix
  101847. */
  101848. getProjectionMatrix(): Matrix;
  101849. /**
  101850. * Gets the current transform matrix
  101851. * @returns a Matrix made of View * Projection
  101852. */
  101853. getTransformMatrix(): Matrix;
  101854. /**
  101855. * Sets the current transform matrix
  101856. * @param viewL defines the View matrix to use
  101857. * @param projectionL defines the Projection matrix to use
  101858. * @param viewR defines the right View matrix to use (if provided)
  101859. * @param projectionR defines the right Projection matrix to use (if provided)
  101860. */
  101861. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  101862. /**
  101863. * Gets the uniform buffer used to store scene data
  101864. * @returns a UniformBuffer
  101865. */
  101866. getSceneUniformBuffer(): UniformBuffer;
  101867. /**
  101868. * Gets an unique (relatively to the current scene) Id
  101869. * @returns an unique number for the scene
  101870. */
  101871. getUniqueId(): number;
  101872. /**
  101873. * Add a mesh to the list of scene's meshes
  101874. * @param newMesh defines the mesh to add
  101875. * @param recursive if all child meshes should also be added to the scene
  101876. */
  101877. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  101878. /**
  101879. * Remove a mesh for the list of scene's meshes
  101880. * @param toRemove defines the mesh to remove
  101881. * @param recursive if all child meshes should also be removed from the scene
  101882. * @returns the index where the mesh was in the mesh list
  101883. */
  101884. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  101885. /**
  101886. * Add a transform node to the list of scene's transform nodes
  101887. * @param newTransformNode defines the transform node to add
  101888. */
  101889. addTransformNode(newTransformNode: TransformNode): void;
  101890. /**
  101891. * Remove a transform node for the list of scene's transform nodes
  101892. * @param toRemove defines the transform node to remove
  101893. * @returns the index where the transform node was in the transform node list
  101894. */
  101895. removeTransformNode(toRemove: TransformNode): number;
  101896. /**
  101897. * Remove a skeleton for the list of scene's skeletons
  101898. * @param toRemove defines the skeleton to remove
  101899. * @returns the index where the skeleton was in the skeleton list
  101900. */
  101901. removeSkeleton(toRemove: Skeleton): number;
  101902. /**
  101903. * Remove a morph target for the list of scene's morph targets
  101904. * @param toRemove defines the morph target to remove
  101905. * @returns the index where the morph target was in the morph target list
  101906. */
  101907. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  101908. /**
  101909. * Remove a light for the list of scene's lights
  101910. * @param toRemove defines the light to remove
  101911. * @returns the index where the light was in the light list
  101912. */
  101913. removeLight(toRemove: Light): number;
  101914. /**
  101915. * Remove a camera for the list of scene's cameras
  101916. * @param toRemove defines the camera to remove
  101917. * @returns the index where the camera was in the camera list
  101918. */
  101919. removeCamera(toRemove: Camera): number;
  101920. /**
  101921. * Remove a particle system for the list of scene's particle systems
  101922. * @param toRemove defines the particle system to remove
  101923. * @returns the index where the particle system was in the particle system list
  101924. */
  101925. removeParticleSystem(toRemove: IParticleSystem): number;
  101926. /**
  101927. * Remove a animation for the list of scene's animations
  101928. * @param toRemove defines the animation to remove
  101929. * @returns the index where the animation was in the animation list
  101930. */
  101931. removeAnimation(toRemove: Animation): number;
  101932. /**
  101933. * Will stop the animation of the given target
  101934. * @param target - the target
  101935. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  101936. * @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)
  101937. */
  101938. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  101939. /**
  101940. * Removes the given animation group from this scene.
  101941. * @param toRemove The animation group to remove
  101942. * @returns The index of the removed animation group
  101943. */
  101944. removeAnimationGroup(toRemove: AnimationGroup): number;
  101945. /**
  101946. * Removes the given multi-material from this scene.
  101947. * @param toRemove The multi-material to remove
  101948. * @returns The index of the removed multi-material
  101949. */
  101950. removeMultiMaterial(toRemove: MultiMaterial): number;
  101951. /**
  101952. * Removes the given material from this scene.
  101953. * @param toRemove The material to remove
  101954. * @returns The index of the removed material
  101955. */
  101956. removeMaterial(toRemove: Material): number;
  101957. /**
  101958. * Removes the given action manager from this scene.
  101959. * @param toRemove The action manager to remove
  101960. * @returns The index of the removed action manager
  101961. */
  101962. removeActionManager(toRemove: AbstractActionManager): number;
  101963. /**
  101964. * Removes the given texture from this scene.
  101965. * @param toRemove The texture to remove
  101966. * @returns The index of the removed texture
  101967. */
  101968. removeTexture(toRemove: BaseTexture): number;
  101969. /**
  101970. * Adds the given light to this scene
  101971. * @param newLight The light to add
  101972. */
  101973. addLight(newLight: Light): void;
  101974. /**
  101975. * Sorts the list list based on light priorities
  101976. */
  101977. sortLightsByPriority(): void;
  101978. /**
  101979. * Adds the given camera to this scene
  101980. * @param newCamera The camera to add
  101981. */
  101982. addCamera(newCamera: Camera): void;
  101983. /**
  101984. * Adds the given skeleton to this scene
  101985. * @param newSkeleton The skeleton to add
  101986. */
  101987. addSkeleton(newSkeleton: Skeleton): void;
  101988. /**
  101989. * Adds the given particle system to this scene
  101990. * @param newParticleSystem The particle system to add
  101991. */
  101992. addParticleSystem(newParticleSystem: IParticleSystem): void;
  101993. /**
  101994. * Adds the given animation to this scene
  101995. * @param newAnimation The animation to add
  101996. */
  101997. addAnimation(newAnimation: Animation): void;
  101998. /**
  101999. * Adds the given animation group to this scene.
  102000. * @param newAnimationGroup The animation group to add
  102001. */
  102002. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  102003. /**
  102004. * Adds the given multi-material to this scene
  102005. * @param newMultiMaterial The multi-material to add
  102006. */
  102007. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  102008. /**
  102009. * Adds the given material to this scene
  102010. * @param newMaterial The material to add
  102011. */
  102012. addMaterial(newMaterial: Material): void;
  102013. /**
  102014. * Adds the given morph target to this scene
  102015. * @param newMorphTargetManager The morph target to add
  102016. */
  102017. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  102018. /**
  102019. * Adds the given geometry to this scene
  102020. * @param newGeometry The geometry to add
  102021. */
  102022. addGeometry(newGeometry: Geometry): void;
  102023. /**
  102024. * Adds the given action manager to this scene
  102025. * @param newActionManager The action manager to add
  102026. */
  102027. addActionManager(newActionManager: AbstractActionManager): void;
  102028. /**
  102029. * Adds the given texture to this scene.
  102030. * @param newTexture The texture to add
  102031. */
  102032. addTexture(newTexture: BaseTexture): void;
  102033. /**
  102034. * Switch active camera
  102035. * @param newCamera defines the new active camera
  102036. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  102037. */
  102038. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  102039. /**
  102040. * sets the active camera of the scene using its ID
  102041. * @param id defines the camera's ID
  102042. * @return the new active camera or null if none found.
  102043. */
  102044. setActiveCameraByID(id: string): Nullable<Camera>;
  102045. /**
  102046. * sets the active camera of the scene using its name
  102047. * @param name defines the camera's name
  102048. * @returns the new active camera or null if none found.
  102049. */
  102050. setActiveCameraByName(name: string): Nullable<Camera>;
  102051. /**
  102052. * get an animation group using its name
  102053. * @param name defines the material's name
  102054. * @return the animation group or null if none found.
  102055. */
  102056. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  102057. /**
  102058. * Get a material using its unique id
  102059. * @param uniqueId defines the material's unique id
  102060. * @return the material or null if none found.
  102061. */
  102062. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  102063. /**
  102064. * get a material using its id
  102065. * @param id defines the material's ID
  102066. * @return the material or null if none found.
  102067. */
  102068. getMaterialByID(id: string): Nullable<Material>;
  102069. /**
  102070. * Gets a the last added material using a given id
  102071. * @param id defines the material's ID
  102072. * @return the last material with the given id or null if none found.
  102073. */
  102074. getLastMaterialByID(id: string): Nullable<Material>;
  102075. /**
  102076. * Gets a material using its name
  102077. * @param name defines the material's name
  102078. * @return the material or null if none found.
  102079. */
  102080. getMaterialByName(name: string): Nullable<Material>;
  102081. /**
  102082. * Get a texture using its unique id
  102083. * @param uniqueId defines the texture's unique id
  102084. * @return the texture or null if none found.
  102085. */
  102086. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  102087. /**
  102088. * Gets a camera using its id
  102089. * @param id defines the id to look for
  102090. * @returns the camera or null if not found
  102091. */
  102092. getCameraByID(id: string): Nullable<Camera>;
  102093. /**
  102094. * Gets a camera using its unique id
  102095. * @param uniqueId defines the unique id to look for
  102096. * @returns the camera or null if not found
  102097. */
  102098. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  102099. /**
  102100. * Gets a camera using its name
  102101. * @param name defines the camera's name
  102102. * @return the camera or null if none found.
  102103. */
  102104. getCameraByName(name: string): Nullable<Camera>;
  102105. /**
  102106. * Gets a bone using its id
  102107. * @param id defines the bone's id
  102108. * @return the bone or null if not found
  102109. */
  102110. getBoneByID(id: string): Nullable<Bone>;
  102111. /**
  102112. * Gets a bone using its id
  102113. * @param name defines the bone's name
  102114. * @return the bone or null if not found
  102115. */
  102116. getBoneByName(name: string): Nullable<Bone>;
  102117. /**
  102118. * Gets a light node using its name
  102119. * @param name defines the the light's name
  102120. * @return the light or null if none found.
  102121. */
  102122. getLightByName(name: string): Nullable<Light>;
  102123. /**
  102124. * Gets a light node using its id
  102125. * @param id defines the light's id
  102126. * @return the light or null if none found.
  102127. */
  102128. getLightByID(id: string): Nullable<Light>;
  102129. /**
  102130. * Gets a light node using its scene-generated unique ID
  102131. * @param uniqueId defines the light's unique id
  102132. * @return the light or null if none found.
  102133. */
  102134. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  102135. /**
  102136. * Gets a particle system by id
  102137. * @param id defines the particle system id
  102138. * @return the corresponding system or null if none found
  102139. */
  102140. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  102141. /**
  102142. * Gets a geometry using its ID
  102143. * @param id defines the geometry's id
  102144. * @return the geometry or null if none found.
  102145. */
  102146. getGeometryByID(id: string): Nullable<Geometry>;
  102147. private _getGeometryByUniqueID;
  102148. /**
  102149. * Add a new geometry to this scene
  102150. * @param geometry defines the geometry to be added to the scene.
  102151. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  102152. * @return a boolean defining if the geometry was added or not
  102153. */
  102154. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  102155. /**
  102156. * Removes an existing geometry
  102157. * @param geometry defines the geometry to be removed from the scene
  102158. * @return a boolean defining if the geometry was removed or not
  102159. */
  102160. removeGeometry(geometry: Geometry): boolean;
  102161. /**
  102162. * Gets the list of geometries attached to the scene
  102163. * @returns an array of Geometry
  102164. */
  102165. getGeometries(): Geometry[];
  102166. /**
  102167. * Gets the first added mesh found of a given ID
  102168. * @param id defines the id to search for
  102169. * @return the mesh found or null if not found at all
  102170. */
  102171. getMeshByID(id: string): Nullable<AbstractMesh>;
  102172. /**
  102173. * Gets a list of meshes using their id
  102174. * @param id defines the id to search for
  102175. * @returns a list of meshes
  102176. */
  102177. getMeshesByID(id: string): Array<AbstractMesh>;
  102178. /**
  102179. * Gets the first added transform node found of a given ID
  102180. * @param id defines the id to search for
  102181. * @return the found transform node or null if not found at all.
  102182. */
  102183. getTransformNodeByID(id: string): Nullable<TransformNode>;
  102184. /**
  102185. * Gets a transform node with its auto-generated unique id
  102186. * @param uniqueId efines the unique id to search for
  102187. * @return the found transform node or null if not found at all.
  102188. */
  102189. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  102190. /**
  102191. * Gets a list of transform nodes using their id
  102192. * @param id defines the id to search for
  102193. * @returns a list of transform nodes
  102194. */
  102195. getTransformNodesByID(id: string): Array<TransformNode>;
  102196. /**
  102197. * Gets a mesh with its auto-generated unique id
  102198. * @param uniqueId defines the unique id to search for
  102199. * @return the found mesh or null if not found at all.
  102200. */
  102201. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  102202. /**
  102203. * Gets a the last added mesh using a given id
  102204. * @param id defines the id to search for
  102205. * @return the found mesh or null if not found at all.
  102206. */
  102207. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  102208. /**
  102209. * Gets a the last added node (Mesh, Camera, Light) using a given id
  102210. * @param id defines the id to search for
  102211. * @return the found node or null if not found at all
  102212. */
  102213. getLastEntryByID(id: string): Nullable<Node>;
  102214. /**
  102215. * Gets a node (Mesh, Camera, Light) using a given id
  102216. * @param id defines the id to search for
  102217. * @return the found node or null if not found at all
  102218. */
  102219. getNodeByID(id: string): Nullable<Node>;
  102220. /**
  102221. * Gets a node (Mesh, Camera, Light) using a given name
  102222. * @param name defines the name to search for
  102223. * @return the found node or null if not found at all.
  102224. */
  102225. getNodeByName(name: string): Nullable<Node>;
  102226. /**
  102227. * Gets a mesh using a given name
  102228. * @param name defines the name to search for
  102229. * @return the found mesh or null if not found at all.
  102230. */
  102231. getMeshByName(name: string): Nullable<AbstractMesh>;
  102232. /**
  102233. * Gets a transform node using a given name
  102234. * @param name defines the name to search for
  102235. * @return the found transform node or null if not found at all.
  102236. */
  102237. getTransformNodeByName(name: string): Nullable<TransformNode>;
  102238. /**
  102239. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  102240. * @param id defines the id to search for
  102241. * @return the found skeleton or null if not found at all.
  102242. */
  102243. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  102244. /**
  102245. * Gets a skeleton using a given auto generated unique id
  102246. * @param uniqueId defines the unique id to search for
  102247. * @return the found skeleton or null if not found at all.
  102248. */
  102249. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  102250. /**
  102251. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  102252. * @param id defines the id to search for
  102253. * @return the found skeleton or null if not found at all.
  102254. */
  102255. getSkeletonById(id: string): Nullable<Skeleton>;
  102256. /**
  102257. * Gets a skeleton using a given name
  102258. * @param name defines the name to search for
  102259. * @return the found skeleton or null if not found at all.
  102260. */
  102261. getSkeletonByName(name: string): Nullable<Skeleton>;
  102262. /**
  102263. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  102264. * @param id defines the id to search for
  102265. * @return the found morph target manager or null if not found at all.
  102266. */
  102267. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  102268. /**
  102269. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  102270. * @param id defines the id to search for
  102271. * @return the found morph target or null if not found at all.
  102272. */
  102273. getMorphTargetById(id: string): Nullable<MorphTarget>;
  102274. /**
  102275. * Gets a boolean indicating if the given mesh is active
  102276. * @param mesh defines the mesh to look for
  102277. * @returns true if the mesh is in the active list
  102278. */
  102279. isActiveMesh(mesh: AbstractMesh): boolean;
  102280. /**
  102281. * Return a unique id as a string which can serve as an identifier for the scene
  102282. */
  102283. readonly uid: string;
  102284. /**
  102285. * Add an externaly attached data from its key.
  102286. * This method call will fail and return false, if such key already exists.
  102287. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  102288. * @param key the unique key that identifies the data
  102289. * @param data the data object to associate to the key for this Engine instance
  102290. * @return true if no such key were already present and the data was added successfully, false otherwise
  102291. */
  102292. addExternalData<T>(key: string, data: T): boolean;
  102293. /**
  102294. * Get an externaly attached data from its key
  102295. * @param key the unique key that identifies the data
  102296. * @return the associated data, if present (can be null), or undefined if not present
  102297. */
  102298. getExternalData<T>(key: string): Nullable<T>;
  102299. /**
  102300. * Get an externaly attached data from its key, create it using a factory if it's not already present
  102301. * @param key the unique key that identifies the data
  102302. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  102303. * @return the associated data, can be null if the factory returned null.
  102304. */
  102305. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  102306. /**
  102307. * Remove an externaly attached data from the Engine instance
  102308. * @param key the unique key that identifies the data
  102309. * @return true if the data was successfully removed, false if it doesn't exist
  102310. */
  102311. removeExternalData(key: string): boolean;
  102312. private _evaluateSubMesh;
  102313. /**
  102314. * Clear the processed materials smart array preventing retention point in material dispose.
  102315. */
  102316. freeProcessedMaterials(): void;
  102317. private _preventFreeActiveMeshesAndRenderingGroups;
  102318. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  102319. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  102320. * when disposing several meshes in a row or a hierarchy of meshes.
  102321. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  102322. */
  102323. blockfreeActiveMeshesAndRenderingGroups: boolean;
  102324. /**
  102325. * Clear the active meshes smart array preventing retention point in mesh dispose.
  102326. */
  102327. freeActiveMeshes(): void;
  102328. /**
  102329. * Clear the info related to rendering groups preventing retention points during dispose.
  102330. */
  102331. freeRenderingGroups(): void;
  102332. /** @hidden */
  102333. _isInIntermediateRendering(): boolean;
  102334. /**
  102335. * Lambda returning the list of potentially active meshes.
  102336. */
  102337. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  102338. /**
  102339. * Lambda returning the list of potentially active sub meshes.
  102340. */
  102341. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  102342. /**
  102343. * Lambda returning the list of potentially intersecting sub meshes.
  102344. */
  102345. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  102346. /**
  102347. * Lambda returning the list of potentially colliding sub meshes.
  102348. */
  102349. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  102350. private _activeMeshesFrozen;
  102351. /**
  102352. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  102353. * @returns the current scene
  102354. */
  102355. freezeActiveMeshes(): Scene;
  102356. /**
  102357. * Use this function to restart evaluating active meshes on every frame
  102358. * @returns the current scene
  102359. */
  102360. unfreezeActiveMeshes(): Scene;
  102361. private _evaluateActiveMeshes;
  102362. private _activeMesh;
  102363. /**
  102364. * Update the transform matrix to update from the current active camera
  102365. * @param force defines a boolean used to force the update even if cache is up to date
  102366. */
  102367. updateTransformMatrix(force?: boolean): void;
  102368. private _bindFrameBuffer;
  102369. /** @hidden */
  102370. _allowPostProcessClearColor: boolean;
  102371. /** @hidden */
  102372. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  102373. private _processSubCameras;
  102374. private _checkIntersections;
  102375. /** @hidden */
  102376. _advancePhysicsEngineStep(step: number): void;
  102377. /**
  102378. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  102379. */
  102380. getDeterministicFrameTime: () => number;
  102381. /** @hidden */
  102382. _animate(): void;
  102383. /** Execute all animations (for a frame) */
  102384. animate(): void;
  102385. /**
  102386. * Render the scene
  102387. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  102388. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  102389. */
  102390. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  102391. /**
  102392. * Freeze all materials
  102393. * A frozen material will not be updatable but should be faster to render
  102394. */
  102395. freezeMaterials(): void;
  102396. /**
  102397. * Unfreeze all materials
  102398. * A frozen material will not be updatable but should be faster to render
  102399. */
  102400. unfreezeMaterials(): void;
  102401. /**
  102402. * Releases all held ressources
  102403. */
  102404. dispose(): void;
  102405. /**
  102406. * Gets if the scene is already disposed
  102407. */
  102408. readonly isDisposed: boolean;
  102409. /**
  102410. * Call this function to reduce memory footprint of the scene.
  102411. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  102412. */
  102413. clearCachedVertexData(): void;
  102414. /**
  102415. * This function will remove the local cached buffer data from texture.
  102416. * It will save memory but will prevent the texture from being rebuilt
  102417. */
  102418. cleanCachedTextureBuffer(): void;
  102419. /**
  102420. * Get the world extend vectors with an optional filter
  102421. *
  102422. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  102423. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  102424. */
  102425. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  102426. min: Vector3;
  102427. max: Vector3;
  102428. };
  102429. /**
  102430. * Creates a ray that can be used to pick in the scene
  102431. * @param x defines the x coordinate of the origin (on-screen)
  102432. * @param y defines the y coordinate of the origin (on-screen)
  102433. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  102434. * @param camera defines the camera to use for the picking
  102435. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  102436. * @returns a Ray
  102437. */
  102438. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  102439. /**
  102440. * Creates a ray that can be used to pick in the scene
  102441. * @param x defines the x coordinate of the origin (on-screen)
  102442. * @param y defines the y coordinate of the origin (on-screen)
  102443. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  102444. * @param result defines the ray where to store the picking ray
  102445. * @param camera defines the camera to use for the picking
  102446. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  102447. * @returns the current scene
  102448. */
  102449. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  102450. /**
  102451. * Creates a ray that can be used to pick in the scene
  102452. * @param x defines the x coordinate of the origin (on-screen)
  102453. * @param y defines the y coordinate of the origin (on-screen)
  102454. * @param camera defines the camera to use for the picking
  102455. * @returns a Ray
  102456. */
  102457. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  102458. /**
  102459. * Creates a ray that can be used to pick in the scene
  102460. * @param x defines the x coordinate of the origin (on-screen)
  102461. * @param y defines the y coordinate of the origin (on-screen)
  102462. * @param result defines the ray where to store the picking ray
  102463. * @param camera defines the camera to use for the picking
  102464. * @returns the current scene
  102465. */
  102466. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  102467. /** Launch a ray to try to pick a mesh in the scene
  102468. * @param x position on screen
  102469. * @param y position on screen
  102470. * @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
  102471. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  102472. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  102473. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  102474. * @returns a PickingInfo
  102475. */
  102476. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  102477. /** Use the given ray to pick a mesh in the scene
  102478. * @param ray The ray to use to pick meshes
  102479. * @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
  102480. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  102481. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  102482. * @returns a PickingInfo
  102483. */
  102484. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  102485. /**
  102486. * Launch a ray to try to pick a mesh in the scene
  102487. * @param x X position on screen
  102488. * @param y Y position on screen
  102489. * @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
  102490. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  102491. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  102492. * @returns an array of PickingInfo
  102493. */
  102494. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  102495. /**
  102496. * Launch a ray to try to pick a mesh in the scene
  102497. * @param ray Ray to use
  102498. * @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
  102499. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  102500. * @returns an array of PickingInfo
  102501. */
  102502. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  102503. /**
  102504. * Force the value of meshUnderPointer
  102505. * @param mesh defines the mesh to use
  102506. */
  102507. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  102508. /**
  102509. * Gets the mesh under the pointer
  102510. * @returns a Mesh or null if no mesh is under the pointer
  102511. */
  102512. getPointerOverMesh(): Nullable<AbstractMesh>;
  102513. /** @hidden */
  102514. _rebuildGeometries(): void;
  102515. /** @hidden */
  102516. _rebuildTextures(): void;
  102517. private _getByTags;
  102518. /**
  102519. * Get a list of meshes by tags
  102520. * @param tagsQuery defines the tags query to use
  102521. * @param forEach defines a predicate used to filter results
  102522. * @returns an array of Mesh
  102523. */
  102524. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  102525. /**
  102526. * Get a list of cameras by tags
  102527. * @param tagsQuery defines the tags query to use
  102528. * @param forEach defines a predicate used to filter results
  102529. * @returns an array of Camera
  102530. */
  102531. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  102532. /**
  102533. * Get a list of lights by tags
  102534. * @param tagsQuery defines the tags query to use
  102535. * @param forEach defines a predicate used to filter results
  102536. * @returns an array of Light
  102537. */
  102538. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  102539. /**
  102540. * Get a list of materials by tags
  102541. * @param tagsQuery defines the tags query to use
  102542. * @param forEach defines a predicate used to filter results
  102543. * @returns an array of Material
  102544. */
  102545. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  102546. /**
  102547. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  102548. * This allowed control for front to back rendering or reversly depending of the special needs.
  102549. *
  102550. * @param renderingGroupId The rendering group id corresponding to its index
  102551. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  102552. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  102553. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  102554. */
  102555. 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;
  102556. /**
  102557. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  102558. *
  102559. * @param renderingGroupId The rendering group id corresponding to its index
  102560. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  102561. * @param depth Automatically clears depth between groups if true and autoClear is true.
  102562. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  102563. */
  102564. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  102565. /**
  102566. * Gets the current auto clear configuration for one rendering group of the rendering
  102567. * manager.
  102568. * @param index the rendering group index to get the information for
  102569. * @returns The auto clear setup for the requested rendering group
  102570. */
  102571. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  102572. private _blockMaterialDirtyMechanism;
  102573. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  102574. blockMaterialDirtyMechanism: boolean;
  102575. /**
  102576. * Will flag all materials as dirty to trigger new shader compilation
  102577. * @param flag defines the flag used to specify which material part must be marked as dirty
  102578. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  102579. */
  102580. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  102581. /** @hidden */
  102582. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  102583. /** @hidden */
  102584. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  102585. /** @hidden */
  102586. _requestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  102587. /** @hidden */
  102588. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  102589. /** @hidden */
  102590. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  102591. /** @hidden */
  102592. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  102593. }
  102594. }
  102595. declare module BABYLON {
  102596. /**
  102597. * Set of assets to keep when moving a scene into an asset container.
  102598. */
  102599. export class KeepAssets extends AbstractScene {
  102600. }
  102601. /**
  102602. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  102603. */
  102604. export class InstantiatedEntries {
  102605. /**
  102606. * List of new root nodes (eg. nodes with no parent)
  102607. */
  102608. rootNodes: TransformNode[];
  102609. /**
  102610. * List of new skeletons
  102611. */
  102612. skeletons: Skeleton[];
  102613. /**
  102614. * List of new animation groups
  102615. */
  102616. animationGroups: AnimationGroup[];
  102617. }
  102618. /**
  102619. * Container with a set of assets that can be added or removed from a scene.
  102620. */
  102621. export class AssetContainer extends AbstractScene {
  102622. /**
  102623. * The scene the AssetContainer belongs to.
  102624. */
  102625. scene: Scene;
  102626. /**
  102627. * Instantiates an AssetContainer.
  102628. * @param scene The scene the AssetContainer belongs to.
  102629. */
  102630. constructor(scene: Scene);
  102631. /**
  102632. * Instantiate or clone all meshes and add the new ones to the scene.
  102633. * Skeletons and animation groups will all be cloned
  102634. * @param nameFunction defines an optional function used to get new names for clones
  102635. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  102636. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  102637. */
  102638. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  102639. /**
  102640. * Adds all the assets from the container to the scene.
  102641. */
  102642. addAllToScene(): void;
  102643. /**
  102644. * Removes all the assets in the container from the scene
  102645. */
  102646. removeAllFromScene(): void;
  102647. /**
  102648. * Disposes all the assets in the container
  102649. */
  102650. dispose(): void;
  102651. private _moveAssets;
  102652. /**
  102653. * Removes all the assets contained in the scene and adds them to the container.
  102654. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  102655. */
  102656. moveAllFromScene(keepAssets?: KeepAssets): void;
  102657. /**
  102658. * 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.
  102659. * @returns the root mesh
  102660. */
  102661. createRootMesh(): Mesh;
  102662. }
  102663. }
  102664. declare module BABYLON {
  102665. /**
  102666. * Defines how the parser contract is defined.
  102667. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  102668. */
  102669. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  102670. /**
  102671. * Defines how the individual parser contract is defined.
  102672. * These parser can parse an individual asset
  102673. */
  102674. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  102675. /**
  102676. * Base class of the scene acting as a container for the different elements composing a scene.
  102677. * This class is dynamically extended by the different components of the scene increasing
  102678. * flexibility and reducing coupling
  102679. */
  102680. export abstract class AbstractScene {
  102681. /**
  102682. * Stores the list of available parsers in the application.
  102683. */
  102684. private static _BabylonFileParsers;
  102685. /**
  102686. * Stores the list of available individual parsers in the application.
  102687. */
  102688. private static _IndividualBabylonFileParsers;
  102689. /**
  102690. * Adds a parser in the list of available ones
  102691. * @param name Defines the name of the parser
  102692. * @param parser Defines the parser to add
  102693. */
  102694. static AddParser(name: string, parser: BabylonFileParser): void;
  102695. /**
  102696. * Gets a general parser from the list of avaialble ones
  102697. * @param name Defines the name of the parser
  102698. * @returns the requested parser or null
  102699. */
  102700. static GetParser(name: string): Nullable<BabylonFileParser>;
  102701. /**
  102702. * Adds n individual parser in the list of available ones
  102703. * @param name Defines the name of the parser
  102704. * @param parser Defines the parser to add
  102705. */
  102706. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  102707. /**
  102708. * Gets an individual parser from the list of avaialble ones
  102709. * @param name Defines the name of the parser
  102710. * @returns the requested parser or null
  102711. */
  102712. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  102713. /**
  102714. * Parser json data and populate both a scene and its associated container object
  102715. * @param jsonData Defines the data to parse
  102716. * @param scene Defines the scene to parse the data for
  102717. * @param container Defines the container attached to the parsing sequence
  102718. * @param rootUrl Defines the root url of the data
  102719. */
  102720. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  102721. /**
  102722. * Gets the list of root nodes (ie. nodes with no parent)
  102723. */
  102724. rootNodes: Node[];
  102725. /** All of the cameras added to this scene
  102726. * @see http://doc.babylonjs.com/babylon101/cameras
  102727. */
  102728. cameras: Camera[];
  102729. /**
  102730. * All of the lights added to this scene
  102731. * @see http://doc.babylonjs.com/babylon101/lights
  102732. */
  102733. lights: Light[];
  102734. /**
  102735. * All of the (abstract) meshes added to this scene
  102736. */
  102737. meshes: AbstractMesh[];
  102738. /**
  102739. * The list of skeletons added to the scene
  102740. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  102741. */
  102742. skeletons: Skeleton[];
  102743. /**
  102744. * All of the particle systems added to this scene
  102745. * @see http://doc.babylonjs.com/babylon101/particles
  102746. */
  102747. particleSystems: IParticleSystem[];
  102748. /**
  102749. * Gets a list of Animations associated with the scene
  102750. */
  102751. animations: Animation[];
  102752. /**
  102753. * All of the animation groups added to this scene
  102754. * @see http://doc.babylonjs.com/how_to/group
  102755. */
  102756. animationGroups: AnimationGroup[];
  102757. /**
  102758. * All of the multi-materials added to this scene
  102759. * @see http://doc.babylonjs.com/how_to/multi_materials
  102760. */
  102761. multiMaterials: MultiMaterial[];
  102762. /**
  102763. * All of the materials added to this scene
  102764. * In the context of a Scene, it is not supposed to be modified manually.
  102765. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  102766. * Note also that the order of the Material within the array is not significant and might change.
  102767. * @see http://doc.babylonjs.com/babylon101/materials
  102768. */
  102769. materials: Material[];
  102770. /**
  102771. * The list of morph target managers added to the scene
  102772. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  102773. */
  102774. morphTargetManagers: MorphTargetManager[];
  102775. /**
  102776. * The list of geometries used in the scene.
  102777. */
  102778. geometries: Geometry[];
  102779. /**
  102780. * All of the tranform nodes added to this scene
  102781. * In the context of a Scene, it is not supposed to be modified manually.
  102782. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  102783. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  102784. * @see http://doc.babylonjs.com/how_to/transformnode
  102785. */
  102786. transformNodes: TransformNode[];
  102787. /**
  102788. * ActionManagers available on the scene.
  102789. */
  102790. actionManagers: AbstractActionManager[];
  102791. /**
  102792. * Textures to keep.
  102793. */
  102794. textures: BaseTexture[];
  102795. /**
  102796. * Environment texture for the scene
  102797. */
  102798. environmentTexture: Nullable<BaseTexture>;
  102799. }
  102800. }
  102801. declare module BABYLON {
  102802. /**
  102803. * Interface used to define options for Sound class
  102804. */
  102805. export interface ISoundOptions {
  102806. /**
  102807. * Does the sound autoplay once loaded.
  102808. */
  102809. autoplay?: boolean;
  102810. /**
  102811. * Does the sound loop after it finishes playing once.
  102812. */
  102813. loop?: boolean;
  102814. /**
  102815. * Sound's volume
  102816. */
  102817. volume?: number;
  102818. /**
  102819. * Is it a spatial sound?
  102820. */
  102821. spatialSound?: boolean;
  102822. /**
  102823. * Maximum distance to hear that sound
  102824. */
  102825. maxDistance?: number;
  102826. /**
  102827. * Uses user defined attenuation function
  102828. */
  102829. useCustomAttenuation?: boolean;
  102830. /**
  102831. * Define the roll off factor of spatial sounds.
  102832. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102833. */
  102834. rolloffFactor?: number;
  102835. /**
  102836. * Define the reference distance the sound should be heard perfectly.
  102837. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102838. */
  102839. refDistance?: number;
  102840. /**
  102841. * Define the distance attenuation model the sound will follow.
  102842. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102843. */
  102844. distanceModel?: string;
  102845. /**
  102846. * Defines the playback speed (1 by default)
  102847. */
  102848. playbackRate?: number;
  102849. /**
  102850. * Defines if the sound is from a streaming source
  102851. */
  102852. streaming?: boolean;
  102853. /**
  102854. * Defines an optional length (in seconds) inside the sound file
  102855. */
  102856. length?: number;
  102857. /**
  102858. * Defines an optional offset (in seconds) inside the sound file
  102859. */
  102860. offset?: number;
  102861. /**
  102862. * If true, URLs will not be required to state the audio file codec to use.
  102863. */
  102864. skipCodecCheck?: boolean;
  102865. }
  102866. /**
  102867. * Defines a sound that can be played in the application.
  102868. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  102869. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  102870. */
  102871. export class Sound {
  102872. /**
  102873. * The name of the sound in the scene.
  102874. */
  102875. name: string;
  102876. /**
  102877. * Does the sound autoplay once loaded.
  102878. */
  102879. autoplay: boolean;
  102880. /**
  102881. * Does the sound loop after it finishes playing once.
  102882. */
  102883. loop: boolean;
  102884. /**
  102885. * Does the sound use a custom attenuation curve to simulate the falloff
  102886. * happening when the source gets further away from the camera.
  102887. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  102888. */
  102889. useCustomAttenuation: boolean;
  102890. /**
  102891. * The sound track id this sound belongs to.
  102892. */
  102893. soundTrackId: number;
  102894. /**
  102895. * Is this sound currently played.
  102896. */
  102897. isPlaying: boolean;
  102898. /**
  102899. * Is this sound currently paused.
  102900. */
  102901. isPaused: boolean;
  102902. /**
  102903. * Does this sound enables spatial sound.
  102904. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102905. */
  102906. spatialSound: boolean;
  102907. /**
  102908. * Define the reference distance the sound should be heard perfectly.
  102909. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102910. */
  102911. refDistance: number;
  102912. /**
  102913. * Define the roll off factor of spatial sounds.
  102914. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102915. */
  102916. rolloffFactor: number;
  102917. /**
  102918. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  102919. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102920. */
  102921. maxDistance: number;
  102922. /**
  102923. * Define the distance attenuation model the sound will follow.
  102924. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102925. */
  102926. distanceModel: string;
  102927. /**
  102928. * @hidden
  102929. * Back Compat
  102930. **/
  102931. onended: () => any;
  102932. /**
  102933. * Observable event when the current playing sound finishes.
  102934. */
  102935. onEndedObservable: Observable<Sound>;
  102936. private _panningModel;
  102937. private _playbackRate;
  102938. private _streaming;
  102939. private _startTime;
  102940. private _startOffset;
  102941. private _position;
  102942. /** @hidden */
  102943. _positionInEmitterSpace: boolean;
  102944. private _localDirection;
  102945. private _volume;
  102946. private _isReadyToPlay;
  102947. private _isDirectional;
  102948. private _readyToPlayCallback;
  102949. private _audioBuffer;
  102950. private _soundSource;
  102951. private _streamingSource;
  102952. private _soundPanner;
  102953. private _soundGain;
  102954. private _inputAudioNode;
  102955. private _outputAudioNode;
  102956. private _coneInnerAngle;
  102957. private _coneOuterAngle;
  102958. private _coneOuterGain;
  102959. private _scene;
  102960. private _connectedTransformNode;
  102961. private _customAttenuationFunction;
  102962. private _registerFunc;
  102963. private _isOutputConnected;
  102964. private _htmlAudioElement;
  102965. private _urlType;
  102966. private _length?;
  102967. private _offset?;
  102968. /** @hidden */
  102969. static _SceneComponentInitialization: (scene: Scene) => void;
  102970. /**
  102971. * Create a sound and attach it to a scene
  102972. * @param name Name of your sound
  102973. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  102974. * @param scene defines the scene the sound belongs to
  102975. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  102976. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  102977. */
  102978. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  102979. /**
  102980. * Release the sound and its associated resources
  102981. */
  102982. dispose(): void;
  102983. /**
  102984. * Gets if the sounds is ready to be played or not.
  102985. * @returns true if ready, otherwise false
  102986. */
  102987. isReady(): boolean;
  102988. private _soundLoaded;
  102989. /**
  102990. * Sets the data of the sound from an audiobuffer
  102991. * @param audioBuffer The audioBuffer containing the data
  102992. */
  102993. setAudioBuffer(audioBuffer: AudioBuffer): void;
  102994. /**
  102995. * Updates the current sounds options such as maxdistance, loop...
  102996. * @param options A JSON object containing values named as the object properties
  102997. */
  102998. updateOptions(options: ISoundOptions): void;
  102999. private _createSpatialParameters;
  103000. private _updateSpatialParameters;
  103001. /**
  103002. * Switch the panning model to HRTF:
  103003. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  103004. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103005. */
  103006. switchPanningModelToHRTF(): void;
  103007. /**
  103008. * Switch the panning model to Equal Power:
  103009. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  103010. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103011. */
  103012. switchPanningModelToEqualPower(): void;
  103013. private _switchPanningModel;
  103014. /**
  103015. * Connect this sound to a sound track audio node like gain...
  103016. * @param soundTrackAudioNode the sound track audio node to connect to
  103017. */
  103018. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  103019. /**
  103020. * Transform this sound into a directional source
  103021. * @param coneInnerAngle Size of the inner cone in degree
  103022. * @param coneOuterAngle Size of the outer cone in degree
  103023. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  103024. */
  103025. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  103026. /**
  103027. * Gets or sets the inner angle for the directional cone.
  103028. */
  103029. /**
  103030. * Gets or sets the inner angle for the directional cone.
  103031. */
  103032. directionalConeInnerAngle: number;
  103033. /**
  103034. * Gets or sets the outer angle for the directional cone.
  103035. */
  103036. /**
  103037. * Gets or sets the outer angle for the directional cone.
  103038. */
  103039. directionalConeOuterAngle: number;
  103040. /**
  103041. * Sets the position of the emitter if spatial sound is enabled
  103042. * @param newPosition Defines the new posisiton
  103043. */
  103044. setPosition(newPosition: Vector3): void;
  103045. /**
  103046. * Sets the local direction of the emitter if spatial sound is enabled
  103047. * @param newLocalDirection Defines the new local direction
  103048. */
  103049. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  103050. private _updateDirection;
  103051. /** @hidden */
  103052. updateDistanceFromListener(): void;
  103053. /**
  103054. * Sets a new custom attenuation function for the sound.
  103055. * @param callback Defines the function used for the attenuation
  103056. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  103057. */
  103058. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  103059. /**
  103060. * Play the sound
  103061. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  103062. * @param offset (optional) Start the sound at a specific time in seconds
  103063. * @param length (optional) Sound duration (in seconds)
  103064. */
  103065. play(time?: number, offset?: number, length?: number): void;
  103066. private _onended;
  103067. /**
  103068. * Stop the sound
  103069. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  103070. */
  103071. stop(time?: number): void;
  103072. /**
  103073. * Put the sound in pause
  103074. */
  103075. pause(): void;
  103076. /**
  103077. * Sets a dedicated volume for this sounds
  103078. * @param newVolume Define the new volume of the sound
  103079. * @param time Define time for gradual change to new volume
  103080. */
  103081. setVolume(newVolume: number, time?: number): void;
  103082. /**
  103083. * Set the sound play back rate
  103084. * @param newPlaybackRate Define the playback rate the sound should be played at
  103085. */
  103086. setPlaybackRate(newPlaybackRate: number): void;
  103087. /**
  103088. * Gets the volume of the sound.
  103089. * @returns the volume of the sound
  103090. */
  103091. getVolume(): number;
  103092. /**
  103093. * Attach the sound to a dedicated mesh
  103094. * @param transformNode The transform node to connect the sound with
  103095. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  103096. */
  103097. attachToMesh(transformNode: TransformNode): void;
  103098. /**
  103099. * Detach the sound from the previously attached mesh
  103100. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  103101. */
  103102. detachFromMesh(): void;
  103103. private _onRegisterAfterWorldMatrixUpdate;
  103104. /**
  103105. * Clone the current sound in the scene.
  103106. * @returns the new sound clone
  103107. */
  103108. clone(): Nullable<Sound>;
  103109. /**
  103110. * Gets the current underlying audio buffer containing the data
  103111. * @returns the audio buffer
  103112. */
  103113. getAudioBuffer(): Nullable<AudioBuffer>;
  103114. /**
  103115. * Serializes the Sound in a JSON representation
  103116. * @returns the JSON representation of the sound
  103117. */
  103118. serialize(): any;
  103119. /**
  103120. * Parse a JSON representation of a sound to innstantiate in a given scene
  103121. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  103122. * @param scene Define the scene the new parsed sound should be created in
  103123. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  103124. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  103125. * @returns the newly parsed sound
  103126. */
  103127. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  103128. }
  103129. }
  103130. declare module BABYLON {
  103131. /**
  103132. * This defines an action helpful to play a defined sound on a triggered action.
  103133. */
  103134. export class PlaySoundAction extends Action {
  103135. private _sound;
  103136. /**
  103137. * Instantiate the action
  103138. * @param triggerOptions defines the trigger options
  103139. * @param sound defines the sound to play
  103140. * @param condition defines the trigger related conditions
  103141. */
  103142. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  103143. /** @hidden */
  103144. _prepare(): void;
  103145. /**
  103146. * Execute the action and play the sound.
  103147. */
  103148. execute(): void;
  103149. /**
  103150. * Serializes the actions and its related information.
  103151. * @param parent defines the object to serialize in
  103152. * @returns the serialized object
  103153. */
  103154. serialize(parent: any): any;
  103155. }
  103156. /**
  103157. * This defines an action helpful to stop a defined sound on a triggered action.
  103158. */
  103159. export class StopSoundAction extends Action {
  103160. private _sound;
  103161. /**
  103162. * Instantiate the action
  103163. * @param triggerOptions defines the trigger options
  103164. * @param sound defines the sound to stop
  103165. * @param condition defines the trigger related conditions
  103166. */
  103167. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  103168. /** @hidden */
  103169. _prepare(): void;
  103170. /**
  103171. * Execute the action and stop the sound.
  103172. */
  103173. execute(): void;
  103174. /**
  103175. * Serializes the actions and its related information.
  103176. * @param parent defines the object to serialize in
  103177. * @returns the serialized object
  103178. */
  103179. serialize(parent: any): any;
  103180. }
  103181. }
  103182. declare module BABYLON {
  103183. /**
  103184. * This defines an action responsible to change the value of a property
  103185. * by interpolating between its current value and the newly set one once triggered.
  103186. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  103187. */
  103188. export class InterpolateValueAction extends Action {
  103189. /**
  103190. * Defines the path of the property where the value should be interpolated
  103191. */
  103192. propertyPath: string;
  103193. /**
  103194. * Defines the target value at the end of the interpolation.
  103195. */
  103196. value: any;
  103197. /**
  103198. * Defines the time it will take for the property to interpolate to the value.
  103199. */
  103200. duration: number;
  103201. /**
  103202. * Defines if the other scene animations should be stopped when the action has been triggered
  103203. */
  103204. stopOtherAnimations?: boolean;
  103205. /**
  103206. * Defines a callback raised once the interpolation animation has been done.
  103207. */
  103208. onInterpolationDone?: () => void;
  103209. /**
  103210. * Observable triggered once the interpolation animation has been done.
  103211. */
  103212. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  103213. private _target;
  103214. private _effectiveTarget;
  103215. private _property;
  103216. /**
  103217. * Instantiate the action
  103218. * @param triggerOptions defines the trigger options
  103219. * @param target defines the object containing the value to interpolate
  103220. * @param propertyPath defines the path to the property in the target object
  103221. * @param value defines the target value at the end of the interpolation
  103222. * @param duration deines the time it will take for the property to interpolate to the value.
  103223. * @param condition defines the trigger related conditions
  103224. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  103225. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  103226. */
  103227. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  103228. /** @hidden */
  103229. _prepare(): void;
  103230. /**
  103231. * Execute the action starts the value interpolation.
  103232. */
  103233. execute(): void;
  103234. /**
  103235. * Serializes the actions and its related information.
  103236. * @param parent defines the object to serialize in
  103237. * @returns the serialized object
  103238. */
  103239. serialize(parent: any): any;
  103240. }
  103241. }
  103242. declare module BABYLON {
  103243. /**
  103244. * Options allowed during the creation of a sound track.
  103245. */
  103246. export interface ISoundTrackOptions {
  103247. /**
  103248. * The volume the sound track should take during creation
  103249. */
  103250. volume?: number;
  103251. /**
  103252. * Define if the sound track is the main sound track of the scene
  103253. */
  103254. mainTrack?: boolean;
  103255. }
  103256. /**
  103257. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  103258. * It will be also used in a future release to apply effects on a specific track.
  103259. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  103260. */
  103261. export class SoundTrack {
  103262. /**
  103263. * The unique identifier of the sound track in the scene.
  103264. */
  103265. id: number;
  103266. /**
  103267. * The list of sounds included in the sound track.
  103268. */
  103269. soundCollection: Array<Sound>;
  103270. private _outputAudioNode;
  103271. private _scene;
  103272. private _isMainTrack;
  103273. private _connectedAnalyser;
  103274. private _options;
  103275. private _isInitialized;
  103276. /**
  103277. * Creates a new sound track.
  103278. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  103279. * @param scene Define the scene the sound track belongs to
  103280. * @param options
  103281. */
  103282. constructor(scene: Scene, options?: ISoundTrackOptions);
  103283. private _initializeSoundTrackAudioGraph;
  103284. /**
  103285. * Release the sound track and its associated resources
  103286. */
  103287. dispose(): void;
  103288. /**
  103289. * Adds a sound to this sound track
  103290. * @param sound define the cound to add
  103291. * @ignoreNaming
  103292. */
  103293. AddSound(sound: Sound): void;
  103294. /**
  103295. * Removes a sound to this sound track
  103296. * @param sound define the cound to remove
  103297. * @ignoreNaming
  103298. */
  103299. RemoveSound(sound: Sound): void;
  103300. /**
  103301. * Set a global volume for the full sound track.
  103302. * @param newVolume Define the new volume of the sound track
  103303. */
  103304. setVolume(newVolume: number): void;
  103305. /**
  103306. * Switch the panning model to HRTF:
  103307. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  103308. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103309. */
  103310. switchPanningModelToHRTF(): void;
  103311. /**
  103312. * Switch the panning model to Equal Power:
  103313. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  103314. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103315. */
  103316. switchPanningModelToEqualPower(): void;
  103317. /**
  103318. * Connect the sound track to an audio analyser allowing some amazing
  103319. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  103320. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  103321. * @param analyser The analyser to connect to the engine
  103322. */
  103323. connectToAnalyser(analyser: Analyser): void;
  103324. }
  103325. }
  103326. declare module BABYLON {
  103327. interface AbstractScene {
  103328. /**
  103329. * The list of sounds used in the scene.
  103330. */
  103331. sounds: Nullable<Array<Sound>>;
  103332. }
  103333. interface Scene {
  103334. /**
  103335. * @hidden
  103336. * Backing field
  103337. */
  103338. _mainSoundTrack: SoundTrack;
  103339. /**
  103340. * The main sound track played by the scene.
  103341. * It cotains your primary collection of sounds.
  103342. */
  103343. mainSoundTrack: SoundTrack;
  103344. /**
  103345. * The list of sound tracks added to the scene
  103346. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103347. */
  103348. soundTracks: Nullable<Array<SoundTrack>>;
  103349. /**
  103350. * Gets a sound using a given name
  103351. * @param name defines the name to search for
  103352. * @return the found sound or null if not found at all.
  103353. */
  103354. getSoundByName(name: string): Nullable<Sound>;
  103355. /**
  103356. * Gets or sets if audio support is enabled
  103357. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103358. */
  103359. audioEnabled: boolean;
  103360. /**
  103361. * Gets or sets if audio will be output to headphones
  103362. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103363. */
  103364. headphone: boolean;
  103365. /**
  103366. * Gets or sets custom audio listener position provider
  103367. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103368. */
  103369. audioListenerPositionProvider: Nullable<() => Vector3>;
  103370. /**
  103371. * Gets or sets a refresh rate when using 3D audio positioning
  103372. */
  103373. audioPositioningRefreshRate: number;
  103374. }
  103375. /**
  103376. * Defines the sound scene component responsible to manage any sounds
  103377. * in a given scene.
  103378. */
  103379. export class AudioSceneComponent implements ISceneSerializableComponent {
  103380. /**
  103381. * The component name helpfull to identify the component in the list of scene components.
  103382. */
  103383. readonly name: string;
  103384. /**
  103385. * The scene the component belongs to.
  103386. */
  103387. scene: Scene;
  103388. private _audioEnabled;
  103389. /**
  103390. * Gets whether audio is enabled or not.
  103391. * Please use related enable/disable method to switch state.
  103392. */
  103393. readonly audioEnabled: boolean;
  103394. private _headphone;
  103395. /**
  103396. * Gets whether audio is outputing to headphone or not.
  103397. * Please use the according Switch methods to change output.
  103398. */
  103399. readonly headphone: boolean;
  103400. /**
  103401. * Gets or sets a refresh rate when using 3D audio positioning
  103402. */
  103403. audioPositioningRefreshRate: number;
  103404. private _audioListenerPositionProvider;
  103405. /**
  103406. * Gets the current audio listener position provider
  103407. */
  103408. /**
  103409. * Sets a custom listener position for all sounds in the scene
  103410. * By default, this is the position of the first active camera
  103411. */
  103412. audioListenerPositionProvider: Nullable<() => Vector3>;
  103413. /**
  103414. * Creates a new instance of the component for the given scene
  103415. * @param scene Defines the scene to register the component in
  103416. */
  103417. constructor(scene: Scene);
  103418. /**
  103419. * Registers the component in a given scene
  103420. */
  103421. register(): void;
  103422. /**
  103423. * Rebuilds the elements related to this component in case of
  103424. * context lost for instance.
  103425. */
  103426. rebuild(): void;
  103427. /**
  103428. * Serializes the component data to the specified json object
  103429. * @param serializationObject The object to serialize to
  103430. */
  103431. serialize(serializationObject: any): void;
  103432. /**
  103433. * Adds all the elements from the container to the scene
  103434. * @param container the container holding the elements
  103435. */
  103436. addFromContainer(container: AbstractScene): void;
  103437. /**
  103438. * Removes all the elements in the container from the scene
  103439. * @param container contains the elements to remove
  103440. * @param dispose if the removed element should be disposed (default: false)
  103441. */
  103442. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  103443. /**
  103444. * Disposes the component and the associated ressources.
  103445. */
  103446. dispose(): void;
  103447. /**
  103448. * Disables audio in the associated scene.
  103449. */
  103450. disableAudio(): void;
  103451. /**
  103452. * Enables audio in the associated scene.
  103453. */
  103454. enableAudio(): void;
  103455. /**
  103456. * Switch audio to headphone output.
  103457. */
  103458. switchAudioModeForHeadphones(): void;
  103459. /**
  103460. * Switch audio to normal speakers.
  103461. */
  103462. switchAudioModeForNormalSpeakers(): void;
  103463. private _cachedCameraDirection;
  103464. private _cachedCameraPosition;
  103465. private _lastCheck;
  103466. private _afterRender;
  103467. }
  103468. }
  103469. declare module BABYLON {
  103470. /**
  103471. * Wraps one or more Sound objects and selects one with random weight for playback.
  103472. */
  103473. export class WeightedSound {
  103474. /** When true a Sound will be selected and played when the current playing Sound completes. */
  103475. loop: boolean;
  103476. private _coneInnerAngle;
  103477. private _coneOuterAngle;
  103478. private _volume;
  103479. /** A Sound is currently playing. */
  103480. isPlaying: boolean;
  103481. /** A Sound is currently paused. */
  103482. isPaused: boolean;
  103483. private _sounds;
  103484. private _weights;
  103485. private _currentIndex?;
  103486. /**
  103487. * Creates a new WeightedSound from the list of sounds given.
  103488. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  103489. * @param sounds Array of Sounds that will be selected from.
  103490. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  103491. */
  103492. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  103493. /**
  103494. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  103495. */
  103496. /**
  103497. * The size of cone in degress for a directional sound in which there will be no attenuation.
  103498. */
  103499. directionalConeInnerAngle: number;
  103500. /**
  103501. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  103502. * Listener angles between innerAngle and outerAngle will falloff linearly.
  103503. */
  103504. /**
  103505. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  103506. * Listener angles between innerAngle and outerAngle will falloff linearly.
  103507. */
  103508. directionalConeOuterAngle: number;
  103509. /**
  103510. * Playback volume.
  103511. */
  103512. /**
  103513. * Playback volume.
  103514. */
  103515. volume: number;
  103516. private _onended;
  103517. /**
  103518. * Suspend playback
  103519. */
  103520. pause(): void;
  103521. /**
  103522. * Stop playback
  103523. */
  103524. stop(): void;
  103525. /**
  103526. * Start playback.
  103527. * @param startOffset Position the clip head at a specific time in seconds.
  103528. */
  103529. play(startOffset?: number): void;
  103530. }
  103531. }
  103532. declare module BABYLON {
  103533. /**
  103534. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  103535. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  103536. */
  103537. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  103538. /**
  103539. * Gets the name of the behavior.
  103540. */
  103541. readonly name: string;
  103542. /**
  103543. * The easing function used by animations
  103544. */
  103545. static EasingFunction: BackEase;
  103546. /**
  103547. * The easing mode used by animations
  103548. */
  103549. static EasingMode: number;
  103550. /**
  103551. * The duration of the animation, in milliseconds
  103552. */
  103553. transitionDuration: number;
  103554. /**
  103555. * Length of the distance animated by the transition when lower radius is reached
  103556. */
  103557. lowerRadiusTransitionRange: number;
  103558. /**
  103559. * Length of the distance animated by the transition when upper radius is reached
  103560. */
  103561. upperRadiusTransitionRange: number;
  103562. private _autoTransitionRange;
  103563. /**
  103564. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  103565. */
  103566. /**
  103567. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  103568. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  103569. */
  103570. autoTransitionRange: boolean;
  103571. private _attachedCamera;
  103572. private _onAfterCheckInputsObserver;
  103573. private _onMeshTargetChangedObserver;
  103574. /**
  103575. * Initializes the behavior.
  103576. */
  103577. init(): void;
  103578. /**
  103579. * Attaches the behavior to its arc rotate camera.
  103580. * @param camera Defines the camera to attach the behavior to
  103581. */
  103582. attach(camera: ArcRotateCamera): void;
  103583. /**
  103584. * Detaches the behavior from its current arc rotate camera.
  103585. */
  103586. detach(): void;
  103587. private _radiusIsAnimating;
  103588. private _radiusBounceTransition;
  103589. private _animatables;
  103590. private _cachedWheelPrecision;
  103591. /**
  103592. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  103593. * @param radiusLimit The limit to check against.
  103594. * @return Bool to indicate if at limit.
  103595. */
  103596. private _isRadiusAtLimit;
  103597. /**
  103598. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  103599. * @param radiusDelta The delta by which to animate to. Can be negative.
  103600. */
  103601. private _applyBoundRadiusAnimation;
  103602. /**
  103603. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  103604. */
  103605. protected _clearAnimationLocks(): void;
  103606. /**
  103607. * Stops and removes all animations that have been applied to the camera
  103608. */
  103609. stopAllAnimations(): void;
  103610. }
  103611. }
  103612. declare module BABYLON {
  103613. /**
  103614. * 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.
  103615. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  103616. */
  103617. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  103618. /**
  103619. * Gets the name of the behavior.
  103620. */
  103621. readonly name: string;
  103622. private _mode;
  103623. private _radiusScale;
  103624. private _positionScale;
  103625. private _defaultElevation;
  103626. private _elevationReturnTime;
  103627. private _elevationReturnWaitTime;
  103628. private _zoomStopsAnimation;
  103629. private _framingTime;
  103630. /**
  103631. * The easing function used by animations
  103632. */
  103633. static EasingFunction: ExponentialEase;
  103634. /**
  103635. * The easing mode used by animations
  103636. */
  103637. static EasingMode: number;
  103638. /**
  103639. * Sets the current mode used by the behavior
  103640. */
  103641. /**
  103642. * Gets current mode used by the behavior.
  103643. */
  103644. mode: number;
  103645. /**
  103646. * Sets the scale applied to the radius (1 by default)
  103647. */
  103648. /**
  103649. * Gets the scale applied to the radius
  103650. */
  103651. radiusScale: number;
  103652. /**
  103653. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  103654. */
  103655. /**
  103656. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  103657. */
  103658. positionScale: number;
  103659. /**
  103660. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  103661. * behaviour is triggered, in radians.
  103662. */
  103663. /**
  103664. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  103665. * behaviour is triggered, in radians.
  103666. */
  103667. defaultElevation: number;
  103668. /**
  103669. * Sets the time (in milliseconds) taken to return to the default beta position.
  103670. * Negative value indicates camera should not return to default.
  103671. */
  103672. /**
  103673. * Gets the time (in milliseconds) taken to return to the default beta position.
  103674. * Negative value indicates camera should not return to default.
  103675. */
  103676. elevationReturnTime: number;
  103677. /**
  103678. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  103679. */
  103680. /**
  103681. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  103682. */
  103683. elevationReturnWaitTime: number;
  103684. /**
  103685. * Sets the flag that indicates if user zooming should stop animation.
  103686. */
  103687. /**
  103688. * Gets the flag that indicates if user zooming should stop animation.
  103689. */
  103690. zoomStopsAnimation: boolean;
  103691. /**
  103692. * Sets the transition time when framing the mesh, in milliseconds
  103693. */
  103694. /**
  103695. * Gets the transition time when framing the mesh, in milliseconds
  103696. */
  103697. framingTime: number;
  103698. /**
  103699. * Define if the behavior should automatically change the configured
  103700. * camera limits and sensibilities.
  103701. */
  103702. autoCorrectCameraLimitsAndSensibility: boolean;
  103703. private _onPrePointerObservableObserver;
  103704. private _onAfterCheckInputsObserver;
  103705. private _onMeshTargetChangedObserver;
  103706. private _attachedCamera;
  103707. private _isPointerDown;
  103708. private _lastInteractionTime;
  103709. /**
  103710. * Initializes the behavior.
  103711. */
  103712. init(): void;
  103713. /**
  103714. * Attaches the behavior to its arc rotate camera.
  103715. * @param camera Defines the camera to attach the behavior to
  103716. */
  103717. attach(camera: ArcRotateCamera): void;
  103718. /**
  103719. * Detaches the behavior from its current arc rotate camera.
  103720. */
  103721. detach(): void;
  103722. private _animatables;
  103723. private _betaIsAnimating;
  103724. private _betaTransition;
  103725. private _radiusTransition;
  103726. private _vectorTransition;
  103727. /**
  103728. * Targets the given mesh and updates zoom level accordingly.
  103729. * @param mesh The mesh to target.
  103730. * @param radius Optional. If a cached radius position already exists, overrides default.
  103731. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  103732. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  103733. * @param onAnimationEnd Callback triggered at the end of the framing animation
  103734. */
  103735. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  103736. /**
  103737. * Targets the given mesh with its children and updates zoom level accordingly.
  103738. * @param mesh The mesh to target.
  103739. * @param radius Optional. If a cached radius position already exists, overrides default.
  103740. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  103741. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  103742. * @param onAnimationEnd Callback triggered at the end of the framing animation
  103743. */
  103744. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  103745. /**
  103746. * Targets the given meshes with their children and updates zoom level accordingly.
  103747. * @param meshes The mesh to target.
  103748. * @param radius Optional. If a cached radius position already exists, overrides default.
  103749. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  103750. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  103751. * @param onAnimationEnd Callback triggered at the end of the framing animation
  103752. */
  103753. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  103754. /**
  103755. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  103756. * @param minimumWorld Determines the smaller position of the bounding box extend
  103757. * @param maximumWorld Determines the bigger position of the bounding box extend
  103758. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  103759. * @param onAnimationEnd Callback triggered at the end of the framing animation
  103760. */
  103761. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  103762. /**
  103763. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  103764. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  103765. * frustum width.
  103766. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  103767. * to fully enclose the mesh in the viewing frustum.
  103768. */
  103769. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  103770. /**
  103771. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  103772. * is automatically returned to its default position (expected to be above ground plane).
  103773. */
  103774. private _maintainCameraAboveGround;
  103775. /**
  103776. * Returns the frustum slope based on the canvas ratio and camera FOV
  103777. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  103778. */
  103779. private _getFrustumSlope;
  103780. /**
  103781. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  103782. */
  103783. private _clearAnimationLocks;
  103784. /**
  103785. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  103786. */
  103787. private _applyUserInteraction;
  103788. /**
  103789. * Stops and removes all animations that have been applied to the camera
  103790. */
  103791. stopAllAnimations(): void;
  103792. /**
  103793. * Gets a value indicating if the user is moving the camera
  103794. */
  103795. readonly isUserIsMoving: boolean;
  103796. /**
  103797. * The camera can move all the way towards the mesh.
  103798. */
  103799. static IgnoreBoundsSizeMode: number;
  103800. /**
  103801. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  103802. */
  103803. static FitFrustumSidesMode: number;
  103804. }
  103805. }
  103806. declare module BABYLON {
  103807. /**
  103808. * Base class for Camera Pointer Inputs.
  103809. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  103810. * for example usage.
  103811. */
  103812. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  103813. /**
  103814. * Defines the camera the input is attached to.
  103815. */
  103816. abstract camera: Camera;
  103817. /**
  103818. * Whether keyboard modifier keys are pressed at time of last mouse event.
  103819. */
  103820. protected _altKey: boolean;
  103821. protected _ctrlKey: boolean;
  103822. protected _metaKey: boolean;
  103823. protected _shiftKey: boolean;
  103824. /**
  103825. * Which mouse buttons were pressed at time of last mouse event.
  103826. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  103827. */
  103828. protected _buttonsPressed: number;
  103829. /**
  103830. * Defines the buttons associated with the input to handle camera move.
  103831. */
  103832. buttons: number[];
  103833. /**
  103834. * Attach the input controls to a specific dom element to get the input from.
  103835. * @param element Defines the element the controls should be listened from
  103836. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103837. */
  103838. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103839. /**
  103840. * Detach the current controls from the specified dom element.
  103841. * @param element Defines the element to stop listening the inputs from
  103842. */
  103843. detachControl(element: Nullable<HTMLElement>): void;
  103844. /**
  103845. * Gets the class name of the current input.
  103846. * @returns the class name
  103847. */
  103848. getClassName(): string;
  103849. /**
  103850. * Get the friendly name associated with the input class.
  103851. * @returns the input friendly name
  103852. */
  103853. getSimpleName(): string;
  103854. /**
  103855. * Called on pointer POINTERDOUBLETAP event.
  103856. * Override this method to provide functionality on POINTERDOUBLETAP event.
  103857. */
  103858. protected onDoubleTap(type: string): void;
  103859. /**
  103860. * Called on pointer POINTERMOVE event if only a single touch is active.
  103861. * Override this method to provide functionality.
  103862. */
  103863. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  103864. /**
  103865. * Called on pointer POINTERMOVE event if multiple touches are active.
  103866. * Override this method to provide functionality.
  103867. */
  103868. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  103869. /**
  103870. * Called on JS contextmenu event.
  103871. * Override this method to provide functionality.
  103872. */
  103873. protected onContextMenu(evt: PointerEvent): void;
  103874. /**
  103875. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  103876. * press.
  103877. * Override this method to provide functionality.
  103878. */
  103879. protected onButtonDown(evt: PointerEvent): void;
  103880. /**
  103881. * Called each time a new POINTERUP event occurs. Ie, for each button
  103882. * release.
  103883. * Override this method to provide functionality.
  103884. */
  103885. protected onButtonUp(evt: PointerEvent): void;
  103886. /**
  103887. * Called when window becomes inactive.
  103888. * Override this method to provide functionality.
  103889. */
  103890. protected onLostFocus(): void;
  103891. private _pointerInput;
  103892. private _observer;
  103893. private _onLostFocus;
  103894. private pointA;
  103895. private pointB;
  103896. }
  103897. }
  103898. declare module BABYLON {
  103899. /**
  103900. * Manage the pointers inputs to control an arc rotate camera.
  103901. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103902. */
  103903. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  103904. /**
  103905. * Defines the camera the input is attached to.
  103906. */
  103907. camera: ArcRotateCamera;
  103908. /**
  103909. * Gets the class name of the current input.
  103910. * @returns the class name
  103911. */
  103912. getClassName(): string;
  103913. /**
  103914. * Defines the buttons associated with the input to handle camera move.
  103915. */
  103916. buttons: number[];
  103917. /**
  103918. * Defines the pointer angular sensibility along the X axis or how fast is
  103919. * the camera rotating.
  103920. */
  103921. angularSensibilityX: number;
  103922. /**
  103923. * Defines the pointer angular sensibility along the Y axis or how fast is
  103924. * the camera rotating.
  103925. */
  103926. angularSensibilityY: number;
  103927. /**
  103928. * Defines the pointer pinch precision or how fast is the camera zooming.
  103929. */
  103930. pinchPrecision: number;
  103931. /**
  103932. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  103933. * from 0.
  103934. * It defines the percentage of current camera.radius to use as delta when
  103935. * pinch zoom is used.
  103936. */
  103937. pinchDeltaPercentage: number;
  103938. /**
  103939. * Defines the pointer panning sensibility or how fast is the camera moving.
  103940. */
  103941. panningSensibility: number;
  103942. /**
  103943. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  103944. */
  103945. multiTouchPanning: boolean;
  103946. /**
  103947. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  103948. * zoom (pinch) through multitouch.
  103949. */
  103950. multiTouchPanAndZoom: boolean;
  103951. /**
  103952. * Revers pinch action direction.
  103953. */
  103954. pinchInwards: boolean;
  103955. private _isPanClick;
  103956. private _twoFingerActivityCount;
  103957. private _isPinching;
  103958. /**
  103959. * Called on pointer POINTERMOVE event if only a single touch is active.
  103960. */
  103961. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  103962. /**
  103963. * Called on pointer POINTERDOUBLETAP event.
  103964. */
  103965. protected onDoubleTap(type: string): void;
  103966. /**
  103967. * Called on pointer POINTERMOVE event if multiple touches are active.
  103968. */
  103969. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  103970. /**
  103971. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  103972. * press.
  103973. */
  103974. protected onButtonDown(evt: PointerEvent): void;
  103975. /**
  103976. * Called each time a new POINTERUP event occurs. Ie, for each button
  103977. * release.
  103978. */
  103979. protected onButtonUp(evt: PointerEvent): void;
  103980. /**
  103981. * Called when window becomes inactive.
  103982. */
  103983. protected onLostFocus(): void;
  103984. }
  103985. }
  103986. declare module BABYLON {
  103987. /**
  103988. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  103989. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103990. */
  103991. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  103992. /**
  103993. * Defines the camera the input is attached to.
  103994. */
  103995. camera: ArcRotateCamera;
  103996. /**
  103997. * Defines the list of key codes associated with the up action (increase alpha)
  103998. */
  103999. keysUp: number[];
  104000. /**
  104001. * Defines the list of key codes associated with the down action (decrease alpha)
  104002. */
  104003. keysDown: number[];
  104004. /**
  104005. * Defines the list of key codes associated with the left action (increase beta)
  104006. */
  104007. keysLeft: number[];
  104008. /**
  104009. * Defines the list of key codes associated with the right action (decrease beta)
  104010. */
  104011. keysRight: number[];
  104012. /**
  104013. * Defines the list of key codes associated with the reset action.
  104014. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  104015. */
  104016. keysReset: number[];
  104017. /**
  104018. * Defines the panning sensibility of the inputs.
  104019. * (How fast is the camera paning)
  104020. */
  104021. panningSensibility: number;
  104022. /**
  104023. * Defines the zooming sensibility of the inputs.
  104024. * (How fast is the camera zooming)
  104025. */
  104026. zoomingSensibility: number;
  104027. /**
  104028. * Defines wether maintaining the alt key down switch the movement mode from
  104029. * orientation to zoom.
  104030. */
  104031. useAltToZoom: boolean;
  104032. /**
  104033. * Rotation speed of the camera
  104034. */
  104035. angularSpeed: number;
  104036. private _keys;
  104037. private _ctrlPressed;
  104038. private _altPressed;
  104039. private _onCanvasBlurObserver;
  104040. private _onKeyboardObserver;
  104041. private _engine;
  104042. private _scene;
  104043. /**
  104044. * Attach the input controls to a specific dom element to get the input from.
  104045. * @param element Defines the element the controls should be listened from
  104046. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104047. */
  104048. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104049. /**
  104050. * Detach the current controls from the specified dom element.
  104051. * @param element Defines the element to stop listening the inputs from
  104052. */
  104053. detachControl(element: Nullable<HTMLElement>): void;
  104054. /**
  104055. * Update the current camera state depending on the inputs that have been used this frame.
  104056. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  104057. */
  104058. checkInputs(): void;
  104059. /**
  104060. * Gets the class name of the current intput.
  104061. * @returns the class name
  104062. */
  104063. getClassName(): string;
  104064. /**
  104065. * Get the friendly name associated with the input class.
  104066. * @returns the input friendly name
  104067. */
  104068. getSimpleName(): string;
  104069. }
  104070. }
  104071. declare module BABYLON {
  104072. /**
  104073. * Manage the mouse wheel inputs to control an arc rotate camera.
  104074. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104075. */
  104076. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  104077. /**
  104078. * Defines the camera the input is attached to.
  104079. */
  104080. camera: ArcRotateCamera;
  104081. /**
  104082. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  104083. */
  104084. wheelPrecision: number;
  104085. /**
  104086. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  104087. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  104088. */
  104089. wheelDeltaPercentage: number;
  104090. private _wheel;
  104091. private _observer;
  104092. private computeDeltaFromMouseWheelLegacyEvent;
  104093. /**
  104094. * Attach the input controls to a specific dom element to get the input from.
  104095. * @param element Defines the element the controls should be listened from
  104096. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104097. */
  104098. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104099. /**
  104100. * Detach the current controls from the specified dom element.
  104101. * @param element Defines the element to stop listening the inputs from
  104102. */
  104103. detachControl(element: Nullable<HTMLElement>): void;
  104104. /**
  104105. * Gets the class name of the current intput.
  104106. * @returns the class name
  104107. */
  104108. getClassName(): string;
  104109. /**
  104110. * Get the friendly name associated with the input class.
  104111. * @returns the input friendly name
  104112. */
  104113. getSimpleName(): string;
  104114. }
  104115. }
  104116. declare module BABYLON {
  104117. /**
  104118. * Default Inputs manager for the ArcRotateCamera.
  104119. * It groups all the default supported inputs for ease of use.
  104120. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104121. */
  104122. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  104123. /**
  104124. * Instantiates a new ArcRotateCameraInputsManager.
  104125. * @param camera Defines the camera the inputs belong to
  104126. */
  104127. constructor(camera: ArcRotateCamera);
  104128. /**
  104129. * Add mouse wheel input support to the input manager.
  104130. * @returns the current input manager
  104131. */
  104132. addMouseWheel(): ArcRotateCameraInputsManager;
  104133. /**
  104134. * Add pointers input support to the input manager.
  104135. * @returns the current input manager
  104136. */
  104137. addPointers(): ArcRotateCameraInputsManager;
  104138. /**
  104139. * Add keyboard input support to the input manager.
  104140. * @returns the current input manager
  104141. */
  104142. addKeyboard(): ArcRotateCameraInputsManager;
  104143. }
  104144. }
  104145. declare module BABYLON {
  104146. /**
  104147. * This represents an orbital type of camera.
  104148. *
  104149. * 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.
  104150. * 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.
  104151. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  104152. */
  104153. export class ArcRotateCamera extends TargetCamera {
  104154. /**
  104155. * Defines the rotation angle of the camera along the longitudinal axis.
  104156. */
  104157. alpha: number;
  104158. /**
  104159. * Defines the rotation angle of the camera along the latitudinal axis.
  104160. */
  104161. beta: number;
  104162. /**
  104163. * Defines the radius of the camera from it s target point.
  104164. */
  104165. radius: number;
  104166. protected _target: Vector3;
  104167. protected _targetHost: Nullable<AbstractMesh>;
  104168. /**
  104169. * Defines the target point of the camera.
  104170. * The camera looks towards it form the radius distance.
  104171. */
  104172. target: Vector3;
  104173. /**
  104174. * Define the current local position of the camera in the scene
  104175. */
  104176. position: Vector3;
  104177. protected _upVector: Vector3;
  104178. protected _upToYMatrix: Matrix;
  104179. protected _YToUpMatrix: Matrix;
  104180. /**
  104181. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  104182. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  104183. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  104184. */
  104185. upVector: Vector3;
  104186. /**
  104187. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  104188. */
  104189. setMatUp(): void;
  104190. /**
  104191. * Current inertia value on the longitudinal axis.
  104192. * The bigger this number the longer it will take for the camera to stop.
  104193. */
  104194. inertialAlphaOffset: number;
  104195. /**
  104196. * Current inertia value on the latitudinal axis.
  104197. * The bigger this number the longer it will take for the camera to stop.
  104198. */
  104199. inertialBetaOffset: number;
  104200. /**
  104201. * Current inertia value on the radius axis.
  104202. * The bigger this number the longer it will take for the camera to stop.
  104203. */
  104204. inertialRadiusOffset: number;
  104205. /**
  104206. * Minimum allowed angle on the longitudinal axis.
  104207. * This can help limiting how the Camera is able to move in the scene.
  104208. */
  104209. lowerAlphaLimit: Nullable<number>;
  104210. /**
  104211. * Maximum allowed angle on the longitudinal axis.
  104212. * This can help limiting how the Camera is able to move in the scene.
  104213. */
  104214. upperAlphaLimit: Nullable<number>;
  104215. /**
  104216. * Minimum allowed angle on the latitudinal axis.
  104217. * This can help limiting how the Camera is able to move in the scene.
  104218. */
  104219. lowerBetaLimit: number;
  104220. /**
  104221. * Maximum allowed angle on the latitudinal axis.
  104222. * This can help limiting how the Camera is able to move in the scene.
  104223. */
  104224. upperBetaLimit: number;
  104225. /**
  104226. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  104227. * This can help limiting how the Camera is able to move in the scene.
  104228. */
  104229. lowerRadiusLimit: Nullable<number>;
  104230. /**
  104231. * Maximum allowed distance of the camera to the target (The camera can not get further).
  104232. * This can help limiting how the Camera is able to move in the scene.
  104233. */
  104234. upperRadiusLimit: Nullable<number>;
  104235. /**
  104236. * Defines the current inertia value used during panning of the camera along the X axis.
  104237. */
  104238. inertialPanningX: number;
  104239. /**
  104240. * Defines the current inertia value used during panning of the camera along the Y axis.
  104241. */
  104242. inertialPanningY: number;
  104243. /**
  104244. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  104245. * Basically if your fingers moves away from more than this distance you will be considered
  104246. * in pinch mode.
  104247. */
  104248. pinchToPanMaxDistance: number;
  104249. /**
  104250. * Defines the maximum distance the camera can pan.
  104251. * This could help keeping the cammera always in your scene.
  104252. */
  104253. panningDistanceLimit: Nullable<number>;
  104254. /**
  104255. * Defines the target of the camera before paning.
  104256. */
  104257. panningOriginTarget: Vector3;
  104258. /**
  104259. * Defines the value of the inertia used during panning.
  104260. * 0 would mean stop inertia and one would mean no decelleration at all.
  104261. */
  104262. panningInertia: number;
  104263. /**
  104264. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  104265. */
  104266. angularSensibilityX: number;
  104267. /**
  104268. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  104269. */
  104270. angularSensibilityY: number;
  104271. /**
  104272. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  104273. */
  104274. pinchPrecision: number;
  104275. /**
  104276. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  104277. * It will be used instead of pinchDeltaPrecision if different from 0.
  104278. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  104279. */
  104280. pinchDeltaPercentage: number;
  104281. /**
  104282. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  104283. */
  104284. panningSensibility: number;
  104285. /**
  104286. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  104287. */
  104288. keysUp: number[];
  104289. /**
  104290. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  104291. */
  104292. keysDown: number[];
  104293. /**
  104294. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  104295. */
  104296. keysLeft: number[];
  104297. /**
  104298. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  104299. */
  104300. keysRight: number[];
  104301. /**
  104302. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  104303. */
  104304. wheelPrecision: number;
  104305. /**
  104306. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  104307. * It will be used instead of pinchDeltaPrecision if different from 0.
  104308. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  104309. */
  104310. wheelDeltaPercentage: number;
  104311. /**
  104312. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  104313. */
  104314. zoomOnFactor: number;
  104315. /**
  104316. * Defines a screen offset for the camera position.
  104317. */
  104318. targetScreenOffset: Vector2;
  104319. /**
  104320. * Allows the camera to be completely reversed.
  104321. * If false the camera can not arrive upside down.
  104322. */
  104323. allowUpsideDown: boolean;
  104324. /**
  104325. * Define if double tap/click is used to restore the previously saved state of the camera.
  104326. */
  104327. useInputToRestoreState: boolean;
  104328. /** @hidden */
  104329. _viewMatrix: Matrix;
  104330. /** @hidden */
  104331. _useCtrlForPanning: boolean;
  104332. /** @hidden */
  104333. _panningMouseButton: number;
  104334. /**
  104335. * Defines the input associated to the camera.
  104336. */
  104337. inputs: ArcRotateCameraInputsManager;
  104338. /** @hidden */
  104339. _reset: () => void;
  104340. /**
  104341. * Defines the allowed panning axis.
  104342. */
  104343. panningAxis: Vector3;
  104344. protected _localDirection: Vector3;
  104345. protected _transformedDirection: Vector3;
  104346. private _bouncingBehavior;
  104347. /**
  104348. * Gets the bouncing behavior of the camera if it has been enabled.
  104349. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104350. */
  104351. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  104352. /**
  104353. * Defines if the bouncing behavior of the camera is enabled on the camera.
  104354. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104355. */
  104356. useBouncingBehavior: boolean;
  104357. private _framingBehavior;
  104358. /**
  104359. * Gets the framing behavior of the camera if it has been enabled.
  104360. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104361. */
  104362. readonly framingBehavior: Nullable<FramingBehavior>;
  104363. /**
  104364. * Defines if the framing behavior of the camera is enabled on the camera.
  104365. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104366. */
  104367. useFramingBehavior: boolean;
  104368. private _autoRotationBehavior;
  104369. /**
  104370. * Gets the auto rotation behavior of the camera if it has been enabled.
  104371. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  104372. */
  104373. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  104374. /**
  104375. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  104376. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  104377. */
  104378. useAutoRotationBehavior: boolean;
  104379. /**
  104380. * Observable triggered when the mesh target has been changed on the camera.
  104381. */
  104382. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  104383. /**
  104384. * Event raised when the camera is colliding with a mesh.
  104385. */
  104386. onCollide: (collidedMesh: AbstractMesh) => void;
  104387. /**
  104388. * Defines whether the camera should check collision with the objects oh the scene.
  104389. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  104390. */
  104391. checkCollisions: boolean;
  104392. /**
  104393. * Defines the collision radius of the camera.
  104394. * This simulates a sphere around the camera.
  104395. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  104396. */
  104397. collisionRadius: Vector3;
  104398. protected _collider: Collider;
  104399. protected _previousPosition: Vector3;
  104400. protected _collisionVelocity: Vector3;
  104401. protected _newPosition: Vector3;
  104402. protected _previousAlpha: number;
  104403. protected _previousBeta: number;
  104404. protected _previousRadius: number;
  104405. protected _collisionTriggered: boolean;
  104406. protected _targetBoundingCenter: Nullable<Vector3>;
  104407. private _computationVector;
  104408. /**
  104409. * Instantiates a new ArcRotateCamera in a given scene
  104410. * @param name Defines the name of the camera
  104411. * @param alpha Defines the camera rotation along the logitudinal axis
  104412. * @param beta Defines the camera rotation along the latitudinal axis
  104413. * @param radius Defines the camera distance from its target
  104414. * @param target Defines the camera target
  104415. * @param scene Defines the scene the camera belongs to
  104416. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  104417. */
  104418. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  104419. /** @hidden */
  104420. _initCache(): void;
  104421. /** @hidden */
  104422. _updateCache(ignoreParentClass?: boolean): void;
  104423. protected _getTargetPosition(): Vector3;
  104424. private _storedAlpha;
  104425. private _storedBeta;
  104426. private _storedRadius;
  104427. private _storedTarget;
  104428. private _storedTargetScreenOffset;
  104429. /**
  104430. * Stores the current state of the camera (alpha, beta, radius and target)
  104431. * @returns the camera itself
  104432. */
  104433. storeState(): Camera;
  104434. /**
  104435. * @hidden
  104436. * Restored camera state. You must call storeState() first
  104437. */
  104438. _restoreStateValues(): boolean;
  104439. /** @hidden */
  104440. _isSynchronizedViewMatrix(): boolean;
  104441. /**
  104442. * Attached controls to the current camera.
  104443. * @param element Defines the element the controls should be listened from
  104444. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104445. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  104446. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  104447. */
  104448. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  104449. /**
  104450. * Detach the current controls from the camera.
  104451. * The camera will stop reacting to inputs.
  104452. * @param element Defines the element to stop listening the inputs from
  104453. */
  104454. detachControl(element: HTMLElement): void;
  104455. /** @hidden */
  104456. _checkInputs(): void;
  104457. protected _checkLimits(): void;
  104458. /**
  104459. * Rebuilds angles (alpha, beta) and radius from the give position and target
  104460. */
  104461. rebuildAnglesAndRadius(): void;
  104462. /**
  104463. * Use a position to define the current camera related information like alpha, beta and radius
  104464. * @param position Defines the position to set the camera at
  104465. */
  104466. setPosition(position: Vector3): void;
  104467. /**
  104468. * Defines the target the camera should look at.
  104469. * This will automatically adapt alpha beta and radius to fit within the new target.
  104470. * @param target Defines the new target as a Vector or a mesh
  104471. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  104472. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  104473. */
  104474. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  104475. /** @hidden */
  104476. _getViewMatrix(): Matrix;
  104477. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  104478. /**
  104479. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  104480. * @param meshes Defines the mesh to zoom on
  104481. * @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)
  104482. */
  104483. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  104484. /**
  104485. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  104486. * The target will be changed but the radius
  104487. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  104488. * @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)
  104489. */
  104490. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  104491. min: Vector3;
  104492. max: Vector3;
  104493. distance: number;
  104494. }, doNotUpdateMaxZ?: boolean): void;
  104495. /**
  104496. * @override
  104497. * Override Camera.createRigCamera
  104498. */
  104499. createRigCamera(name: string, cameraIndex: number): Camera;
  104500. /**
  104501. * @hidden
  104502. * @override
  104503. * Override Camera._updateRigCameras
  104504. */
  104505. _updateRigCameras(): void;
  104506. /**
  104507. * Destroy the camera and release the current resources hold by it.
  104508. */
  104509. dispose(): void;
  104510. /**
  104511. * Gets the current object class name.
  104512. * @return the class name
  104513. */
  104514. getClassName(): string;
  104515. }
  104516. }
  104517. declare module BABYLON {
  104518. /**
  104519. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  104520. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  104521. */
  104522. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  104523. /**
  104524. * Gets the name of the behavior.
  104525. */
  104526. readonly name: string;
  104527. private _zoomStopsAnimation;
  104528. private _idleRotationSpeed;
  104529. private _idleRotationWaitTime;
  104530. private _idleRotationSpinupTime;
  104531. /**
  104532. * Sets the flag that indicates if user zooming should stop animation.
  104533. */
  104534. /**
  104535. * Gets the flag that indicates if user zooming should stop animation.
  104536. */
  104537. zoomStopsAnimation: boolean;
  104538. /**
  104539. * Sets the default speed at which the camera rotates around the model.
  104540. */
  104541. /**
  104542. * Gets the default speed at which the camera rotates around the model.
  104543. */
  104544. idleRotationSpeed: number;
  104545. /**
  104546. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  104547. */
  104548. /**
  104549. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  104550. */
  104551. idleRotationWaitTime: number;
  104552. /**
  104553. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  104554. */
  104555. /**
  104556. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  104557. */
  104558. idleRotationSpinupTime: number;
  104559. /**
  104560. * Gets a value indicating if the camera is currently rotating because of this behavior
  104561. */
  104562. readonly rotationInProgress: boolean;
  104563. private _onPrePointerObservableObserver;
  104564. private _onAfterCheckInputsObserver;
  104565. private _attachedCamera;
  104566. private _isPointerDown;
  104567. private _lastFrameTime;
  104568. private _lastInteractionTime;
  104569. private _cameraRotationSpeed;
  104570. /**
  104571. * Initializes the behavior.
  104572. */
  104573. init(): void;
  104574. /**
  104575. * Attaches the behavior to its arc rotate camera.
  104576. * @param camera Defines the camera to attach the behavior to
  104577. */
  104578. attach(camera: ArcRotateCamera): void;
  104579. /**
  104580. * Detaches the behavior from its current arc rotate camera.
  104581. */
  104582. detach(): void;
  104583. /**
  104584. * Returns true if user is scrolling.
  104585. * @return true if user is scrolling.
  104586. */
  104587. private _userIsZooming;
  104588. private _lastFrameRadius;
  104589. private _shouldAnimationStopForInteraction;
  104590. /**
  104591. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  104592. */
  104593. private _applyUserInteraction;
  104594. private _userIsMoving;
  104595. }
  104596. }
  104597. declare module BABYLON {
  104598. /**
  104599. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  104600. */
  104601. export class AttachToBoxBehavior implements Behavior<Mesh> {
  104602. private ui;
  104603. /**
  104604. * The name of the behavior
  104605. */
  104606. name: string;
  104607. /**
  104608. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  104609. */
  104610. distanceAwayFromFace: number;
  104611. /**
  104612. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  104613. */
  104614. distanceAwayFromBottomOfFace: number;
  104615. private _faceVectors;
  104616. private _target;
  104617. private _scene;
  104618. private _onRenderObserver;
  104619. private _tmpMatrix;
  104620. private _tmpVector;
  104621. /**
  104622. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  104623. * @param ui The transform node that should be attched to the mesh
  104624. */
  104625. constructor(ui: TransformNode);
  104626. /**
  104627. * Initializes the behavior
  104628. */
  104629. init(): void;
  104630. private _closestFace;
  104631. private _zeroVector;
  104632. private _lookAtTmpMatrix;
  104633. private _lookAtToRef;
  104634. /**
  104635. * Attaches the AttachToBoxBehavior to the passed in mesh
  104636. * @param target The mesh that the specified node will be attached to
  104637. */
  104638. attach(target: Mesh): void;
  104639. /**
  104640. * Detaches the behavior from the mesh
  104641. */
  104642. detach(): void;
  104643. }
  104644. }
  104645. declare module BABYLON {
  104646. /**
  104647. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  104648. */
  104649. export class FadeInOutBehavior implements Behavior<Mesh> {
  104650. /**
  104651. * Time in milliseconds to delay before fading in (Default: 0)
  104652. */
  104653. delay: number;
  104654. /**
  104655. * Time in milliseconds for the mesh to fade in (Default: 300)
  104656. */
  104657. fadeInTime: number;
  104658. private _millisecondsPerFrame;
  104659. private _hovered;
  104660. private _hoverValue;
  104661. private _ownerNode;
  104662. /**
  104663. * Instatiates the FadeInOutBehavior
  104664. */
  104665. constructor();
  104666. /**
  104667. * The name of the behavior
  104668. */
  104669. readonly name: string;
  104670. /**
  104671. * Initializes the behavior
  104672. */
  104673. init(): void;
  104674. /**
  104675. * Attaches the fade behavior on the passed in mesh
  104676. * @param ownerNode The mesh that will be faded in/out once attached
  104677. */
  104678. attach(ownerNode: Mesh): void;
  104679. /**
  104680. * Detaches the behavior from the mesh
  104681. */
  104682. detach(): void;
  104683. /**
  104684. * Triggers the mesh to begin fading in or out
  104685. * @param value if the object should fade in or out (true to fade in)
  104686. */
  104687. fadeIn(value: boolean): void;
  104688. private _update;
  104689. private _setAllVisibility;
  104690. }
  104691. }
  104692. declare module BABYLON {
  104693. /**
  104694. * Class containing a set of static utilities functions for managing Pivots
  104695. * @hidden
  104696. */
  104697. export class PivotTools {
  104698. private static _PivotCached;
  104699. private static _OldPivotPoint;
  104700. private static _PivotTranslation;
  104701. private static _PivotTmpVector;
  104702. /** @hidden */
  104703. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  104704. /** @hidden */
  104705. static _RestorePivotPoint(mesh: AbstractMesh): void;
  104706. }
  104707. }
  104708. declare module BABYLON {
  104709. /**
  104710. * Class containing static functions to help procedurally build meshes
  104711. */
  104712. export class PlaneBuilder {
  104713. /**
  104714. * Creates a plane mesh
  104715. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  104716. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  104717. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  104718. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  104719. * * If you create a double-sided mesh, you can choose what parts of 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
  104720. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  104721. * @param name defines the name of the mesh
  104722. * @param options defines the options used to create the mesh
  104723. * @param scene defines the hosting scene
  104724. * @returns the plane mesh
  104725. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  104726. */
  104727. static CreatePlane(name: string, options: {
  104728. size?: number;
  104729. width?: number;
  104730. height?: number;
  104731. sideOrientation?: number;
  104732. frontUVs?: Vector4;
  104733. backUVs?: Vector4;
  104734. updatable?: boolean;
  104735. sourcePlane?: Plane;
  104736. }, scene?: Nullable<Scene>): Mesh;
  104737. }
  104738. }
  104739. declare module BABYLON {
  104740. /**
  104741. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  104742. */
  104743. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  104744. private static _AnyMouseID;
  104745. /**
  104746. * Abstract mesh the behavior is set on
  104747. */
  104748. attachedNode: AbstractMesh;
  104749. private _dragPlane;
  104750. private _scene;
  104751. private _pointerObserver;
  104752. private _beforeRenderObserver;
  104753. private static _planeScene;
  104754. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  104755. /**
  104756. * 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)
  104757. */
  104758. maxDragAngle: number;
  104759. /**
  104760. * @hidden
  104761. */
  104762. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  104763. /**
  104764. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  104765. */
  104766. currentDraggingPointerID: number;
  104767. /**
  104768. * The last position where the pointer hit the drag plane in world space
  104769. */
  104770. lastDragPosition: Vector3;
  104771. /**
  104772. * If the behavior is currently in a dragging state
  104773. */
  104774. dragging: boolean;
  104775. /**
  104776. * 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)
  104777. */
  104778. dragDeltaRatio: number;
  104779. /**
  104780. * If the drag plane orientation should be updated during the dragging (Default: true)
  104781. */
  104782. updateDragPlane: boolean;
  104783. private _debugMode;
  104784. private _moving;
  104785. /**
  104786. * Fires each time the attached mesh is dragged with the pointer
  104787. * * delta between last drag position and current drag position in world space
  104788. * * dragDistance along the drag axis
  104789. * * dragPlaneNormal normal of the current drag plane used during the drag
  104790. * * dragPlanePoint in world space where the drag intersects the drag plane
  104791. */
  104792. onDragObservable: Observable<{
  104793. delta: Vector3;
  104794. dragPlanePoint: Vector3;
  104795. dragPlaneNormal: Vector3;
  104796. dragDistance: number;
  104797. pointerId: number;
  104798. }>;
  104799. /**
  104800. * Fires each time a drag begins (eg. mouse down on mesh)
  104801. */
  104802. onDragStartObservable: Observable<{
  104803. dragPlanePoint: Vector3;
  104804. pointerId: number;
  104805. }>;
  104806. /**
  104807. * Fires each time a drag ends (eg. mouse release after drag)
  104808. */
  104809. onDragEndObservable: Observable<{
  104810. dragPlanePoint: Vector3;
  104811. pointerId: number;
  104812. }>;
  104813. /**
  104814. * If the attached mesh should be moved when dragged
  104815. */
  104816. moveAttached: boolean;
  104817. /**
  104818. * If the drag behavior will react to drag events (Default: true)
  104819. */
  104820. enabled: boolean;
  104821. /**
  104822. * If pointer events should start and release the drag (Default: true)
  104823. */
  104824. startAndReleaseDragOnPointerEvents: boolean;
  104825. /**
  104826. * If camera controls should be detached during the drag
  104827. */
  104828. detachCameraControls: boolean;
  104829. /**
  104830. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  104831. */
  104832. useObjectOrienationForDragging: boolean;
  104833. private _options;
  104834. /**
  104835. * Creates a pointer drag behavior that can be attached to a mesh
  104836. * @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)
  104837. */
  104838. constructor(options?: {
  104839. dragAxis?: Vector3;
  104840. dragPlaneNormal?: Vector3;
  104841. });
  104842. /**
  104843. * Predicate to determine if it is valid to move the object to a new position when it is moved
  104844. */
  104845. validateDrag: (targetPosition: Vector3) => boolean;
  104846. /**
  104847. * The name of the behavior
  104848. */
  104849. readonly name: string;
  104850. /**
  104851. * Initializes the behavior
  104852. */
  104853. init(): void;
  104854. private _tmpVector;
  104855. private _alternatePickedPoint;
  104856. private _worldDragAxis;
  104857. private _targetPosition;
  104858. private _attachedElement;
  104859. /**
  104860. * Attaches the drag behavior the passed in mesh
  104861. * @param ownerNode The mesh that will be dragged around once attached
  104862. * @param predicate Predicate to use for pick filtering
  104863. */
  104864. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  104865. /**
  104866. * Force relase the drag action by code.
  104867. */
  104868. releaseDrag(): void;
  104869. private _startDragRay;
  104870. private _lastPointerRay;
  104871. /**
  104872. * Simulates the start of a pointer drag event on the behavior
  104873. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  104874. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  104875. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  104876. */
  104877. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  104878. private _startDrag;
  104879. private _dragDelta;
  104880. private _moveDrag;
  104881. private _pickWithRayOnDragPlane;
  104882. private _pointA;
  104883. private _pointB;
  104884. private _pointC;
  104885. private _lineA;
  104886. private _lineB;
  104887. private _localAxis;
  104888. private _lookAt;
  104889. private _updateDragPlanePosition;
  104890. /**
  104891. * Detaches the behavior from the mesh
  104892. */
  104893. detach(): void;
  104894. }
  104895. }
  104896. declare module BABYLON {
  104897. /**
  104898. * A behavior that when attached to a mesh will allow the mesh to be scaled
  104899. */
  104900. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  104901. private _dragBehaviorA;
  104902. private _dragBehaviorB;
  104903. private _startDistance;
  104904. private _initialScale;
  104905. private _targetScale;
  104906. private _ownerNode;
  104907. private _sceneRenderObserver;
  104908. /**
  104909. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  104910. */
  104911. constructor();
  104912. /**
  104913. * The name of the behavior
  104914. */
  104915. readonly name: string;
  104916. /**
  104917. * Initializes the behavior
  104918. */
  104919. init(): void;
  104920. private _getCurrentDistance;
  104921. /**
  104922. * Attaches the scale behavior the passed in mesh
  104923. * @param ownerNode The mesh that will be scaled around once attached
  104924. */
  104925. attach(ownerNode: Mesh): void;
  104926. /**
  104927. * Detaches the behavior from the mesh
  104928. */
  104929. detach(): void;
  104930. }
  104931. }
  104932. declare module BABYLON {
  104933. /**
  104934. * 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
  104935. */
  104936. export class SixDofDragBehavior implements Behavior<Mesh> {
  104937. private static _virtualScene;
  104938. private _ownerNode;
  104939. private _sceneRenderObserver;
  104940. private _scene;
  104941. private _targetPosition;
  104942. private _virtualOriginMesh;
  104943. private _virtualDragMesh;
  104944. private _pointerObserver;
  104945. private _moving;
  104946. private _startingOrientation;
  104947. /**
  104948. * 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)
  104949. */
  104950. private zDragFactor;
  104951. /**
  104952. * If the object should rotate to face the drag origin
  104953. */
  104954. rotateDraggedObject: boolean;
  104955. /**
  104956. * If the behavior is currently in a dragging state
  104957. */
  104958. dragging: boolean;
  104959. /**
  104960. * 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)
  104961. */
  104962. dragDeltaRatio: number;
  104963. /**
  104964. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  104965. */
  104966. currentDraggingPointerID: number;
  104967. /**
  104968. * If camera controls should be detached during the drag
  104969. */
  104970. detachCameraControls: boolean;
  104971. /**
  104972. * Fires each time a drag starts
  104973. */
  104974. onDragStartObservable: Observable<{}>;
  104975. /**
  104976. * Fires each time a drag ends (eg. mouse release after drag)
  104977. */
  104978. onDragEndObservable: Observable<{}>;
  104979. /**
  104980. * 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
  104981. */
  104982. constructor();
  104983. /**
  104984. * The name of the behavior
  104985. */
  104986. readonly name: string;
  104987. /**
  104988. * Initializes the behavior
  104989. */
  104990. init(): void;
  104991. /**
  104992. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  104993. */
  104994. private readonly _pointerCamera;
  104995. /**
  104996. * Attaches the scale behavior the passed in mesh
  104997. * @param ownerNode The mesh that will be scaled around once attached
  104998. */
  104999. attach(ownerNode: Mesh): void;
  105000. /**
  105001. * Detaches the behavior from the mesh
  105002. */
  105003. detach(): void;
  105004. }
  105005. }
  105006. declare module BABYLON {
  105007. /**
  105008. * Class used to apply inverse kinematics to bones
  105009. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  105010. */
  105011. export class BoneIKController {
  105012. private static _tmpVecs;
  105013. private static _tmpQuat;
  105014. private static _tmpMats;
  105015. /**
  105016. * Gets or sets the target mesh
  105017. */
  105018. targetMesh: AbstractMesh;
  105019. /** Gets or sets the mesh used as pole */
  105020. poleTargetMesh: AbstractMesh;
  105021. /**
  105022. * Gets or sets the bone used as pole
  105023. */
  105024. poleTargetBone: Nullable<Bone>;
  105025. /**
  105026. * Gets or sets the target position
  105027. */
  105028. targetPosition: Vector3;
  105029. /**
  105030. * Gets or sets the pole target position
  105031. */
  105032. poleTargetPosition: Vector3;
  105033. /**
  105034. * Gets or sets the pole target local offset
  105035. */
  105036. poleTargetLocalOffset: Vector3;
  105037. /**
  105038. * Gets or sets the pole angle
  105039. */
  105040. poleAngle: number;
  105041. /**
  105042. * Gets or sets the mesh associated with the controller
  105043. */
  105044. mesh: AbstractMesh;
  105045. /**
  105046. * 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)
  105047. */
  105048. slerpAmount: number;
  105049. private _bone1Quat;
  105050. private _bone1Mat;
  105051. private _bone2Ang;
  105052. private _bone1;
  105053. private _bone2;
  105054. private _bone1Length;
  105055. private _bone2Length;
  105056. private _maxAngle;
  105057. private _maxReach;
  105058. private _rightHandedSystem;
  105059. private _bendAxis;
  105060. private _slerping;
  105061. private _adjustRoll;
  105062. /**
  105063. * Gets or sets maximum allowed angle
  105064. */
  105065. maxAngle: number;
  105066. /**
  105067. * Creates a new BoneIKController
  105068. * @param mesh defines the mesh to control
  105069. * @param bone defines the bone to control
  105070. * @param options defines options to set up the controller
  105071. */
  105072. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  105073. targetMesh?: AbstractMesh;
  105074. poleTargetMesh?: AbstractMesh;
  105075. poleTargetBone?: Bone;
  105076. poleTargetLocalOffset?: Vector3;
  105077. poleAngle?: number;
  105078. bendAxis?: Vector3;
  105079. maxAngle?: number;
  105080. slerpAmount?: number;
  105081. });
  105082. private _setMaxAngle;
  105083. /**
  105084. * Force the controller to update the bones
  105085. */
  105086. update(): void;
  105087. }
  105088. }
  105089. declare module BABYLON {
  105090. /**
  105091. * Class used to make a bone look toward a point in space
  105092. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  105093. */
  105094. export class BoneLookController {
  105095. private static _tmpVecs;
  105096. private static _tmpQuat;
  105097. private static _tmpMats;
  105098. /**
  105099. * The target Vector3 that the bone will look at
  105100. */
  105101. target: Vector3;
  105102. /**
  105103. * The mesh that the bone is attached to
  105104. */
  105105. mesh: AbstractMesh;
  105106. /**
  105107. * The bone that will be looking to the target
  105108. */
  105109. bone: Bone;
  105110. /**
  105111. * The up axis of the coordinate system that is used when the bone is rotated
  105112. */
  105113. upAxis: Vector3;
  105114. /**
  105115. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  105116. */
  105117. upAxisSpace: Space;
  105118. /**
  105119. * Used to make an adjustment to the yaw of the bone
  105120. */
  105121. adjustYaw: number;
  105122. /**
  105123. * Used to make an adjustment to the pitch of the bone
  105124. */
  105125. adjustPitch: number;
  105126. /**
  105127. * Used to make an adjustment to the roll of the bone
  105128. */
  105129. adjustRoll: number;
  105130. /**
  105131. * 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)
  105132. */
  105133. slerpAmount: number;
  105134. private _minYaw;
  105135. private _maxYaw;
  105136. private _minPitch;
  105137. private _maxPitch;
  105138. private _minYawSin;
  105139. private _minYawCos;
  105140. private _maxYawSin;
  105141. private _maxYawCos;
  105142. private _midYawConstraint;
  105143. private _minPitchTan;
  105144. private _maxPitchTan;
  105145. private _boneQuat;
  105146. private _slerping;
  105147. private _transformYawPitch;
  105148. private _transformYawPitchInv;
  105149. private _firstFrameSkipped;
  105150. private _yawRange;
  105151. private _fowardAxis;
  105152. /**
  105153. * Gets or sets the minimum yaw angle that the bone can look to
  105154. */
  105155. minYaw: number;
  105156. /**
  105157. * Gets or sets the maximum yaw angle that the bone can look to
  105158. */
  105159. maxYaw: number;
  105160. /**
  105161. * Gets or sets the minimum pitch angle that the bone can look to
  105162. */
  105163. minPitch: number;
  105164. /**
  105165. * Gets or sets the maximum pitch angle that the bone can look to
  105166. */
  105167. maxPitch: number;
  105168. /**
  105169. * Create a BoneLookController
  105170. * @param mesh the mesh that the bone belongs to
  105171. * @param bone the bone that will be looking to the target
  105172. * @param target the target Vector3 to look at
  105173. * @param options optional settings:
  105174. * * maxYaw: the maximum angle the bone will yaw to
  105175. * * minYaw: the minimum angle the bone will yaw to
  105176. * * maxPitch: the maximum angle the bone will pitch to
  105177. * * minPitch: the minimum angle the bone will yaw to
  105178. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  105179. * * upAxis: the up axis of the coordinate system
  105180. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  105181. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  105182. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  105183. * * adjustYaw: used to make an adjustment to the yaw of the bone
  105184. * * adjustPitch: used to make an adjustment to the pitch of the bone
  105185. * * adjustRoll: used to make an adjustment to the roll of the bone
  105186. **/
  105187. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  105188. maxYaw?: number;
  105189. minYaw?: number;
  105190. maxPitch?: number;
  105191. minPitch?: number;
  105192. slerpAmount?: number;
  105193. upAxis?: Vector3;
  105194. upAxisSpace?: Space;
  105195. yawAxis?: Vector3;
  105196. pitchAxis?: Vector3;
  105197. adjustYaw?: number;
  105198. adjustPitch?: number;
  105199. adjustRoll?: number;
  105200. });
  105201. /**
  105202. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  105203. */
  105204. update(): void;
  105205. private _getAngleDiff;
  105206. private _getAngleBetween;
  105207. private _isAngleBetween;
  105208. }
  105209. }
  105210. declare module BABYLON {
  105211. /**
  105212. * Manage the gamepad inputs to control an arc rotate camera.
  105213. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105214. */
  105215. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  105216. /**
  105217. * Defines the camera the input is attached to.
  105218. */
  105219. camera: ArcRotateCamera;
  105220. /**
  105221. * Defines the gamepad the input is gathering event from.
  105222. */
  105223. gamepad: Nullable<Gamepad>;
  105224. /**
  105225. * Defines the gamepad rotation sensiblity.
  105226. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  105227. */
  105228. gamepadRotationSensibility: number;
  105229. /**
  105230. * Defines the gamepad move sensiblity.
  105231. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  105232. */
  105233. gamepadMoveSensibility: number;
  105234. private _yAxisScale;
  105235. /**
  105236. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  105237. */
  105238. invertYAxis: boolean;
  105239. private _onGamepadConnectedObserver;
  105240. private _onGamepadDisconnectedObserver;
  105241. /**
  105242. * Attach the input controls to a specific dom element to get the input from.
  105243. * @param element Defines the element the controls should be listened from
  105244. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105245. */
  105246. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105247. /**
  105248. * Detach the current controls from the specified dom element.
  105249. * @param element Defines the element to stop listening the inputs from
  105250. */
  105251. detachControl(element: Nullable<HTMLElement>): void;
  105252. /**
  105253. * Update the current camera state depending on the inputs that have been used this frame.
  105254. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105255. */
  105256. checkInputs(): void;
  105257. /**
  105258. * Gets the class name of the current intput.
  105259. * @returns the class name
  105260. */
  105261. getClassName(): string;
  105262. /**
  105263. * Get the friendly name associated with the input class.
  105264. * @returns the input friendly name
  105265. */
  105266. getSimpleName(): string;
  105267. }
  105268. }
  105269. declare module BABYLON {
  105270. interface ArcRotateCameraInputsManager {
  105271. /**
  105272. * Add orientation input support to the input manager.
  105273. * @returns the current input manager
  105274. */
  105275. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  105276. }
  105277. /**
  105278. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  105279. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105280. */
  105281. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  105282. /**
  105283. * Defines the camera the input is attached to.
  105284. */
  105285. camera: ArcRotateCamera;
  105286. /**
  105287. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  105288. */
  105289. alphaCorrection: number;
  105290. /**
  105291. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  105292. */
  105293. gammaCorrection: number;
  105294. private _alpha;
  105295. private _gamma;
  105296. private _dirty;
  105297. private _deviceOrientationHandler;
  105298. /**
  105299. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  105300. */
  105301. constructor();
  105302. /**
  105303. * Attach the input controls to a specific dom element to get the input from.
  105304. * @param element Defines the element the controls should be listened from
  105305. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105306. */
  105307. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105308. /** @hidden */
  105309. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  105310. /**
  105311. * Update the current camera state depending on the inputs that have been used this frame.
  105312. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105313. */
  105314. checkInputs(): void;
  105315. /**
  105316. * Detach the current controls from the specified dom element.
  105317. * @param element Defines the element to stop listening the inputs from
  105318. */
  105319. detachControl(element: Nullable<HTMLElement>): void;
  105320. /**
  105321. * Gets the class name of the current intput.
  105322. * @returns the class name
  105323. */
  105324. getClassName(): string;
  105325. /**
  105326. * Get the friendly name associated with the input class.
  105327. * @returns the input friendly name
  105328. */
  105329. getSimpleName(): string;
  105330. }
  105331. }
  105332. declare module BABYLON {
  105333. /**
  105334. * Listen to mouse events to control the camera.
  105335. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105336. */
  105337. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  105338. /**
  105339. * Defines the camera the input is attached to.
  105340. */
  105341. camera: FlyCamera;
  105342. /**
  105343. * Defines if touch is enabled. (Default is true.)
  105344. */
  105345. touchEnabled: boolean;
  105346. /**
  105347. * Defines the buttons associated with the input to handle camera rotation.
  105348. */
  105349. buttons: number[];
  105350. /**
  105351. * Assign buttons for Yaw control.
  105352. */
  105353. buttonsYaw: number[];
  105354. /**
  105355. * Assign buttons for Pitch control.
  105356. */
  105357. buttonsPitch: number[];
  105358. /**
  105359. * Assign buttons for Roll control.
  105360. */
  105361. buttonsRoll: number[];
  105362. /**
  105363. * Detect if any button is being pressed while mouse is moved.
  105364. * -1 = Mouse locked.
  105365. * 0 = Left button.
  105366. * 1 = Middle Button.
  105367. * 2 = Right Button.
  105368. */
  105369. activeButton: number;
  105370. /**
  105371. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  105372. * Higher values reduce its sensitivity.
  105373. */
  105374. angularSensibility: number;
  105375. private _mousemoveCallback;
  105376. private _observer;
  105377. private _rollObserver;
  105378. private previousPosition;
  105379. private noPreventDefault;
  105380. private element;
  105381. /**
  105382. * Listen to mouse events to control the camera.
  105383. * @param touchEnabled Define if touch is enabled. (Default is true.)
  105384. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105385. */
  105386. constructor(touchEnabled?: boolean);
  105387. /**
  105388. * Attach the mouse control to the HTML DOM element.
  105389. * @param element Defines the element that listens to the input events.
  105390. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  105391. */
  105392. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105393. /**
  105394. * Detach the current controls from the specified dom element.
  105395. * @param element Defines the element to stop listening the inputs from
  105396. */
  105397. detachControl(element: Nullable<HTMLElement>): void;
  105398. /**
  105399. * Gets the class name of the current input.
  105400. * @returns the class name.
  105401. */
  105402. getClassName(): string;
  105403. /**
  105404. * Get the friendly name associated with the input class.
  105405. * @returns the input's friendly name.
  105406. */
  105407. getSimpleName(): string;
  105408. private _pointerInput;
  105409. private _onMouseMove;
  105410. /**
  105411. * Rotate camera by mouse offset.
  105412. */
  105413. private rotateCamera;
  105414. }
  105415. }
  105416. declare module BABYLON {
  105417. /**
  105418. * Default Inputs manager for the FlyCamera.
  105419. * It groups all the default supported inputs for ease of use.
  105420. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105421. */
  105422. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  105423. /**
  105424. * Instantiates a new FlyCameraInputsManager.
  105425. * @param camera Defines the camera the inputs belong to.
  105426. */
  105427. constructor(camera: FlyCamera);
  105428. /**
  105429. * Add keyboard input support to the input manager.
  105430. * @returns the new FlyCameraKeyboardMoveInput().
  105431. */
  105432. addKeyboard(): FlyCameraInputsManager;
  105433. /**
  105434. * Add mouse input support to the input manager.
  105435. * @param touchEnabled Enable touch screen support.
  105436. * @returns the new FlyCameraMouseInput().
  105437. */
  105438. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  105439. }
  105440. }
  105441. declare module BABYLON {
  105442. /**
  105443. * This is a flying camera, designed for 3D movement and rotation in all directions,
  105444. * such as in a 3D Space Shooter or a Flight Simulator.
  105445. */
  105446. export class FlyCamera extends TargetCamera {
  105447. /**
  105448. * Define the collision ellipsoid of the camera.
  105449. * This is helpful for simulating a camera body, like a player's body.
  105450. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  105451. */
  105452. ellipsoid: Vector3;
  105453. /**
  105454. * Define an offset for the position of the ellipsoid around the camera.
  105455. * This can be helpful if the camera is attached away from the player's body center,
  105456. * such as at its head.
  105457. */
  105458. ellipsoidOffset: Vector3;
  105459. /**
  105460. * Enable or disable collisions of the camera with the rest of the scene objects.
  105461. */
  105462. checkCollisions: boolean;
  105463. /**
  105464. * Enable or disable gravity on the camera.
  105465. */
  105466. applyGravity: boolean;
  105467. /**
  105468. * Define the current direction the camera is moving to.
  105469. */
  105470. cameraDirection: Vector3;
  105471. /**
  105472. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  105473. * This overrides and empties cameraRotation.
  105474. */
  105475. rotationQuaternion: Quaternion;
  105476. /**
  105477. * Track Roll to maintain the wanted Rolling when looking around.
  105478. */
  105479. _trackRoll: number;
  105480. /**
  105481. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  105482. */
  105483. rollCorrect: number;
  105484. /**
  105485. * Mimic a banked turn, Rolling the camera when Yawing.
  105486. * It's recommended to use rollCorrect = 10 for faster banking correction.
  105487. */
  105488. bankedTurn: boolean;
  105489. /**
  105490. * Limit in radians for how much Roll banking will add. (Default: 90°)
  105491. */
  105492. bankedTurnLimit: number;
  105493. /**
  105494. * Value of 0 disables the banked Roll.
  105495. * Value of 1 is equal to the Yaw angle in radians.
  105496. */
  105497. bankedTurnMultiplier: number;
  105498. /**
  105499. * The inputs manager loads all the input sources, such as keyboard and mouse.
  105500. */
  105501. inputs: FlyCameraInputsManager;
  105502. /**
  105503. * Gets the input sensibility for mouse input.
  105504. * Higher values reduce sensitivity.
  105505. */
  105506. /**
  105507. * Sets the input sensibility for a mouse input.
  105508. * Higher values reduce sensitivity.
  105509. */
  105510. angularSensibility: number;
  105511. /**
  105512. * Get the keys for camera movement forward.
  105513. */
  105514. /**
  105515. * Set the keys for camera movement forward.
  105516. */
  105517. keysForward: number[];
  105518. /**
  105519. * Get the keys for camera movement backward.
  105520. */
  105521. keysBackward: number[];
  105522. /**
  105523. * Get the keys for camera movement up.
  105524. */
  105525. /**
  105526. * Set the keys for camera movement up.
  105527. */
  105528. keysUp: number[];
  105529. /**
  105530. * Get the keys for camera movement down.
  105531. */
  105532. /**
  105533. * Set the keys for camera movement down.
  105534. */
  105535. keysDown: number[];
  105536. /**
  105537. * Get the keys for camera movement left.
  105538. */
  105539. /**
  105540. * Set the keys for camera movement left.
  105541. */
  105542. keysLeft: number[];
  105543. /**
  105544. * Set the keys for camera movement right.
  105545. */
  105546. /**
  105547. * Set the keys for camera movement right.
  105548. */
  105549. keysRight: number[];
  105550. /**
  105551. * Event raised when the camera collides with a mesh in the scene.
  105552. */
  105553. onCollide: (collidedMesh: AbstractMesh) => void;
  105554. private _collider;
  105555. private _needMoveForGravity;
  105556. private _oldPosition;
  105557. private _diffPosition;
  105558. private _newPosition;
  105559. /** @hidden */
  105560. _localDirection: Vector3;
  105561. /** @hidden */
  105562. _transformedDirection: Vector3;
  105563. /**
  105564. * Instantiates a FlyCamera.
  105565. * This is a flying camera, designed for 3D movement and rotation in all directions,
  105566. * such as in a 3D Space Shooter or a Flight Simulator.
  105567. * @param name Define the name of the camera in the scene.
  105568. * @param position Define the starting position of the camera in the scene.
  105569. * @param scene Define the scene the camera belongs to.
  105570. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  105571. */
  105572. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  105573. /**
  105574. * Attach a control to the HTML DOM element.
  105575. * @param element Defines the element that listens to the input events.
  105576. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  105577. */
  105578. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105579. /**
  105580. * Detach a control from the HTML DOM element.
  105581. * The camera will stop reacting to that input.
  105582. * @param element Defines the element that listens to the input events.
  105583. */
  105584. detachControl(element: HTMLElement): void;
  105585. private _collisionMask;
  105586. /**
  105587. * Get the mask that the camera ignores in collision events.
  105588. */
  105589. /**
  105590. * Set the mask that the camera ignores in collision events.
  105591. */
  105592. collisionMask: number;
  105593. /** @hidden */
  105594. _collideWithWorld(displacement: Vector3): void;
  105595. /** @hidden */
  105596. private _onCollisionPositionChange;
  105597. /** @hidden */
  105598. _checkInputs(): void;
  105599. /** @hidden */
  105600. _decideIfNeedsToMove(): boolean;
  105601. /** @hidden */
  105602. _updatePosition(): void;
  105603. /**
  105604. * Restore the Roll to its target value at the rate specified.
  105605. * @param rate - Higher means slower restoring.
  105606. * @hidden
  105607. */
  105608. restoreRoll(rate: number): void;
  105609. /**
  105610. * Destroy the camera and release the current resources held by it.
  105611. */
  105612. dispose(): void;
  105613. /**
  105614. * Get the current object class name.
  105615. * @returns the class name.
  105616. */
  105617. getClassName(): string;
  105618. }
  105619. }
  105620. declare module BABYLON {
  105621. /**
  105622. * Listen to keyboard events to control the camera.
  105623. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105624. */
  105625. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  105626. /**
  105627. * Defines the camera the input is attached to.
  105628. */
  105629. camera: FlyCamera;
  105630. /**
  105631. * The list of keyboard keys used to control the forward move of the camera.
  105632. */
  105633. keysForward: number[];
  105634. /**
  105635. * The list of keyboard keys used to control the backward move of the camera.
  105636. */
  105637. keysBackward: number[];
  105638. /**
  105639. * The list of keyboard keys used to control the forward move of the camera.
  105640. */
  105641. keysUp: number[];
  105642. /**
  105643. * The list of keyboard keys used to control the backward move of the camera.
  105644. */
  105645. keysDown: number[];
  105646. /**
  105647. * The list of keyboard keys used to control the right strafe move of the camera.
  105648. */
  105649. keysRight: number[];
  105650. /**
  105651. * The list of keyboard keys used to control the left strafe move of the camera.
  105652. */
  105653. keysLeft: number[];
  105654. private _keys;
  105655. private _onCanvasBlurObserver;
  105656. private _onKeyboardObserver;
  105657. private _engine;
  105658. private _scene;
  105659. /**
  105660. * Attach the input controls to a specific dom element to get the input from.
  105661. * @param element Defines the element the controls should be listened from
  105662. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105663. */
  105664. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105665. /**
  105666. * Detach the current controls from the specified dom element.
  105667. * @param element Defines the element to stop listening the inputs from
  105668. */
  105669. detachControl(element: Nullable<HTMLElement>): void;
  105670. /**
  105671. * Gets the class name of the current intput.
  105672. * @returns the class name
  105673. */
  105674. getClassName(): string;
  105675. /** @hidden */
  105676. _onLostFocus(e: FocusEvent): void;
  105677. /**
  105678. * Get the friendly name associated with the input class.
  105679. * @returns the input friendly name
  105680. */
  105681. getSimpleName(): string;
  105682. /**
  105683. * Update the current camera state depending on the inputs that have been used this frame.
  105684. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105685. */
  105686. checkInputs(): void;
  105687. }
  105688. }
  105689. declare module BABYLON {
  105690. /**
  105691. * Manage the mouse wheel inputs to control a follow camera.
  105692. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105693. */
  105694. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  105695. /**
  105696. * Defines the camera the input is attached to.
  105697. */
  105698. camera: FollowCamera;
  105699. /**
  105700. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  105701. */
  105702. axisControlRadius: boolean;
  105703. /**
  105704. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  105705. */
  105706. axisControlHeight: boolean;
  105707. /**
  105708. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  105709. */
  105710. axisControlRotation: boolean;
  105711. /**
  105712. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  105713. * relation to mouseWheel events.
  105714. */
  105715. wheelPrecision: number;
  105716. /**
  105717. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  105718. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  105719. */
  105720. wheelDeltaPercentage: number;
  105721. private _wheel;
  105722. private _observer;
  105723. /**
  105724. * Attach the input controls to a specific dom element to get the input from.
  105725. * @param element Defines the element the controls should be listened from
  105726. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105727. */
  105728. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105729. /**
  105730. * Detach the current controls from the specified dom element.
  105731. * @param element Defines the element to stop listening the inputs from
  105732. */
  105733. detachControl(element: Nullable<HTMLElement>): void;
  105734. /**
  105735. * Gets the class name of the current intput.
  105736. * @returns the class name
  105737. */
  105738. getClassName(): string;
  105739. /**
  105740. * Get the friendly name associated with the input class.
  105741. * @returns the input friendly name
  105742. */
  105743. getSimpleName(): string;
  105744. }
  105745. }
  105746. declare module BABYLON {
  105747. /**
  105748. * Manage the pointers inputs to control an follow camera.
  105749. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105750. */
  105751. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  105752. /**
  105753. * Defines the camera the input is attached to.
  105754. */
  105755. camera: FollowCamera;
  105756. /**
  105757. * Gets the class name of the current input.
  105758. * @returns the class name
  105759. */
  105760. getClassName(): string;
  105761. /**
  105762. * Defines the pointer angular sensibility along the X axis or how fast is
  105763. * the camera rotating.
  105764. * A negative number will reverse the axis direction.
  105765. */
  105766. angularSensibilityX: number;
  105767. /**
  105768. * Defines the pointer angular sensibility along the Y axis or how fast is
  105769. * the camera rotating.
  105770. * A negative number will reverse the axis direction.
  105771. */
  105772. angularSensibilityY: number;
  105773. /**
  105774. * Defines the pointer pinch precision or how fast is the camera zooming.
  105775. * A negative number will reverse the axis direction.
  105776. */
  105777. pinchPrecision: number;
  105778. /**
  105779. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  105780. * from 0.
  105781. * It defines the percentage of current camera.radius to use as delta when
  105782. * pinch zoom is used.
  105783. */
  105784. pinchDeltaPercentage: number;
  105785. /**
  105786. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  105787. */
  105788. axisXControlRadius: boolean;
  105789. /**
  105790. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  105791. */
  105792. axisXControlHeight: boolean;
  105793. /**
  105794. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  105795. */
  105796. axisXControlRotation: boolean;
  105797. /**
  105798. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  105799. */
  105800. axisYControlRadius: boolean;
  105801. /**
  105802. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  105803. */
  105804. axisYControlHeight: boolean;
  105805. /**
  105806. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  105807. */
  105808. axisYControlRotation: boolean;
  105809. /**
  105810. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  105811. */
  105812. axisPinchControlRadius: boolean;
  105813. /**
  105814. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  105815. */
  105816. axisPinchControlHeight: boolean;
  105817. /**
  105818. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  105819. */
  105820. axisPinchControlRotation: boolean;
  105821. /**
  105822. * Log error messages if basic misconfiguration has occurred.
  105823. */
  105824. warningEnable: boolean;
  105825. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  105826. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  105827. private _warningCounter;
  105828. private _warning;
  105829. }
  105830. }
  105831. declare module BABYLON {
  105832. /**
  105833. * Default Inputs manager for the FollowCamera.
  105834. * It groups all the default supported inputs for ease of use.
  105835. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105836. */
  105837. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  105838. /**
  105839. * Instantiates a new FollowCameraInputsManager.
  105840. * @param camera Defines the camera the inputs belong to
  105841. */
  105842. constructor(camera: FollowCamera);
  105843. /**
  105844. * Add keyboard input support to the input manager.
  105845. * @returns the current input manager
  105846. */
  105847. addKeyboard(): FollowCameraInputsManager;
  105848. /**
  105849. * Add mouse wheel input support to the input manager.
  105850. * @returns the current input manager
  105851. */
  105852. addMouseWheel(): FollowCameraInputsManager;
  105853. /**
  105854. * Add pointers input support to the input manager.
  105855. * @returns the current input manager
  105856. */
  105857. addPointers(): FollowCameraInputsManager;
  105858. /**
  105859. * Add orientation input support to the input manager.
  105860. * @returns the current input manager
  105861. */
  105862. addVRDeviceOrientation(): FollowCameraInputsManager;
  105863. }
  105864. }
  105865. declare module BABYLON {
  105866. /**
  105867. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  105868. * an arc rotate version arcFollowCamera are available.
  105869. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  105870. */
  105871. export class FollowCamera extends TargetCamera {
  105872. /**
  105873. * Distance the follow camera should follow an object at
  105874. */
  105875. radius: number;
  105876. /**
  105877. * Minimum allowed distance of the camera to the axis of rotation
  105878. * (The camera can not get closer).
  105879. * This can help limiting how the Camera is able to move in the scene.
  105880. */
  105881. lowerRadiusLimit: Nullable<number>;
  105882. /**
  105883. * Maximum allowed distance of the camera to the axis of rotation
  105884. * (The camera can not get further).
  105885. * This can help limiting how the Camera is able to move in the scene.
  105886. */
  105887. upperRadiusLimit: Nullable<number>;
  105888. /**
  105889. * Define a rotation offset between the camera and the object it follows
  105890. */
  105891. rotationOffset: number;
  105892. /**
  105893. * Minimum allowed angle to camera position relative to target object.
  105894. * This can help limiting how the Camera is able to move in the scene.
  105895. */
  105896. lowerRotationOffsetLimit: Nullable<number>;
  105897. /**
  105898. * Maximum allowed angle to camera position relative to target object.
  105899. * This can help limiting how the Camera is able to move in the scene.
  105900. */
  105901. upperRotationOffsetLimit: Nullable<number>;
  105902. /**
  105903. * Define a height offset between the camera and the object it follows.
  105904. * It can help following an object from the top (like a car chaing a plane)
  105905. */
  105906. heightOffset: number;
  105907. /**
  105908. * Minimum allowed height of camera position relative to target object.
  105909. * This can help limiting how the Camera is able to move in the scene.
  105910. */
  105911. lowerHeightOffsetLimit: Nullable<number>;
  105912. /**
  105913. * Maximum allowed height of camera position relative to target object.
  105914. * This can help limiting how the Camera is able to move in the scene.
  105915. */
  105916. upperHeightOffsetLimit: Nullable<number>;
  105917. /**
  105918. * Define how fast the camera can accelerate to follow it s target.
  105919. */
  105920. cameraAcceleration: number;
  105921. /**
  105922. * Define the speed limit of the camera following an object.
  105923. */
  105924. maxCameraSpeed: number;
  105925. /**
  105926. * Define the target of the camera.
  105927. */
  105928. lockedTarget: Nullable<AbstractMesh>;
  105929. /**
  105930. * Defines the input associated with the camera.
  105931. */
  105932. inputs: FollowCameraInputsManager;
  105933. /**
  105934. * Instantiates the follow camera.
  105935. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  105936. * @param name Define the name of the camera in the scene
  105937. * @param position Define the position of the camera
  105938. * @param scene Define the scene the camera belong to
  105939. * @param lockedTarget Define the target of the camera
  105940. */
  105941. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  105942. private _follow;
  105943. /**
  105944. * Attached controls to the current camera.
  105945. * @param element Defines the element the controls should be listened from
  105946. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105947. */
  105948. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105949. /**
  105950. * Detach the current controls from the camera.
  105951. * The camera will stop reacting to inputs.
  105952. * @param element Defines the element to stop listening the inputs from
  105953. */
  105954. detachControl(element: HTMLElement): void;
  105955. /** @hidden */
  105956. _checkInputs(): void;
  105957. private _checkLimits;
  105958. /**
  105959. * Gets the camera class name.
  105960. * @returns the class name
  105961. */
  105962. getClassName(): string;
  105963. }
  105964. /**
  105965. * Arc Rotate version of the follow camera.
  105966. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  105967. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  105968. */
  105969. export class ArcFollowCamera extends TargetCamera {
  105970. /** The longitudinal angle of the camera */
  105971. alpha: number;
  105972. /** The latitudinal angle of the camera */
  105973. beta: number;
  105974. /** The radius of the camera from its target */
  105975. radius: number;
  105976. /** Define the camera target (the messh it should follow) */
  105977. target: Nullable<AbstractMesh>;
  105978. private _cartesianCoordinates;
  105979. /**
  105980. * Instantiates a new ArcFollowCamera
  105981. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  105982. * @param name Define the name of the camera
  105983. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  105984. * @param beta Define the rotation angle of the camera around the elevation axis
  105985. * @param radius Define the radius of the camera from its target point
  105986. * @param target Define the target of the camera
  105987. * @param scene Define the scene the camera belongs to
  105988. */
  105989. constructor(name: string,
  105990. /** The longitudinal angle of the camera */
  105991. alpha: number,
  105992. /** The latitudinal angle of the camera */
  105993. beta: number,
  105994. /** The radius of the camera from its target */
  105995. radius: number,
  105996. /** Define the camera target (the messh it should follow) */
  105997. target: Nullable<AbstractMesh>, scene: Scene);
  105998. private _follow;
  105999. /** @hidden */
  106000. _checkInputs(): void;
  106001. /**
  106002. * Returns the class name of the object.
  106003. * It is mostly used internally for serialization purposes.
  106004. */
  106005. getClassName(): string;
  106006. }
  106007. }
  106008. declare module BABYLON {
  106009. /**
  106010. * Manage the keyboard inputs to control the movement of a follow camera.
  106011. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106012. */
  106013. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  106014. /**
  106015. * Defines the camera the input is attached to.
  106016. */
  106017. camera: FollowCamera;
  106018. /**
  106019. * Defines the list of key codes associated with the up action (increase heightOffset)
  106020. */
  106021. keysHeightOffsetIncr: number[];
  106022. /**
  106023. * Defines the list of key codes associated with the down action (decrease heightOffset)
  106024. */
  106025. keysHeightOffsetDecr: number[];
  106026. /**
  106027. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  106028. */
  106029. keysHeightOffsetModifierAlt: boolean;
  106030. /**
  106031. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  106032. */
  106033. keysHeightOffsetModifierCtrl: boolean;
  106034. /**
  106035. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  106036. */
  106037. keysHeightOffsetModifierShift: boolean;
  106038. /**
  106039. * Defines the list of key codes associated with the left action (increase rotationOffset)
  106040. */
  106041. keysRotationOffsetIncr: number[];
  106042. /**
  106043. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  106044. */
  106045. keysRotationOffsetDecr: number[];
  106046. /**
  106047. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  106048. */
  106049. keysRotationOffsetModifierAlt: boolean;
  106050. /**
  106051. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  106052. */
  106053. keysRotationOffsetModifierCtrl: boolean;
  106054. /**
  106055. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  106056. */
  106057. keysRotationOffsetModifierShift: boolean;
  106058. /**
  106059. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  106060. */
  106061. keysRadiusIncr: number[];
  106062. /**
  106063. * Defines the list of key codes associated with the zoom-out action (increase radius)
  106064. */
  106065. keysRadiusDecr: number[];
  106066. /**
  106067. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  106068. */
  106069. keysRadiusModifierAlt: boolean;
  106070. /**
  106071. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  106072. */
  106073. keysRadiusModifierCtrl: boolean;
  106074. /**
  106075. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  106076. */
  106077. keysRadiusModifierShift: boolean;
  106078. /**
  106079. * Defines the rate of change of heightOffset.
  106080. */
  106081. heightSensibility: number;
  106082. /**
  106083. * Defines the rate of change of rotationOffset.
  106084. */
  106085. rotationSensibility: number;
  106086. /**
  106087. * Defines the rate of change of radius.
  106088. */
  106089. radiusSensibility: number;
  106090. private _keys;
  106091. private _ctrlPressed;
  106092. private _altPressed;
  106093. private _shiftPressed;
  106094. private _onCanvasBlurObserver;
  106095. private _onKeyboardObserver;
  106096. private _engine;
  106097. private _scene;
  106098. /**
  106099. * Attach the input controls to a specific dom element to get the input from.
  106100. * @param element Defines the element the controls should be listened from
  106101. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106102. */
  106103. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106104. /**
  106105. * Detach the current controls from the specified dom element.
  106106. * @param element Defines the element to stop listening the inputs from
  106107. */
  106108. detachControl(element: Nullable<HTMLElement>): void;
  106109. /**
  106110. * Update the current camera state depending on the inputs that have been used this frame.
  106111. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106112. */
  106113. checkInputs(): void;
  106114. /**
  106115. * Gets the class name of the current input.
  106116. * @returns the class name
  106117. */
  106118. getClassName(): string;
  106119. /**
  106120. * Get the friendly name associated with the input class.
  106121. * @returns the input friendly name
  106122. */
  106123. getSimpleName(): string;
  106124. /**
  106125. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  106126. * allow modification of the heightOffset value.
  106127. */
  106128. private _modifierHeightOffset;
  106129. /**
  106130. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  106131. * allow modification of the rotationOffset value.
  106132. */
  106133. private _modifierRotationOffset;
  106134. /**
  106135. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  106136. * allow modification of the radius value.
  106137. */
  106138. private _modifierRadius;
  106139. }
  106140. }
  106141. declare module BABYLON {
  106142. interface FreeCameraInputsManager {
  106143. /**
  106144. * @hidden
  106145. */
  106146. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  106147. /**
  106148. * Add orientation input support to the input manager.
  106149. * @returns the current input manager
  106150. */
  106151. addDeviceOrientation(): FreeCameraInputsManager;
  106152. }
  106153. /**
  106154. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  106155. * Screen rotation is taken into account.
  106156. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106157. */
  106158. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  106159. private _camera;
  106160. private _screenOrientationAngle;
  106161. private _constantTranform;
  106162. private _screenQuaternion;
  106163. private _alpha;
  106164. private _beta;
  106165. private _gamma;
  106166. /**
  106167. * Can be used to detect if a device orientation sensor is availible on a device
  106168. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  106169. * @returns a promise that will resolve on orientation change
  106170. */
  106171. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  106172. /**
  106173. * @hidden
  106174. */
  106175. _onDeviceOrientationChangedObservable: Observable<void>;
  106176. /**
  106177. * Instantiates a new input
  106178. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106179. */
  106180. constructor();
  106181. /**
  106182. * Define the camera controlled by the input.
  106183. */
  106184. camera: FreeCamera;
  106185. /**
  106186. * Attach the input controls to a specific dom element to get the input from.
  106187. * @param element Defines the element the controls should be listened from
  106188. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106189. */
  106190. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106191. private _orientationChanged;
  106192. private _deviceOrientation;
  106193. /**
  106194. * Detach the current controls from the specified dom element.
  106195. * @param element Defines the element to stop listening the inputs from
  106196. */
  106197. detachControl(element: Nullable<HTMLElement>): void;
  106198. /**
  106199. * Update the current camera state depending on the inputs that have been used this frame.
  106200. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106201. */
  106202. checkInputs(): void;
  106203. /**
  106204. * Gets the class name of the current intput.
  106205. * @returns the class name
  106206. */
  106207. getClassName(): string;
  106208. /**
  106209. * Get the friendly name associated with the input class.
  106210. * @returns the input friendly name
  106211. */
  106212. getSimpleName(): string;
  106213. }
  106214. }
  106215. declare module BABYLON {
  106216. /**
  106217. * Manage the gamepad inputs to control a free camera.
  106218. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106219. */
  106220. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  106221. /**
  106222. * Define the camera the input is attached to.
  106223. */
  106224. camera: FreeCamera;
  106225. /**
  106226. * Define the Gamepad controlling the input
  106227. */
  106228. gamepad: Nullable<Gamepad>;
  106229. /**
  106230. * Defines the gamepad rotation sensiblity.
  106231. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  106232. */
  106233. gamepadAngularSensibility: number;
  106234. /**
  106235. * Defines the gamepad move sensiblity.
  106236. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  106237. */
  106238. gamepadMoveSensibility: number;
  106239. private _yAxisScale;
  106240. /**
  106241. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  106242. */
  106243. invertYAxis: boolean;
  106244. private _onGamepadConnectedObserver;
  106245. private _onGamepadDisconnectedObserver;
  106246. private _cameraTransform;
  106247. private _deltaTransform;
  106248. private _vector3;
  106249. private _vector2;
  106250. /**
  106251. * Attach the input controls to a specific dom element to get the input from.
  106252. * @param element Defines the element the controls should be listened from
  106253. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106254. */
  106255. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106256. /**
  106257. * Detach the current controls from the specified dom element.
  106258. * @param element Defines the element to stop listening the inputs from
  106259. */
  106260. detachControl(element: Nullable<HTMLElement>): void;
  106261. /**
  106262. * Update the current camera state depending on the inputs that have been used this frame.
  106263. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106264. */
  106265. checkInputs(): void;
  106266. /**
  106267. * Gets the class name of the current intput.
  106268. * @returns the class name
  106269. */
  106270. getClassName(): string;
  106271. /**
  106272. * Get the friendly name associated with the input class.
  106273. * @returns the input friendly name
  106274. */
  106275. getSimpleName(): string;
  106276. }
  106277. }
  106278. declare module BABYLON {
  106279. /**
  106280. * Defines the potential axis of a Joystick
  106281. */
  106282. export enum JoystickAxis {
  106283. /** X axis */
  106284. X = 0,
  106285. /** Y axis */
  106286. Y = 1,
  106287. /** Z axis */
  106288. Z = 2
  106289. }
  106290. /**
  106291. * Class used to define virtual joystick (used in touch mode)
  106292. */
  106293. export class VirtualJoystick {
  106294. /**
  106295. * Gets or sets a boolean indicating that left and right values must be inverted
  106296. */
  106297. reverseLeftRight: boolean;
  106298. /**
  106299. * Gets or sets a boolean indicating that up and down values must be inverted
  106300. */
  106301. reverseUpDown: boolean;
  106302. /**
  106303. * Gets the offset value for the position (ie. the change of the position value)
  106304. */
  106305. deltaPosition: Vector3;
  106306. /**
  106307. * Gets a boolean indicating if the virtual joystick was pressed
  106308. */
  106309. pressed: boolean;
  106310. /**
  106311. * Canvas the virtual joystick will render onto, default z-index of this is 5
  106312. */
  106313. static Canvas: Nullable<HTMLCanvasElement>;
  106314. private static _globalJoystickIndex;
  106315. private static vjCanvasContext;
  106316. private static vjCanvasWidth;
  106317. private static vjCanvasHeight;
  106318. private static halfWidth;
  106319. private _action;
  106320. private _axisTargetedByLeftAndRight;
  106321. private _axisTargetedByUpAndDown;
  106322. private _joystickSensibility;
  106323. private _inversedSensibility;
  106324. private _joystickPointerID;
  106325. private _joystickColor;
  106326. private _joystickPointerPos;
  106327. private _joystickPreviousPointerPos;
  106328. private _joystickPointerStartPos;
  106329. private _deltaJoystickVector;
  106330. private _leftJoystick;
  106331. private _touches;
  106332. private _onPointerDownHandlerRef;
  106333. private _onPointerMoveHandlerRef;
  106334. private _onPointerUpHandlerRef;
  106335. private _onResize;
  106336. /**
  106337. * Creates a new virtual joystick
  106338. * @param leftJoystick defines that the joystick is for left hand (false by default)
  106339. */
  106340. constructor(leftJoystick?: boolean);
  106341. /**
  106342. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  106343. * @param newJoystickSensibility defines the new sensibility
  106344. */
  106345. setJoystickSensibility(newJoystickSensibility: number): void;
  106346. private _onPointerDown;
  106347. private _onPointerMove;
  106348. private _onPointerUp;
  106349. /**
  106350. * Change the color of the virtual joystick
  106351. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  106352. */
  106353. setJoystickColor(newColor: string): void;
  106354. /**
  106355. * Defines a callback to call when the joystick is touched
  106356. * @param action defines the callback
  106357. */
  106358. setActionOnTouch(action: () => any): void;
  106359. /**
  106360. * Defines which axis you'd like to control for left & right
  106361. * @param axis defines the axis to use
  106362. */
  106363. setAxisForLeftRight(axis: JoystickAxis): void;
  106364. /**
  106365. * Defines which axis you'd like to control for up & down
  106366. * @param axis defines the axis to use
  106367. */
  106368. setAxisForUpDown(axis: JoystickAxis): void;
  106369. private _drawVirtualJoystick;
  106370. /**
  106371. * Release internal HTML canvas
  106372. */
  106373. releaseCanvas(): void;
  106374. }
  106375. }
  106376. declare module BABYLON {
  106377. interface FreeCameraInputsManager {
  106378. /**
  106379. * Add virtual joystick input support to the input manager.
  106380. * @returns the current input manager
  106381. */
  106382. addVirtualJoystick(): FreeCameraInputsManager;
  106383. }
  106384. /**
  106385. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  106386. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106387. */
  106388. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  106389. /**
  106390. * Defines the camera the input is attached to.
  106391. */
  106392. camera: FreeCamera;
  106393. private _leftjoystick;
  106394. private _rightjoystick;
  106395. /**
  106396. * Gets the left stick of the virtual joystick.
  106397. * @returns The virtual Joystick
  106398. */
  106399. getLeftJoystick(): VirtualJoystick;
  106400. /**
  106401. * Gets the right stick of the virtual joystick.
  106402. * @returns The virtual Joystick
  106403. */
  106404. getRightJoystick(): VirtualJoystick;
  106405. /**
  106406. * Update the current camera state depending on the inputs that have been used this frame.
  106407. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106408. */
  106409. checkInputs(): void;
  106410. /**
  106411. * Attach the input controls to a specific dom element to get the input from.
  106412. * @param element Defines the element the controls should be listened from
  106413. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106414. */
  106415. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106416. /**
  106417. * Detach the current controls from the specified dom element.
  106418. * @param element Defines the element to stop listening the inputs from
  106419. */
  106420. detachControl(element: Nullable<HTMLElement>): void;
  106421. /**
  106422. * Gets the class name of the current intput.
  106423. * @returns the class name
  106424. */
  106425. getClassName(): string;
  106426. /**
  106427. * Get the friendly name associated with the input class.
  106428. * @returns the input friendly name
  106429. */
  106430. getSimpleName(): string;
  106431. }
  106432. }
  106433. declare module BABYLON {
  106434. /**
  106435. * This represents a FPS type of camera controlled by touch.
  106436. * This is like a universal camera minus the Gamepad controls.
  106437. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  106438. */
  106439. export class TouchCamera extends FreeCamera {
  106440. /**
  106441. * Defines the touch sensibility for rotation.
  106442. * The higher the faster.
  106443. */
  106444. touchAngularSensibility: number;
  106445. /**
  106446. * Defines the touch sensibility for move.
  106447. * The higher the faster.
  106448. */
  106449. touchMoveSensibility: number;
  106450. /**
  106451. * Instantiates a new touch camera.
  106452. * This represents a FPS type of camera controlled by touch.
  106453. * This is like a universal camera minus the Gamepad controls.
  106454. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  106455. * @param name Define the name of the camera in the scene
  106456. * @param position Define the start position of the camera in the scene
  106457. * @param scene Define the scene the camera belongs to
  106458. */
  106459. constructor(name: string, position: Vector3, scene: Scene);
  106460. /**
  106461. * Gets the current object class name.
  106462. * @return the class name
  106463. */
  106464. getClassName(): string;
  106465. /** @hidden */
  106466. _setupInputs(): void;
  106467. }
  106468. }
  106469. declare module BABYLON {
  106470. /**
  106471. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  106472. * being tilted forward or back and left or right.
  106473. */
  106474. export class DeviceOrientationCamera extends FreeCamera {
  106475. private _initialQuaternion;
  106476. private _quaternionCache;
  106477. private _tmpDragQuaternion;
  106478. private _disablePointerInputWhenUsingDeviceOrientation;
  106479. /**
  106480. * Creates a new device orientation camera
  106481. * @param name The name of the camera
  106482. * @param position The start position camera
  106483. * @param scene The scene the camera belongs to
  106484. */
  106485. constructor(name: string, position: Vector3, scene: Scene);
  106486. /**
  106487. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  106488. */
  106489. disablePointerInputWhenUsingDeviceOrientation: boolean;
  106490. private _dragFactor;
  106491. /**
  106492. * Enabled turning on the y axis when the orientation sensor is active
  106493. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  106494. */
  106495. enableHorizontalDragging(dragFactor?: number): void;
  106496. /**
  106497. * Gets the current instance class name ("DeviceOrientationCamera").
  106498. * This helps avoiding instanceof at run time.
  106499. * @returns the class name
  106500. */
  106501. getClassName(): string;
  106502. /**
  106503. * @hidden
  106504. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  106505. */
  106506. _checkInputs(): void;
  106507. /**
  106508. * Reset the camera to its default orientation on the specified axis only.
  106509. * @param axis The axis to reset
  106510. */
  106511. resetToCurrentRotation(axis?: Axis): void;
  106512. }
  106513. }
  106514. declare module BABYLON {
  106515. /**
  106516. * Defines supported buttons for XBox360 compatible gamepads
  106517. */
  106518. export enum Xbox360Button {
  106519. /** A */
  106520. A = 0,
  106521. /** B */
  106522. B = 1,
  106523. /** X */
  106524. X = 2,
  106525. /** Y */
  106526. Y = 3,
  106527. /** Start */
  106528. Start = 4,
  106529. /** Back */
  106530. Back = 5,
  106531. /** Left button */
  106532. LB = 6,
  106533. /** Right button */
  106534. RB = 7,
  106535. /** Left stick */
  106536. LeftStick = 8,
  106537. /** Right stick */
  106538. RightStick = 9
  106539. }
  106540. /** Defines values for XBox360 DPad */
  106541. export enum Xbox360Dpad {
  106542. /** Up */
  106543. Up = 0,
  106544. /** Down */
  106545. Down = 1,
  106546. /** Left */
  106547. Left = 2,
  106548. /** Right */
  106549. Right = 3
  106550. }
  106551. /**
  106552. * Defines a XBox360 gamepad
  106553. */
  106554. export class Xbox360Pad extends Gamepad {
  106555. private _leftTrigger;
  106556. private _rightTrigger;
  106557. private _onlefttriggerchanged;
  106558. private _onrighttriggerchanged;
  106559. private _onbuttondown;
  106560. private _onbuttonup;
  106561. private _ondpaddown;
  106562. private _ondpadup;
  106563. /** Observable raised when a button is pressed */
  106564. onButtonDownObservable: Observable<Xbox360Button>;
  106565. /** Observable raised when a button is released */
  106566. onButtonUpObservable: Observable<Xbox360Button>;
  106567. /** Observable raised when a pad is pressed */
  106568. onPadDownObservable: Observable<Xbox360Dpad>;
  106569. /** Observable raised when a pad is released */
  106570. onPadUpObservable: Observable<Xbox360Dpad>;
  106571. private _buttonA;
  106572. private _buttonB;
  106573. private _buttonX;
  106574. private _buttonY;
  106575. private _buttonBack;
  106576. private _buttonStart;
  106577. private _buttonLB;
  106578. private _buttonRB;
  106579. private _buttonLeftStick;
  106580. private _buttonRightStick;
  106581. private _dPadUp;
  106582. private _dPadDown;
  106583. private _dPadLeft;
  106584. private _dPadRight;
  106585. private _isXboxOnePad;
  106586. /**
  106587. * Creates a new XBox360 gamepad object
  106588. * @param id defines the id of this gamepad
  106589. * @param index defines its index
  106590. * @param gamepad defines the internal HTML gamepad object
  106591. * @param xboxOne defines if it is a XBox One gamepad
  106592. */
  106593. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  106594. /**
  106595. * Defines the callback to call when left trigger is pressed
  106596. * @param callback defines the callback to use
  106597. */
  106598. onlefttriggerchanged(callback: (value: number) => void): void;
  106599. /**
  106600. * Defines the callback to call when right trigger is pressed
  106601. * @param callback defines the callback to use
  106602. */
  106603. onrighttriggerchanged(callback: (value: number) => void): void;
  106604. /**
  106605. * Gets the left trigger value
  106606. */
  106607. /**
  106608. * Sets the left trigger value
  106609. */
  106610. leftTrigger: number;
  106611. /**
  106612. * Gets the right trigger value
  106613. */
  106614. /**
  106615. * Sets the right trigger value
  106616. */
  106617. rightTrigger: number;
  106618. /**
  106619. * Defines the callback to call when a button is pressed
  106620. * @param callback defines the callback to use
  106621. */
  106622. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  106623. /**
  106624. * Defines the callback to call when a button is released
  106625. * @param callback defines the callback to use
  106626. */
  106627. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  106628. /**
  106629. * Defines the callback to call when a pad is pressed
  106630. * @param callback defines the callback to use
  106631. */
  106632. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  106633. /**
  106634. * Defines the callback to call when a pad is released
  106635. * @param callback defines the callback to use
  106636. */
  106637. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  106638. private _setButtonValue;
  106639. private _setDPadValue;
  106640. /**
  106641. * Gets the value of the `A` button
  106642. */
  106643. /**
  106644. * Sets the value of the `A` button
  106645. */
  106646. buttonA: number;
  106647. /**
  106648. * Gets the value of the `B` button
  106649. */
  106650. /**
  106651. * Sets the value of the `B` button
  106652. */
  106653. buttonB: number;
  106654. /**
  106655. * Gets the value of the `X` button
  106656. */
  106657. /**
  106658. * Sets the value of the `X` button
  106659. */
  106660. buttonX: number;
  106661. /**
  106662. * Gets the value of the `Y` button
  106663. */
  106664. /**
  106665. * Sets the value of the `Y` button
  106666. */
  106667. buttonY: number;
  106668. /**
  106669. * Gets the value of the `Start` button
  106670. */
  106671. /**
  106672. * Sets the value of the `Start` button
  106673. */
  106674. buttonStart: number;
  106675. /**
  106676. * Gets the value of the `Back` button
  106677. */
  106678. /**
  106679. * Sets the value of the `Back` button
  106680. */
  106681. buttonBack: number;
  106682. /**
  106683. * Gets the value of the `Left` button
  106684. */
  106685. /**
  106686. * Sets the value of the `Left` button
  106687. */
  106688. buttonLB: number;
  106689. /**
  106690. * Gets the value of the `Right` button
  106691. */
  106692. /**
  106693. * Sets the value of the `Right` button
  106694. */
  106695. buttonRB: number;
  106696. /**
  106697. * Gets the value of the Left joystick
  106698. */
  106699. /**
  106700. * Sets the value of the Left joystick
  106701. */
  106702. buttonLeftStick: number;
  106703. /**
  106704. * Gets the value of the Right joystick
  106705. */
  106706. /**
  106707. * Sets the value of the Right joystick
  106708. */
  106709. buttonRightStick: number;
  106710. /**
  106711. * Gets the value of D-pad up
  106712. */
  106713. /**
  106714. * Sets the value of D-pad up
  106715. */
  106716. dPadUp: number;
  106717. /**
  106718. * Gets the value of D-pad down
  106719. */
  106720. /**
  106721. * Sets the value of D-pad down
  106722. */
  106723. dPadDown: number;
  106724. /**
  106725. * Gets the value of D-pad left
  106726. */
  106727. /**
  106728. * Sets the value of D-pad left
  106729. */
  106730. dPadLeft: number;
  106731. /**
  106732. * Gets the value of D-pad right
  106733. */
  106734. /**
  106735. * Sets the value of D-pad right
  106736. */
  106737. dPadRight: number;
  106738. /**
  106739. * Force the gamepad to synchronize with device values
  106740. */
  106741. update(): void;
  106742. /**
  106743. * Disposes the gamepad
  106744. */
  106745. dispose(): void;
  106746. }
  106747. }
  106748. declare module BABYLON {
  106749. /**
  106750. * Defines supported buttons for DualShock compatible gamepads
  106751. */
  106752. export enum DualShockButton {
  106753. /** Cross */
  106754. Cross = 0,
  106755. /** Circle */
  106756. Circle = 1,
  106757. /** Square */
  106758. Square = 2,
  106759. /** Triangle */
  106760. Triangle = 3,
  106761. /** Options */
  106762. Options = 4,
  106763. /** Share */
  106764. Share = 5,
  106765. /** L1 */
  106766. L1 = 6,
  106767. /** R1 */
  106768. R1 = 7,
  106769. /** Left stick */
  106770. LeftStick = 8,
  106771. /** Right stick */
  106772. RightStick = 9
  106773. }
  106774. /** Defines values for DualShock DPad */
  106775. export enum DualShockDpad {
  106776. /** Up */
  106777. Up = 0,
  106778. /** Down */
  106779. Down = 1,
  106780. /** Left */
  106781. Left = 2,
  106782. /** Right */
  106783. Right = 3
  106784. }
  106785. /**
  106786. * Defines a DualShock gamepad
  106787. */
  106788. export class DualShockPad extends Gamepad {
  106789. private _leftTrigger;
  106790. private _rightTrigger;
  106791. private _onlefttriggerchanged;
  106792. private _onrighttriggerchanged;
  106793. private _onbuttondown;
  106794. private _onbuttonup;
  106795. private _ondpaddown;
  106796. private _ondpadup;
  106797. /** Observable raised when a button is pressed */
  106798. onButtonDownObservable: Observable<DualShockButton>;
  106799. /** Observable raised when a button is released */
  106800. onButtonUpObservable: Observable<DualShockButton>;
  106801. /** Observable raised when a pad is pressed */
  106802. onPadDownObservable: Observable<DualShockDpad>;
  106803. /** Observable raised when a pad is released */
  106804. onPadUpObservable: Observable<DualShockDpad>;
  106805. private _buttonCross;
  106806. private _buttonCircle;
  106807. private _buttonSquare;
  106808. private _buttonTriangle;
  106809. private _buttonShare;
  106810. private _buttonOptions;
  106811. private _buttonL1;
  106812. private _buttonR1;
  106813. private _buttonLeftStick;
  106814. private _buttonRightStick;
  106815. private _dPadUp;
  106816. private _dPadDown;
  106817. private _dPadLeft;
  106818. private _dPadRight;
  106819. /**
  106820. * Creates a new DualShock gamepad object
  106821. * @param id defines the id of this gamepad
  106822. * @param index defines its index
  106823. * @param gamepad defines the internal HTML gamepad object
  106824. */
  106825. constructor(id: string, index: number, gamepad: any);
  106826. /**
  106827. * Defines the callback to call when left trigger is pressed
  106828. * @param callback defines the callback to use
  106829. */
  106830. onlefttriggerchanged(callback: (value: number) => void): void;
  106831. /**
  106832. * Defines the callback to call when right trigger is pressed
  106833. * @param callback defines the callback to use
  106834. */
  106835. onrighttriggerchanged(callback: (value: number) => void): void;
  106836. /**
  106837. * Gets the left trigger value
  106838. */
  106839. /**
  106840. * Sets the left trigger value
  106841. */
  106842. leftTrigger: number;
  106843. /**
  106844. * Gets the right trigger value
  106845. */
  106846. /**
  106847. * Sets the right trigger value
  106848. */
  106849. rightTrigger: number;
  106850. /**
  106851. * Defines the callback to call when a button is pressed
  106852. * @param callback defines the callback to use
  106853. */
  106854. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  106855. /**
  106856. * Defines the callback to call when a button is released
  106857. * @param callback defines the callback to use
  106858. */
  106859. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  106860. /**
  106861. * Defines the callback to call when a pad is pressed
  106862. * @param callback defines the callback to use
  106863. */
  106864. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  106865. /**
  106866. * Defines the callback to call when a pad is released
  106867. * @param callback defines the callback to use
  106868. */
  106869. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  106870. private _setButtonValue;
  106871. private _setDPadValue;
  106872. /**
  106873. * Gets the value of the `Cross` button
  106874. */
  106875. /**
  106876. * Sets the value of the `Cross` button
  106877. */
  106878. buttonCross: number;
  106879. /**
  106880. * Gets the value of the `Circle` button
  106881. */
  106882. /**
  106883. * Sets the value of the `Circle` button
  106884. */
  106885. buttonCircle: number;
  106886. /**
  106887. * Gets the value of the `Square` button
  106888. */
  106889. /**
  106890. * Sets the value of the `Square` button
  106891. */
  106892. buttonSquare: number;
  106893. /**
  106894. * Gets the value of the `Triangle` button
  106895. */
  106896. /**
  106897. * Sets the value of the `Triangle` button
  106898. */
  106899. buttonTriangle: number;
  106900. /**
  106901. * Gets the value of the `Options` button
  106902. */
  106903. /**
  106904. * Sets the value of the `Options` button
  106905. */
  106906. buttonOptions: number;
  106907. /**
  106908. * Gets the value of the `Share` button
  106909. */
  106910. /**
  106911. * Sets the value of the `Share` button
  106912. */
  106913. buttonShare: number;
  106914. /**
  106915. * Gets the value of the `L1` button
  106916. */
  106917. /**
  106918. * Sets the value of the `L1` button
  106919. */
  106920. buttonL1: number;
  106921. /**
  106922. * Gets the value of the `R1` button
  106923. */
  106924. /**
  106925. * Sets the value of the `R1` button
  106926. */
  106927. buttonR1: number;
  106928. /**
  106929. * Gets the value of the Left joystick
  106930. */
  106931. /**
  106932. * Sets the value of the Left joystick
  106933. */
  106934. buttonLeftStick: number;
  106935. /**
  106936. * Gets the value of the Right joystick
  106937. */
  106938. /**
  106939. * Sets the value of the Right joystick
  106940. */
  106941. buttonRightStick: number;
  106942. /**
  106943. * Gets the value of D-pad up
  106944. */
  106945. /**
  106946. * Sets the value of D-pad up
  106947. */
  106948. dPadUp: number;
  106949. /**
  106950. * Gets the value of D-pad down
  106951. */
  106952. /**
  106953. * Sets the value of D-pad down
  106954. */
  106955. dPadDown: number;
  106956. /**
  106957. * Gets the value of D-pad left
  106958. */
  106959. /**
  106960. * Sets the value of D-pad left
  106961. */
  106962. dPadLeft: number;
  106963. /**
  106964. * Gets the value of D-pad right
  106965. */
  106966. /**
  106967. * Sets the value of D-pad right
  106968. */
  106969. dPadRight: number;
  106970. /**
  106971. * Force the gamepad to synchronize with device values
  106972. */
  106973. update(): void;
  106974. /**
  106975. * Disposes the gamepad
  106976. */
  106977. dispose(): void;
  106978. }
  106979. }
  106980. declare module BABYLON {
  106981. /**
  106982. * Manager for handling gamepads
  106983. */
  106984. export class GamepadManager {
  106985. private _scene?;
  106986. private _babylonGamepads;
  106987. private _oneGamepadConnected;
  106988. /** @hidden */
  106989. _isMonitoring: boolean;
  106990. private _gamepadEventSupported;
  106991. private _gamepadSupport;
  106992. /**
  106993. * observable to be triggered when the gamepad controller has been connected
  106994. */
  106995. onGamepadConnectedObservable: Observable<Gamepad>;
  106996. /**
  106997. * observable to be triggered when the gamepad controller has been disconnected
  106998. */
  106999. onGamepadDisconnectedObservable: Observable<Gamepad>;
  107000. private _onGamepadConnectedEvent;
  107001. private _onGamepadDisconnectedEvent;
  107002. /**
  107003. * Initializes the gamepad manager
  107004. * @param _scene BabylonJS scene
  107005. */
  107006. constructor(_scene?: Scene | undefined);
  107007. /**
  107008. * The gamepads in the game pad manager
  107009. */
  107010. readonly gamepads: Gamepad[];
  107011. /**
  107012. * Get the gamepad controllers based on type
  107013. * @param type The type of gamepad controller
  107014. * @returns Nullable gamepad
  107015. */
  107016. getGamepadByType(type?: number): Nullable<Gamepad>;
  107017. /**
  107018. * Disposes the gamepad manager
  107019. */
  107020. dispose(): void;
  107021. private _addNewGamepad;
  107022. private _startMonitoringGamepads;
  107023. private _stopMonitoringGamepads;
  107024. /** @hidden */
  107025. _checkGamepadsStatus(): void;
  107026. private _updateGamepadObjects;
  107027. }
  107028. }
  107029. declare module BABYLON {
  107030. interface Scene {
  107031. /** @hidden */
  107032. _gamepadManager: Nullable<GamepadManager>;
  107033. /**
  107034. * Gets the gamepad manager associated with the scene
  107035. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  107036. */
  107037. gamepadManager: GamepadManager;
  107038. }
  107039. /**
  107040. * Interface representing a free camera inputs manager
  107041. */
  107042. interface FreeCameraInputsManager {
  107043. /**
  107044. * Adds gamepad input support to the FreeCameraInputsManager.
  107045. * @returns the FreeCameraInputsManager
  107046. */
  107047. addGamepad(): FreeCameraInputsManager;
  107048. }
  107049. /**
  107050. * Interface representing an arc rotate camera inputs manager
  107051. */
  107052. interface ArcRotateCameraInputsManager {
  107053. /**
  107054. * Adds gamepad input support to the ArcRotateCamera InputManager.
  107055. * @returns the camera inputs manager
  107056. */
  107057. addGamepad(): ArcRotateCameraInputsManager;
  107058. }
  107059. /**
  107060. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  107061. */
  107062. export class GamepadSystemSceneComponent implements ISceneComponent {
  107063. /**
  107064. * The component name helpfull to identify the component in the list of scene components.
  107065. */
  107066. readonly name: string;
  107067. /**
  107068. * The scene the component belongs to.
  107069. */
  107070. scene: Scene;
  107071. /**
  107072. * Creates a new instance of the component for the given scene
  107073. * @param scene Defines the scene to register the component in
  107074. */
  107075. constructor(scene: Scene);
  107076. /**
  107077. * Registers the component in a given scene
  107078. */
  107079. register(): void;
  107080. /**
  107081. * Rebuilds the elements related to this component in case of
  107082. * context lost for instance.
  107083. */
  107084. rebuild(): void;
  107085. /**
  107086. * Disposes the component and the associated ressources
  107087. */
  107088. dispose(): void;
  107089. private _beforeCameraUpdate;
  107090. }
  107091. }
  107092. declare module BABYLON {
  107093. /**
  107094. * 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,
  107095. * which still works and will still be found in many Playgrounds.
  107096. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107097. */
  107098. export class UniversalCamera extends TouchCamera {
  107099. /**
  107100. * Defines the gamepad rotation sensiblity.
  107101. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  107102. */
  107103. gamepadAngularSensibility: number;
  107104. /**
  107105. * Defines the gamepad move sensiblity.
  107106. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  107107. */
  107108. gamepadMoveSensibility: number;
  107109. /**
  107110. * 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,
  107111. * which still works and will still be found in many Playgrounds.
  107112. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107113. * @param name Define the name of the camera in the scene
  107114. * @param position Define the start position of the camera in the scene
  107115. * @param scene Define the scene the camera belongs to
  107116. */
  107117. constructor(name: string, position: Vector3, scene: Scene);
  107118. /**
  107119. * Gets the current object class name.
  107120. * @return the class name
  107121. */
  107122. getClassName(): string;
  107123. }
  107124. }
  107125. declare module BABYLON {
  107126. /**
  107127. * This represents a FPS type of camera. This is only here for back compat purpose.
  107128. * Please use the UniversalCamera instead as both are identical.
  107129. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107130. */
  107131. export class GamepadCamera extends UniversalCamera {
  107132. /**
  107133. * Instantiates a new Gamepad Camera
  107134. * This represents a FPS type of camera. This is only here for back compat purpose.
  107135. * Please use the UniversalCamera instead as both are identical.
  107136. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107137. * @param name Define the name of the camera in the scene
  107138. * @param position Define the start position of the camera in the scene
  107139. * @param scene Define the scene the camera belongs to
  107140. */
  107141. constructor(name: string, position: Vector3, scene: Scene);
  107142. /**
  107143. * Gets the current object class name.
  107144. * @return the class name
  107145. */
  107146. getClassName(): string;
  107147. }
  107148. }
  107149. declare module BABYLON {
  107150. /** @hidden */
  107151. export var passPixelShader: {
  107152. name: string;
  107153. shader: string;
  107154. };
  107155. }
  107156. declare module BABYLON {
  107157. /** @hidden */
  107158. export var passCubePixelShader: {
  107159. name: string;
  107160. shader: string;
  107161. };
  107162. }
  107163. declare module BABYLON {
  107164. /**
  107165. * PassPostProcess which produces an output the same as it's input
  107166. */
  107167. export class PassPostProcess extends PostProcess {
  107168. /**
  107169. * Creates the PassPostProcess
  107170. * @param name The name of the effect.
  107171. * @param options The required width/height ratio to downsize to before computing the render pass.
  107172. * @param camera The camera to apply the render pass to.
  107173. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  107174. * @param engine The engine which the post process will be applied. (default: current engine)
  107175. * @param reusable If the post process can be reused on the same frame. (default: false)
  107176. * @param textureType The type of texture to be used when performing the post processing.
  107177. * @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)
  107178. */
  107179. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  107180. }
  107181. /**
  107182. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  107183. */
  107184. export class PassCubePostProcess extends PostProcess {
  107185. private _face;
  107186. /**
  107187. * Gets or sets the cube face to display.
  107188. * * 0 is +X
  107189. * * 1 is -X
  107190. * * 2 is +Y
  107191. * * 3 is -Y
  107192. * * 4 is +Z
  107193. * * 5 is -Z
  107194. */
  107195. face: number;
  107196. /**
  107197. * Creates the PassCubePostProcess
  107198. * @param name The name of the effect.
  107199. * @param options The required width/height ratio to downsize to before computing the render pass.
  107200. * @param camera The camera to apply the render pass to.
  107201. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  107202. * @param engine The engine which the post process will be applied. (default: current engine)
  107203. * @param reusable If the post process can be reused on the same frame. (default: false)
  107204. * @param textureType The type of texture to be used when performing the post processing.
  107205. * @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)
  107206. */
  107207. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  107208. }
  107209. }
  107210. declare module BABYLON {
  107211. /** @hidden */
  107212. export var anaglyphPixelShader: {
  107213. name: string;
  107214. shader: string;
  107215. };
  107216. }
  107217. declare module BABYLON {
  107218. /**
  107219. * Postprocess used to generate anaglyphic rendering
  107220. */
  107221. export class AnaglyphPostProcess extends PostProcess {
  107222. private _passedProcess;
  107223. /**
  107224. * Creates a new AnaglyphPostProcess
  107225. * @param name defines postprocess name
  107226. * @param options defines creation options or target ratio scale
  107227. * @param rigCameras defines cameras using this postprocess
  107228. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  107229. * @param engine defines hosting engine
  107230. * @param reusable defines if the postprocess will be reused multiple times per frame
  107231. */
  107232. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  107233. }
  107234. }
  107235. declare module BABYLON {
  107236. /**
  107237. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  107238. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107239. */
  107240. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  107241. /**
  107242. * Creates a new AnaglyphArcRotateCamera
  107243. * @param name defines camera name
  107244. * @param alpha defines alpha angle (in radians)
  107245. * @param beta defines beta angle (in radians)
  107246. * @param radius defines radius
  107247. * @param target defines camera target
  107248. * @param interaxialDistance defines distance between each color axis
  107249. * @param scene defines the hosting scene
  107250. */
  107251. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  107252. /**
  107253. * Gets camera class name
  107254. * @returns AnaglyphArcRotateCamera
  107255. */
  107256. getClassName(): string;
  107257. }
  107258. }
  107259. declare module BABYLON {
  107260. /**
  107261. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  107262. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107263. */
  107264. export class AnaglyphFreeCamera extends FreeCamera {
  107265. /**
  107266. * Creates a new AnaglyphFreeCamera
  107267. * @param name defines camera name
  107268. * @param position defines initial position
  107269. * @param interaxialDistance defines distance between each color axis
  107270. * @param scene defines the hosting scene
  107271. */
  107272. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  107273. /**
  107274. * Gets camera class name
  107275. * @returns AnaglyphFreeCamera
  107276. */
  107277. getClassName(): string;
  107278. }
  107279. }
  107280. declare module BABYLON {
  107281. /**
  107282. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  107283. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107284. */
  107285. export class AnaglyphGamepadCamera extends GamepadCamera {
  107286. /**
  107287. * Creates a new AnaglyphGamepadCamera
  107288. * @param name defines camera name
  107289. * @param position defines initial position
  107290. * @param interaxialDistance defines distance between each color axis
  107291. * @param scene defines the hosting scene
  107292. */
  107293. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  107294. /**
  107295. * Gets camera class name
  107296. * @returns AnaglyphGamepadCamera
  107297. */
  107298. getClassName(): string;
  107299. }
  107300. }
  107301. declare module BABYLON {
  107302. /**
  107303. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  107304. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107305. */
  107306. export class AnaglyphUniversalCamera extends UniversalCamera {
  107307. /**
  107308. * Creates a new AnaglyphUniversalCamera
  107309. * @param name defines camera name
  107310. * @param position defines initial position
  107311. * @param interaxialDistance defines distance between each color axis
  107312. * @param scene defines the hosting scene
  107313. */
  107314. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  107315. /**
  107316. * Gets camera class name
  107317. * @returns AnaglyphUniversalCamera
  107318. */
  107319. getClassName(): string;
  107320. }
  107321. }
  107322. declare module BABYLON {
  107323. /** @hidden */
  107324. export var stereoscopicInterlacePixelShader: {
  107325. name: string;
  107326. shader: string;
  107327. };
  107328. }
  107329. declare module BABYLON {
  107330. /**
  107331. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  107332. */
  107333. export class StereoscopicInterlacePostProcess extends PostProcess {
  107334. private _stepSize;
  107335. private _passedProcess;
  107336. /**
  107337. * Initializes a StereoscopicInterlacePostProcess
  107338. * @param name The name of the effect.
  107339. * @param rigCameras The rig cameras to be appled to the post process
  107340. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  107341. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  107342. * @param engine The engine which the post process will be applied. (default: current engine)
  107343. * @param reusable If the post process can be reused on the same frame. (default: false)
  107344. */
  107345. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  107346. }
  107347. }
  107348. declare module BABYLON {
  107349. /**
  107350. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  107351. * @see http://doc.babylonjs.com/features/cameras
  107352. */
  107353. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  107354. /**
  107355. * Creates a new StereoscopicArcRotateCamera
  107356. * @param name defines camera name
  107357. * @param alpha defines alpha angle (in radians)
  107358. * @param beta defines beta angle (in radians)
  107359. * @param radius defines radius
  107360. * @param target defines camera target
  107361. * @param interaxialDistance defines distance between each color axis
  107362. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107363. * @param scene defines the hosting scene
  107364. */
  107365. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107366. /**
  107367. * Gets camera class name
  107368. * @returns StereoscopicArcRotateCamera
  107369. */
  107370. getClassName(): string;
  107371. }
  107372. }
  107373. declare module BABYLON {
  107374. /**
  107375. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  107376. * @see http://doc.babylonjs.com/features/cameras
  107377. */
  107378. export class StereoscopicFreeCamera extends FreeCamera {
  107379. /**
  107380. * Creates a new StereoscopicFreeCamera
  107381. * @param name defines camera name
  107382. * @param position defines initial position
  107383. * @param interaxialDistance defines distance between each color axis
  107384. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107385. * @param scene defines the hosting scene
  107386. */
  107387. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107388. /**
  107389. * Gets camera class name
  107390. * @returns StereoscopicFreeCamera
  107391. */
  107392. getClassName(): string;
  107393. }
  107394. }
  107395. declare module BABYLON {
  107396. /**
  107397. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  107398. * @see http://doc.babylonjs.com/features/cameras
  107399. */
  107400. export class StereoscopicGamepadCamera extends GamepadCamera {
  107401. /**
  107402. * Creates a new StereoscopicGamepadCamera
  107403. * @param name defines camera name
  107404. * @param position defines initial position
  107405. * @param interaxialDistance defines distance between each color axis
  107406. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107407. * @param scene defines the hosting scene
  107408. */
  107409. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107410. /**
  107411. * Gets camera class name
  107412. * @returns StereoscopicGamepadCamera
  107413. */
  107414. getClassName(): string;
  107415. }
  107416. }
  107417. declare module BABYLON {
  107418. /**
  107419. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  107420. * @see http://doc.babylonjs.com/features/cameras
  107421. */
  107422. export class StereoscopicUniversalCamera extends UniversalCamera {
  107423. /**
  107424. * Creates a new StereoscopicUniversalCamera
  107425. * @param name defines camera name
  107426. * @param position defines initial position
  107427. * @param interaxialDistance defines distance between each color axis
  107428. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107429. * @param scene defines the hosting scene
  107430. */
  107431. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107432. /**
  107433. * Gets camera class name
  107434. * @returns StereoscopicUniversalCamera
  107435. */
  107436. getClassName(): string;
  107437. }
  107438. }
  107439. declare module BABYLON {
  107440. /**
  107441. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  107442. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  107443. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  107444. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  107445. */
  107446. export class VirtualJoysticksCamera extends FreeCamera {
  107447. /**
  107448. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  107449. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  107450. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  107451. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  107452. * @param name Define the name of the camera in the scene
  107453. * @param position Define the start position of the camera in the scene
  107454. * @param scene Define the scene the camera belongs to
  107455. */
  107456. constructor(name: string, position: Vector3, scene: Scene);
  107457. /**
  107458. * Gets the current object class name.
  107459. * @return the class name
  107460. */
  107461. getClassName(): string;
  107462. }
  107463. }
  107464. declare module BABYLON {
  107465. /**
  107466. * This represents all the required metrics to create a VR camera.
  107467. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  107468. */
  107469. export class VRCameraMetrics {
  107470. /**
  107471. * Define the horizontal resolution off the screen.
  107472. */
  107473. hResolution: number;
  107474. /**
  107475. * Define the vertical resolution off the screen.
  107476. */
  107477. vResolution: number;
  107478. /**
  107479. * Define the horizontal screen size.
  107480. */
  107481. hScreenSize: number;
  107482. /**
  107483. * Define the vertical screen size.
  107484. */
  107485. vScreenSize: number;
  107486. /**
  107487. * Define the vertical screen center position.
  107488. */
  107489. vScreenCenter: number;
  107490. /**
  107491. * Define the distance of the eyes to the screen.
  107492. */
  107493. eyeToScreenDistance: number;
  107494. /**
  107495. * Define the distance between both lenses
  107496. */
  107497. lensSeparationDistance: number;
  107498. /**
  107499. * Define the distance between both viewer's eyes.
  107500. */
  107501. interpupillaryDistance: number;
  107502. /**
  107503. * Define the distortion factor of the VR postprocess.
  107504. * Please, touch with care.
  107505. */
  107506. distortionK: number[];
  107507. /**
  107508. * Define the chromatic aberration correction factors for the VR post process.
  107509. */
  107510. chromaAbCorrection: number[];
  107511. /**
  107512. * Define the scale factor of the post process.
  107513. * The smaller the better but the slower.
  107514. */
  107515. postProcessScaleFactor: number;
  107516. /**
  107517. * Define an offset for the lens center.
  107518. */
  107519. lensCenterOffset: number;
  107520. /**
  107521. * Define if the current vr camera should compensate the distortion of the lense or not.
  107522. */
  107523. compensateDistortion: boolean;
  107524. /**
  107525. * Defines if multiview should be enabled when rendering (Default: false)
  107526. */
  107527. multiviewEnabled: boolean;
  107528. /**
  107529. * Gets the rendering aspect ratio based on the provided resolutions.
  107530. */
  107531. readonly aspectRatio: number;
  107532. /**
  107533. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  107534. */
  107535. readonly aspectRatioFov: number;
  107536. /**
  107537. * @hidden
  107538. */
  107539. readonly leftHMatrix: Matrix;
  107540. /**
  107541. * @hidden
  107542. */
  107543. readonly rightHMatrix: Matrix;
  107544. /**
  107545. * @hidden
  107546. */
  107547. readonly leftPreViewMatrix: Matrix;
  107548. /**
  107549. * @hidden
  107550. */
  107551. readonly rightPreViewMatrix: Matrix;
  107552. /**
  107553. * Get the default VRMetrics based on the most generic setup.
  107554. * @returns the default vr metrics
  107555. */
  107556. static GetDefault(): VRCameraMetrics;
  107557. }
  107558. }
  107559. declare module BABYLON {
  107560. /** @hidden */
  107561. export var vrDistortionCorrectionPixelShader: {
  107562. name: string;
  107563. shader: string;
  107564. };
  107565. }
  107566. declare module BABYLON {
  107567. /**
  107568. * VRDistortionCorrectionPostProcess used for mobile VR
  107569. */
  107570. export class VRDistortionCorrectionPostProcess extends PostProcess {
  107571. private _isRightEye;
  107572. private _distortionFactors;
  107573. private _postProcessScaleFactor;
  107574. private _lensCenterOffset;
  107575. private _scaleIn;
  107576. private _scaleFactor;
  107577. private _lensCenter;
  107578. /**
  107579. * Initializes the VRDistortionCorrectionPostProcess
  107580. * @param name The name of the effect.
  107581. * @param camera The camera to apply the render pass to.
  107582. * @param isRightEye If this is for the right eye distortion
  107583. * @param vrMetrics All the required metrics for the VR camera
  107584. */
  107585. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  107586. }
  107587. }
  107588. declare module BABYLON {
  107589. /**
  107590. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  107591. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107592. */
  107593. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  107594. /**
  107595. * Creates a new VRDeviceOrientationArcRotateCamera
  107596. * @param name defines camera name
  107597. * @param alpha defines the camera rotation along the logitudinal axis
  107598. * @param beta defines the camera rotation along the latitudinal axis
  107599. * @param radius defines the camera distance from its target
  107600. * @param target defines the camera target
  107601. * @param scene defines the scene the camera belongs to
  107602. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107603. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107604. */
  107605. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  107606. /**
  107607. * Gets camera class name
  107608. * @returns VRDeviceOrientationArcRotateCamera
  107609. */
  107610. getClassName(): string;
  107611. }
  107612. }
  107613. declare module BABYLON {
  107614. /**
  107615. * Camera used to simulate VR rendering (based on FreeCamera)
  107616. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107617. */
  107618. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  107619. /**
  107620. * Creates a new VRDeviceOrientationFreeCamera
  107621. * @param name defines camera name
  107622. * @param position defines the start position of the camera
  107623. * @param scene defines the scene the camera belongs to
  107624. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107625. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107626. */
  107627. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  107628. /**
  107629. * Gets camera class name
  107630. * @returns VRDeviceOrientationFreeCamera
  107631. */
  107632. getClassName(): string;
  107633. }
  107634. }
  107635. declare module BABYLON {
  107636. /**
  107637. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  107638. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107639. */
  107640. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  107641. /**
  107642. * Creates a new VRDeviceOrientationGamepadCamera
  107643. * @param name defines camera name
  107644. * @param position defines the start position of the camera
  107645. * @param scene defines the scene the camera belongs to
  107646. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107647. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107648. */
  107649. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  107650. /**
  107651. * Gets camera class name
  107652. * @returns VRDeviceOrientationGamepadCamera
  107653. */
  107654. getClassName(): string;
  107655. }
  107656. }
  107657. declare module BABYLON {
  107658. /**
  107659. * Base class of materials working in push mode in babylon JS
  107660. * @hidden
  107661. */
  107662. export class PushMaterial extends Material {
  107663. protected _activeEffect: Effect;
  107664. protected _normalMatrix: Matrix;
  107665. /**
  107666. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  107667. * This means that the material can keep using a previous shader while a new one is being compiled.
  107668. * This is mostly used when shader parallel compilation is supported (true by default)
  107669. */
  107670. allowShaderHotSwapping: boolean;
  107671. constructor(name: string, scene: Scene);
  107672. getEffect(): Effect;
  107673. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  107674. /**
  107675. * Binds the given world matrix to the active effect
  107676. *
  107677. * @param world the matrix to bind
  107678. */
  107679. bindOnlyWorldMatrix(world: Matrix): void;
  107680. /**
  107681. * Binds the given normal matrix to the active effect
  107682. *
  107683. * @param normalMatrix the matrix to bind
  107684. */
  107685. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  107686. bind(world: Matrix, mesh?: Mesh): void;
  107687. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  107688. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  107689. }
  107690. }
  107691. declare module BABYLON {
  107692. /**
  107693. * This groups all the flags used to control the materials channel.
  107694. */
  107695. export class MaterialFlags {
  107696. private static _DiffuseTextureEnabled;
  107697. /**
  107698. * Are diffuse textures enabled in the application.
  107699. */
  107700. static DiffuseTextureEnabled: boolean;
  107701. private static _AmbientTextureEnabled;
  107702. /**
  107703. * Are ambient textures enabled in the application.
  107704. */
  107705. static AmbientTextureEnabled: boolean;
  107706. private static _OpacityTextureEnabled;
  107707. /**
  107708. * Are opacity textures enabled in the application.
  107709. */
  107710. static OpacityTextureEnabled: boolean;
  107711. private static _ReflectionTextureEnabled;
  107712. /**
  107713. * Are reflection textures enabled in the application.
  107714. */
  107715. static ReflectionTextureEnabled: boolean;
  107716. private static _EmissiveTextureEnabled;
  107717. /**
  107718. * Are emissive textures enabled in the application.
  107719. */
  107720. static EmissiveTextureEnabled: boolean;
  107721. private static _SpecularTextureEnabled;
  107722. /**
  107723. * Are specular textures enabled in the application.
  107724. */
  107725. static SpecularTextureEnabled: boolean;
  107726. private static _BumpTextureEnabled;
  107727. /**
  107728. * Are bump textures enabled in the application.
  107729. */
  107730. static BumpTextureEnabled: boolean;
  107731. private static _LightmapTextureEnabled;
  107732. /**
  107733. * Are lightmap textures enabled in the application.
  107734. */
  107735. static LightmapTextureEnabled: boolean;
  107736. private static _RefractionTextureEnabled;
  107737. /**
  107738. * Are refraction textures enabled in the application.
  107739. */
  107740. static RefractionTextureEnabled: boolean;
  107741. private static _ColorGradingTextureEnabled;
  107742. /**
  107743. * Are color grading textures enabled in the application.
  107744. */
  107745. static ColorGradingTextureEnabled: boolean;
  107746. private static _FresnelEnabled;
  107747. /**
  107748. * Are fresnels enabled in the application.
  107749. */
  107750. static FresnelEnabled: boolean;
  107751. private static _ClearCoatTextureEnabled;
  107752. /**
  107753. * Are clear coat textures enabled in the application.
  107754. */
  107755. static ClearCoatTextureEnabled: boolean;
  107756. private static _ClearCoatBumpTextureEnabled;
  107757. /**
  107758. * Are clear coat bump textures enabled in the application.
  107759. */
  107760. static ClearCoatBumpTextureEnabled: boolean;
  107761. private static _ClearCoatTintTextureEnabled;
  107762. /**
  107763. * Are clear coat tint textures enabled in the application.
  107764. */
  107765. static ClearCoatTintTextureEnabled: boolean;
  107766. private static _SheenTextureEnabled;
  107767. /**
  107768. * Are sheen textures enabled in the application.
  107769. */
  107770. static SheenTextureEnabled: boolean;
  107771. private static _AnisotropicTextureEnabled;
  107772. /**
  107773. * Are anisotropic textures enabled in the application.
  107774. */
  107775. static AnisotropicTextureEnabled: boolean;
  107776. private static _ThicknessTextureEnabled;
  107777. /**
  107778. * Are thickness textures enabled in the application.
  107779. */
  107780. static ThicknessTextureEnabled: boolean;
  107781. }
  107782. }
  107783. declare module BABYLON {
  107784. /** @hidden */
  107785. export var defaultFragmentDeclaration: {
  107786. name: string;
  107787. shader: string;
  107788. };
  107789. }
  107790. declare module BABYLON {
  107791. /** @hidden */
  107792. export var defaultUboDeclaration: {
  107793. name: string;
  107794. shader: string;
  107795. };
  107796. }
  107797. declare module BABYLON {
  107798. /** @hidden */
  107799. export var lightFragmentDeclaration: {
  107800. name: string;
  107801. shader: string;
  107802. };
  107803. }
  107804. declare module BABYLON {
  107805. /** @hidden */
  107806. export var lightUboDeclaration: {
  107807. name: string;
  107808. shader: string;
  107809. };
  107810. }
  107811. declare module BABYLON {
  107812. /** @hidden */
  107813. export var lightsFragmentFunctions: {
  107814. name: string;
  107815. shader: string;
  107816. };
  107817. }
  107818. declare module BABYLON {
  107819. /** @hidden */
  107820. export var shadowsFragmentFunctions: {
  107821. name: string;
  107822. shader: string;
  107823. };
  107824. }
  107825. declare module BABYLON {
  107826. /** @hidden */
  107827. export var fresnelFunction: {
  107828. name: string;
  107829. shader: string;
  107830. };
  107831. }
  107832. declare module BABYLON {
  107833. /** @hidden */
  107834. export var reflectionFunction: {
  107835. name: string;
  107836. shader: string;
  107837. };
  107838. }
  107839. declare module BABYLON {
  107840. /** @hidden */
  107841. export var bumpFragmentFunctions: {
  107842. name: string;
  107843. shader: string;
  107844. };
  107845. }
  107846. declare module BABYLON {
  107847. /** @hidden */
  107848. export var logDepthDeclaration: {
  107849. name: string;
  107850. shader: string;
  107851. };
  107852. }
  107853. declare module BABYLON {
  107854. /** @hidden */
  107855. export var bumpFragment: {
  107856. name: string;
  107857. shader: string;
  107858. };
  107859. }
  107860. declare module BABYLON {
  107861. /** @hidden */
  107862. export var depthPrePass: {
  107863. name: string;
  107864. shader: string;
  107865. };
  107866. }
  107867. declare module BABYLON {
  107868. /** @hidden */
  107869. export var lightFragment: {
  107870. name: string;
  107871. shader: string;
  107872. };
  107873. }
  107874. declare module BABYLON {
  107875. /** @hidden */
  107876. export var logDepthFragment: {
  107877. name: string;
  107878. shader: string;
  107879. };
  107880. }
  107881. declare module BABYLON {
  107882. /** @hidden */
  107883. export var defaultPixelShader: {
  107884. name: string;
  107885. shader: string;
  107886. };
  107887. }
  107888. declare module BABYLON {
  107889. /** @hidden */
  107890. export var defaultVertexDeclaration: {
  107891. name: string;
  107892. shader: string;
  107893. };
  107894. }
  107895. declare module BABYLON {
  107896. /** @hidden */
  107897. export var bumpVertexDeclaration: {
  107898. name: string;
  107899. shader: string;
  107900. };
  107901. }
  107902. declare module BABYLON {
  107903. /** @hidden */
  107904. export var bumpVertex: {
  107905. name: string;
  107906. shader: string;
  107907. };
  107908. }
  107909. declare module BABYLON {
  107910. /** @hidden */
  107911. export var fogVertex: {
  107912. name: string;
  107913. shader: string;
  107914. };
  107915. }
  107916. declare module BABYLON {
  107917. /** @hidden */
  107918. export var shadowsVertex: {
  107919. name: string;
  107920. shader: string;
  107921. };
  107922. }
  107923. declare module BABYLON {
  107924. /** @hidden */
  107925. export var pointCloudVertex: {
  107926. name: string;
  107927. shader: string;
  107928. };
  107929. }
  107930. declare module BABYLON {
  107931. /** @hidden */
  107932. export var logDepthVertex: {
  107933. name: string;
  107934. shader: string;
  107935. };
  107936. }
  107937. declare module BABYLON {
  107938. /** @hidden */
  107939. export var defaultVertexShader: {
  107940. name: string;
  107941. shader: string;
  107942. };
  107943. }
  107944. declare module BABYLON {
  107945. /** @hidden */
  107946. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  107947. MAINUV1: boolean;
  107948. MAINUV2: boolean;
  107949. DIFFUSE: boolean;
  107950. DIFFUSEDIRECTUV: number;
  107951. AMBIENT: boolean;
  107952. AMBIENTDIRECTUV: number;
  107953. OPACITY: boolean;
  107954. OPACITYDIRECTUV: number;
  107955. OPACITYRGB: boolean;
  107956. REFLECTION: boolean;
  107957. EMISSIVE: boolean;
  107958. EMISSIVEDIRECTUV: number;
  107959. SPECULAR: boolean;
  107960. SPECULARDIRECTUV: number;
  107961. BUMP: boolean;
  107962. BUMPDIRECTUV: number;
  107963. PARALLAX: boolean;
  107964. PARALLAXOCCLUSION: boolean;
  107965. SPECULAROVERALPHA: boolean;
  107966. CLIPPLANE: boolean;
  107967. CLIPPLANE2: boolean;
  107968. CLIPPLANE3: boolean;
  107969. CLIPPLANE4: boolean;
  107970. ALPHATEST: boolean;
  107971. DEPTHPREPASS: boolean;
  107972. ALPHAFROMDIFFUSE: boolean;
  107973. POINTSIZE: boolean;
  107974. FOG: boolean;
  107975. SPECULARTERM: boolean;
  107976. DIFFUSEFRESNEL: boolean;
  107977. OPACITYFRESNEL: boolean;
  107978. REFLECTIONFRESNEL: boolean;
  107979. REFRACTIONFRESNEL: boolean;
  107980. EMISSIVEFRESNEL: boolean;
  107981. FRESNEL: boolean;
  107982. NORMAL: boolean;
  107983. UV1: boolean;
  107984. UV2: boolean;
  107985. VERTEXCOLOR: boolean;
  107986. VERTEXALPHA: boolean;
  107987. NUM_BONE_INFLUENCERS: number;
  107988. BonesPerMesh: number;
  107989. BONETEXTURE: boolean;
  107990. INSTANCES: boolean;
  107991. GLOSSINESS: boolean;
  107992. ROUGHNESS: boolean;
  107993. EMISSIVEASILLUMINATION: boolean;
  107994. LINKEMISSIVEWITHDIFFUSE: boolean;
  107995. REFLECTIONFRESNELFROMSPECULAR: boolean;
  107996. LIGHTMAP: boolean;
  107997. LIGHTMAPDIRECTUV: number;
  107998. OBJECTSPACE_NORMALMAP: boolean;
  107999. USELIGHTMAPASSHADOWMAP: boolean;
  108000. REFLECTIONMAP_3D: boolean;
  108001. REFLECTIONMAP_SPHERICAL: boolean;
  108002. REFLECTIONMAP_PLANAR: boolean;
  108003. REFLECTIONMAP_CUBIC: boolean;
  108004. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  108005. REFLECTIONMAP_PROJECTION: boolean;
  108006. REFLECTIONMAP_SKYBOX: boolean;
  108007. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  108008. REFLECTIONMAP_EXPLICIT: boolean;
  108009. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  108010. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  108011. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  108012. INVERTCUBICMAP: boolean;
  108013. LOGARITHMICDEPTH: boolean;
  108014. REFRACTION: boolean;
  108015. REFRACTIONMAP_3D: boolean;
  108016. REFLECTIONOVERALPHA: boolean;
  108017. TWOSIDEDLIGHTING: boolean;
  108018. SHADOWFLOAT: boolean;
  108019. MORPHTARGETS: boolean;
  108020. MORPHTARGETS_NORMAL: boolean;
  108021. MORPHTARGETS_TANGENT: boolean;
  108022. MORPHTARGETS_UV: boolean;
  108023. NUM_MORPH_INFLUENCERS: number;
  108024. NONUNIFORMSCALING: boolean;
  108025. PREMULTIPLYALPHA: boolean;
  108026. IMAGEPROCESSING: boolean;
  108027. VIGNETTE: boolean;
  108028. VIGNETTEBLENDMODEMULTIPLY: boolean;
  108029. VIGNETTEBLENDMODEOPAQUE: boolean;
  108030. TONEMAPPING: boolean;
  108031. TONEMAPPING_ACES: boolean;
  108032. CONTRAST: boolean;
  108033. COLORCURVES: boolean;
  108034. COLORGRADING: boolean;
  108035. COLORGRADING3D: boolean;
  108036. SAMPLER3DGREENDEPTH: boolean;
  108037. SAMPLER3DBGRMAP: boolean;
  108038. IMAGEPROCESSINGPOSTPROCESS: boolean;
  108039. MULTIVIEW: boolean;
  108040. /**
  108041. * If the reflection texture on this material is in linear color space
  108042. * @hidden
  108043. */
  108044. IS_REFLECTION_LINEAR: boolean;
  108045. /**
  108046. * If the refraction texture on this material is in linear color space
  108047. * @hidden
  108048. */
  108049. IS_REFRACTION_LINEAR: boolean;
  108050. EXPOSURE: boolean;
  108051. constructor();
  108052. setReflectionMode(modeToEnable: string): void;
  108053. }
  108054. /**
  108055. * This is the default material used in Babylon. It is the best trade off between quality
  108056. * and performances.
  108057. * @see http://doc.babylonjs.com/babylon101/materials
  108058. */
  108059. export class StandardMaterial extends PushMaterial {
  108060. private _diffuseTexture;
  108061. /**
  108062. * The basic texture of the material as viewed under a light.
  108063. */
  108064. diffuseTexture: Nullable<BaseTexture>;
  108065. private _ambientTexture;
  108066. /**
  108067. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  108068. */
  108069. ambientTexture: Nullable<BaseTexture>;
  108070. private _opacityTexture;
  108071. /**
  108072. * Define the transparency of the material from a texture.
  108073. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  108074. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  108075. */
  108076. opacityTexture: Nullable<BaseTexture>;
  108077. private _reflectionTexture;
  108078. /**
  108079. * Define the texture used to display the reflection.
  108080. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108081. */
  108082. reflectionTexture: Nullable<BaseTexture>;
  108083. private _emissiveTexture;
  108084. /**
  108085. * Define texture of the material as if self lit.
  108086. * This will be mixed in the final result even in the absence of light.
  108087. */
  108088. emissiveTexture: Nullable<BaseTexture>;
  108089. private _specularTexture;
  108090. /**
  108091. * Define how the color and intensity of the highlight given by the light in the material.
  108092. */
  108093. specularTexture: Nullable<BaseTexture>;
  108094. private _bumpTexture;
  108095. /**
  108096. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  108097. * 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.
  108098. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  108099. */
  108100. bumpTexture: Nullable<BaseTexture>;
  108101. private _lightmapTexture;
  108102. /**
  108103. * Complex lighting can be computationally expensive to compute at runtime.
  108104. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  108105. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  108106. */
  108107. lightmapTexture: Nullable<BaseTexture>;
  108108. private _refractionTexture;
  108109. /**
  108110. * Define the texture used to display the refraction.
  108111. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108112. */
  108113. refractionTexture: Nullable<BaseTexture>;
  108114. /**
  108115. * The color of the material lit by the environmental background lighting.
  108116. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  108117. */
  108118. ambientColor: Color3;
  108119. /**
  108120. * The basic color of the material as viewed under a light.
  108121. */
  108122. diffuseColor: Color3;
  108123. /**
  108124. * Define how the color and intensity of the highlight given by the light in the material.
  108125. */
  108126. specularColor: Color3;
  108127. /**
  108128. * Define the color of the material as if self lit.
  108129. * This will be mixed in the final result even in the absence of light.
  108130. */
  108131. emissiveColor: Color3;
  108132. /**
  108133. * Defines how sharp are the highlights in the material.
  108134. * The bigger the value the sharper giving a more glossy feeling to the result.
  108135. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  108136. */
  108137. specularPower: number;
  108138. private _useAlphaFromDiffuseTexture;
  108139. /**
  108140. * Does the transparency come from the diffuse texture alpha channel.
  108141. */
  108142. useAlphaFromDiffuseTexture: boolean;
  108143. private _useEmissiveAsIllumination;
  108144. /**
  108145. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  108146. */
  108147. useEmissiveAsIllumination: boolean;
  108148. private _linkEmissiveWithDiffuse;
  108149. /**
  108150. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  108151. * the emissive level when the final color is close to one.
  108152. */
  108153. linkEmissiveWithDiffuse: boolean;
  108154. private _useSpecularOverAlpha;
  108155. /**
  108156. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  108157. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  108158. */
  108159. useSpecularOverAlpha: boolean;
  108160. private _useReflectionOverAlpha;
  108161. /**
  108162. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  108163. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  108164. */
  108165. useReflectionOverAlpha: boolean;
  108166. private _disableLighting;
  108167. /**
  108168. * Does lights from the scene impacts this material.
  108169. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  108170. */
  108171. disableLighting: boolean;
  108172. private _useObjectSpaceNormalMap;
  108173. /**
  108174. * Allows using an object space normal map (instead of tangent space).
  108175. */
  108176. useObjectSpaceNormalMap: boolean;
  108177. private _useParallax;
  108178. /**
  108179. * Is parallax enabled or not.
  108180. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  108181. */
  108182. useParallax: boolean;
  108183. private _useParallaxOcclusion;
  108184. /**
  108185. * Is parallax occlusion enabled or not.
  108186. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  108187. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  108188. */
  108189. useParallaxOcclusion: boolean;
  108190. /**
  108191. * 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.
  108192. */
  108193. parallaxScaleBias: number;
  108194. private _roughness;
  108195. /**
  108196. * Helps to define how blurry the reflections should appears in the material.
  108197. */
  108198. roughness: number;
  108199. /**
  108200. * In case of refraction, define the value of the index of refraction.
  108201. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108202. */
  108203. indexOfRefraction: number;
  108204. /**
  108205. * Invert the refraction texture alongside the y axis.
  108206. * It can be useful with procedural textures or probe for instance.
  108207. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108208. */
  108209. invertRefractionY: boolean;
  108210. /**
  108211. * Defines the alpha limits in alpha test mode.
  108212. */
  108213. alphaCutOff: number;
  108214. private _useLightmapAsShadowmap;
  108215. /**
  108216. * In case of light mapping, define whether the map contains light or shadow informations.
  108217. */
  108218. useLightmapAsShadowmap: boolean;
  108219. private _diffuseFresnelParameters;
  108220. /**
  108221. * Define the diffuse fresnel parameters of the material.
  108222. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108223. */
  108224. diffuseFresnelParameters: FresnelParameters;
  108225. private _opacityFresnelParameters;
  108226. /**
  108227. * Define the opacity fresnel parameters of the material.
  108228. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108229. */
  108230. opacityFresnelParameters: FresnelParameters;
  108231. private _reflectionFresnelParameters;
  108232. /**
  108233. * Define the reflection fresnel parameters of the material.
  108234. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108235. */
  108236. reflectionFresnelParameters: FresnelParameters;
  108237. private _refractionFresnelParameters;
  108238. /**
  108239. * Define the refraction fresnel parameters of the material.
  108240. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108241. */
  108242. refractionFresnelParameters: FresnelParameters;
  108243. private _emissiveFresnelParameters;
  108244. /**
  108245. * Define the emissive fresnel parameters of the material.
  108246. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108247. */
  108248. emissiveFresnelParameters: FresnelParameters;
  108249. private _useReflectionFresnelFromSpecular;
  108250. /**
  108251. * If true automatically deducts the fresnels values from the material specularity.
  108252. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108253. */
  108254. useReflectionFresnelFromSpecular: boolean;
  108255. private _useGlossinessFromSpecularMapAlpha;
  108256. /**
  108257. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  108258. */
  108259. useGlossinessFromSpecularMapAlpha: boolean;
  108260. private _maxSimultaneousLights;
  108261. /**
  108262. * Defines the maximum number of lights that can be used in the material
  108263. */
  108264. maxSimultaneousLights: number;
  108265. private _invertNormalMapX;
  108266. /**
  108267. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  108268. */
  108269. invertNormalMapX: boolean;
  108270. private _invertNormalMapY;
  108271. /**
  108272. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  108273. */
  108274. invertNormalMapY: boolean;
  108275. private _twoSidedLighting;
  108276. /**
  108277. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  108278. */
  108279. twoSidedLighting: boolean;
  108280. /**
  108281. * Default configuration related to image processing available in the standard Material.
  108282. */
  108283. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  108284. /**
  108285. * Gets the image processing configuration used either in this material.
  108286. */
  108287. /**
  108288. * Sets the Default image processing configuration used either in the this material.
  108289. *
  108290. * If sets to null, the scene one is in use.
  108291. */
  108292. imageProcessingConfiguration: ImageProcessingConfiguration;
  108293. /**
  108294. * Keep track of the image processing observer to allow dispose and replace.
  108295. */
  108296. private _imageProcessingObserver;
  108297. /**
  108298. * Attaches a new image processing configuration to the Standard Material.
  108299. * @param configuration
  108300. */
  108301. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  108302. /**
  108303. * Gets wether the color curves effect is enabled.
  108304. */
  108305. /**
  108306. * Sets wether the color curves effect is enabled.
  108307. */
  108308. cameraColorCurvesEnabled: boolean;
  108309. /**
  108310. * Gets wether the color grading effect is enabled.
  108311. */
  108312. /**
  108313. * Gets wether the color grading effect is enabled.
  108314. */
  108315. cameraColorGradingEnabled: boolean;
  108316. /**
  108317. * Gets wether tonemapping is enabled or not.
  108318. */
  108319. /**
  108320. * Sets wether tonemapping is enabled or not
  108321. */
  108322. cameraToneMappingEnabled: boolean;
  108323. /**
  108324. * The camera exposure used on this material.
  108325. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108326. * This corresponds to a photographic exposure.
  108327. */
  108328. /**
  108329. * The camera exposure used on this material.
  108330. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108331. * This corresponds to a photographic exposure.
  108332. */
  108333. cameraExposure: number;
  108334. /**
  108335. * Gets The camera contrast used on this material.
  108336. */
  108337. /**
  108338. * Sets The camera contrast used on this material.
  108339. */
  108340. cameraContrast: number;
  108341. /**
  108342. * Gets the Color Grading 2D Lookup Texture.
  108343. */
  108344. /**
  108345. * Sets the Color Grading 2D Lookup Texture.
  108346. */
  108347. cameraColorGradingTexture: Nullable<BaseTexture>;
  108348. /**
  108349. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108350. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108351. * 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;
  108352. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108353. */
  108354. /**
  108355. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108356. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108357. * 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;
  108358. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108359. */
  108360. cameraColorCurves: Nullable<ColorCurves>;
  108361. /**
  108362. * Custom callback helping to override the default shader used in the material.
  108363. */
  108364. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  108365. protected _renderTargets: SmartArray<RenderTargetTexture>;
  108366. protected _worldViewProjectionMatrix: Matrix;
  108367. protected _globalAmbientColor: Color3;
  108368. protected _useLogarithmicDepth: boolean;
  108369. protected _rebuildInParallel: boolean;
  108370. /**
  108371. * Instantiates a new standard material.
  108372. * This is the default material used in Babylon. It is the best trade off between quality
  108373. * and performances.
  108374. * @see http://doc.babylonjs.com/babylon101/materials
  108375. * @param name Define the name of the material in the scene
  108376. * @param scene Define the scene the material belong to
  108377. */
  108378. constructor(name: string, scene: Scene);
  108379. /**
  108380. * Gets a boolean indicating that current material needs to register RTT
  108381. */
  108382. readonly hasRenderTargetTextures: boolean;
  108383. /**
  108384. * Gets the current class name of the material e.g. "StandardMaterial"
  108385. * Mainly use in serialization.
  108386. * @returns the class name
  108387. */
  108388. getClassName(): string;
  108389. /**
  108390. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  108391. * You can try switching to logarithmic depth.
  108392. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  108393. */
  108394. useLogarithmicDepth: boolean;
  108395. /**
  108396. * Specifies if the material will require alpha blending
  108397. * @returns a boolean specifying if alpha blending is needed
  108398. */
  108399. needAlphaBlending(): boolean;
  108400. /**
  108401. * Specifies if this material should be rendered in alpha test mode
  108402. * @returns a boolean specifying if an alpha test is needed.
  108403. */
  108404. needAlphaTesting(): boolean;
  108405. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  108406. /**
  108407. * Get the texture used for alpha test purpose.
  108408. * @returns the diffuse texture in case of the standard material.
  108409. */
  108410. getAlphaTestTexture(): Nullable<BaseTexture>;
  108411. /**
  108412. * Get if the submesh is ready to be used and all its information available.
  108413. * Child classes can use it to update shaders
  108414. * @param mesh defines the mesh to check
  108415. * @param subMesh defines which submesh to check
  108416. * @param useInstances specifies that instances should be used
  108417. * @returns a boolean indicating that the submesh is ready or not
  108418. */
  108419. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  108420. /**
  108421. * Builds the material UBO layouts.
  108422. * Used internally during the effect preparation.
  108423. */
  108424. buildUniformLayout(): void;
  108425. /**
  108426. * Unbinds the material from the mesh
  108427. */
  108428. unbind(): void;
  108429. /**
  108430. * Binds the submesh to this material by preparing the effect and shader to draw
  108431. * @param world defines the world transformation matrix
  108432. * @param mesh defines the mesh containing the submesh
  108433. * @param subMesh defines the submesh to bind the material to
  108434. */
  108435. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  108436. /**
  108437. * Get the list of animatables in the material.
  108438. * @returns the list of animatables object used in the material
  108439. */
  108440. getAnimatables(): IAnimatable[];
  108441. /**
  108442. * Gets the active textures from the material
  108443. * @returns an array of textures
  108444. */
  108445. getActiveTextures(): BaseTexture[];
  108446. /**
  108447. * Specifies if the material uses a texture
  108448. * @param texture defines the texture to check against the material
  108449. * @returns a boolean specifying if the material uses the texture
  108450. */
  108451. hasTexture(texture: BaseTexture): boolean;
  108452. /**
  108453. * Disposes the material
  108454. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  108455. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  108456. */
  108457. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  108458. /**
  108459. * Makes a duplicate of the material, and gives it a new name
  108460. * @param name defines the new name for the duplicated material
  108461. * @returns the cloned material
  108462. */
  108463. clone(name: string): StandardMaterial;
  108464. /**
  108465. * Serializes this material in a JSON representation
  108466. * @returns the serialized material object
  108467. */
  108468. serialize(): any;
  108469. /**
  108470. * Creates a standard material from parsed material data
  108471. * @param source defines the JSON representation of the material
  108472. * @param scene defines the hosting scene
  108473. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  108474. * @returns a new standard material
  108475. */
  108476. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  108477. /**
  108478. * Are diffuse textures enabled in the application.
  108479. */
  108480. static DiffuseTextureEnabled: boolean;
  108481. /**
  108482. * Are ambient textures enabled in the application.
  108483. */
  108484. static AmbientTextureEnabled: boolean;
  108485. /**
  108486. * Are opacity textures enabled in the application.
  108487. */
  108488. static OpacityTextureEnabled: boolean;
  108489. /**
  108490. * Are reflection textures enabled in the application.
  108491. */
  108492. static ReflectionTextureEnabled: boolean;
  108493. /**
  108494. * Are emissive textures enabled in the application.
  108495. */
  108496. static EmissiveTextureEnabled: boolean;
  108497. /**
  108498. * Are specular textures enabled in the application.
  108499. */
  108500. static SpecularTextureEnabled: boolean;
  108501. /**
  108502. * Are bump textures enabled in the application.
  108503. */
  108504. static BumpTextureEnabled: boolean;
  108505. /**
  108506. * Are lightmap textures enabled in the application.
  108507. */
  108508. static LightmapTextureEnabled: boolean;
  108509. /**
  108510. * Are refraction textures enabled in the application.
  108511. */
  108512. static RefractionTextureEnabled: boolean;
  108513. /**
  108514. * Are color grading textures enabled in the application.
  108515. */
  108516. static ColorGradingTextureEnabled: boolean;
  108517. /**
  108518. * Are fresnels enabled in the application.
  108519. */
  108520. static FresnelEnabled: boolean;
  108521. }
  108522. }
  108523. declare module BABYLON {
  108524. /** @hidden */
  108525. export var imageProcessingPixelShader: {
  108526. name: string;
  108527. shader: string;
  108528. };
  108529. }
  108530. declare module BABYLON {
  108531. /**
  108532. * ImageProcessingPostProcess
  108533. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  108534. */
  108535. export class ImageProcessingPostProcess extends PostProcess {
  108536. /**
  108537. * Default configuration related to image processing available in the PBR Material.
  108538. */
  108539. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  108540. /**
  108541. * Gets the image processing configuration used either in this material.
  108542. */
  108543. /**
  108544. * Sets the Default image processing configuration used either in the this material.
  108545. *
  108546. * If sets to null, the scene one is in use.
  108547. */
  108548. imageProcessingConfiguration: ImageProcessingConfiguration;
  108549. /**
  108550. * Keep track of the image processing observer to allow dispose and replace.
  108551. */
  108552. private _imageProcessingObserver;
  108553. /**
  108554. * Attaches a new image processing configuration to the PBR Material.
  108555. * @param configuration
  108556. */
  108557. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  108558. /**
  108559. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  108560. */
  108561. /**
  108562. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  108563. */
  108564. colorCurves: Nullable<ColorCurves>;
  108565. /**
  108566. * Gets wether the color curves effect is enabled.
  108567. */
  108568. /**
  108569. * Sets wether the color curves effect is enabled.
  108570. */
  108571. colorCurvesEnabled: boolean;
  108572. /**
  108573. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  108574. */
  108575. /**
  108576. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  108577. */
  108578. colorGradingTexture: Nullable<BaseTexture>;
  108579. /**
  108580. * Gets wether the color grading effect is enabled.
  108581. */
  108582. /**
  108583. * Gets wether the color grading effect is enabled.
  108584. */
  108585. colorGradingEnabled: boolean;
  108586. /**
  108587. * Gets exposure used in the effect.
  108588. */
  108589. /**
  108590. * Sets exposure used in the effect.
  108591. */
  108592. exposure: number;
  108593. /**
  108594. * Gets wether tonemapping is enabled or not.
  108595. */
  108596. /**
  108597. * Sets wether tonemapping is enabled or not
  108598. */
  108599. toneMappingEnabled: boolean;
  108600. /**
  108601. * Gets the type of tone mapping effect.
  108602. */
  108603. /**
  108604. * Sets the type of tone mapping effect.
  108605. */
  108606. toneMappingType: number;
  108607. /**
  108608. * Gets contrast used in the effect.
  108609. */
  108610. /**
  108611. * Sets contrast used in the effect.
  108612. */
  108613. contrast: number;
  108614. /**
  108615. * Gets Vignette stretch size.
  108616. */
  108617. /**
  108618. * Sets Vignette stretch size.
  108619. */
  108620. vignetteStretch: number;
  108621. /**
  108622. * Gets Vignette centre X Offset.
  108623. */
  108624. /**
  108625. * Sets Vignette centre X Offset.
  108626. */
  108627. vignetteCentreX: number;
  108628. /**
  108629. * Gets Vignette centre Y Offset.
  108630. */
  108631. /**
  108632. * Sets Vignette centre Y Offset.
  108633. */
  108634. vignetteCentreY: number;
  108635. /**
  108636. * Gets Vignette weight or intensity of the vignette effect.
  108637. */
  108638. /**
  108639. * Sets Vignette weight or intensity of the vignette effect.
  108640. */
  108641. vignetteWeight: number;
  108642. /**
  108643. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  108644. * if vignetteEnabled is set to true.
  108645. */
  108646. /**
  108647. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  108648. * if vignetteEnabled is set to true.
  108649. */
  108650. vignetteColor: Color4;
  108651. /**
  108652. * Gets Camera field of view used by the Vignette effect.
  108653. */
  108654. /**
  108655. * Sets Camera field of view used by the Vignette effect.
  108656. */
  108657. vignetteCameraFov: number;
  108658. /**
  108659. * Gets the vignette blend mode allowing different kind of effect.
  108660. */
  108661. /**
  108662. * Sets the vignette blend mode allowing different kind of effect.
  108663. */
  108664. vignetteBlendMode: number;
  108665. /**
  108666. * Gets wether the vignette effect is enabled.
  108667. */
  108668. /**
  108669. * Sets wether the vignette effect is enabled.
  108670. */
  108671. vignetteEnabled: boolean;
  108672. private _fromLinearSpace;
  108673. /**
  108674. * Gets wether the input of the processing is in Gamma or Linear Space.
  108675. */
  108676. /**
  108677. * Sets wether the input of the processing is in Gamma or Linear Space.
  108678. */
  108679. fromLinearSpace: boolean;
  108680. /**
  108681. * Defines cache preventing GC.
  108682. */
  108683. private _defines;
  108684. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  108685. /**
  108686. * "ImageProcessingPostProcess"
  108687. * @returns "ImageProcessingPostProcess"
  108688. */
  108689. getClassName(): string;
  108690. protected _updateParameters(): void;
  108691. dispose(camera?: Camera): void;
  108692. }
  108693. }
  108694. declare module BABYLON {
  108695. /**
  108696. * Class containing static functions to help procedurally build meshes
  108697. */
  108698. export class GroundBuilder {
  108699. /**
  108700. * Creates a ground mesh
  108701. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  108702. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  108703. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108704. * @param name defines the name of the mesh
  108705. * @param options defines the options used to create the mesh
  108706. * @param scene defines the hosting scene
  108707. * @returns the ground mesh
  108708. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  108709. */
  108710. static CreateGround(name: string, options: {
  108711. width?: number;
  108712. height?: number;
  108713. subdivisions?: number;
  108714. subdivisionsX?: number;
  108715. subdivisionsY?: number;
  108716. updatable?: boolean;
  108717. }, scene: any): Mesh;
  108718. /**
  108719. * Creates a tiled ground mesh
  108720. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  108721. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  108722. * * 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
  108723. * * 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
  108724. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  108725. * @param name defines the name of the mesh
  108726. * @param options defines the options used to create the mesh
  108727. * @param scene defines the hosting scene
  108728. * @returns the tiled ground mesh
  108729. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  108730. */
  108731. static CreateTiledGround(name: string, options: {
  108732. xmin: number;
  108733. zmin: number;
  108734. xmax: number;
  108735. zmax: number;
  108736. subdivisions?: {
  108737. w: number;
  108738. h: number;
  108739. };
  108740. precision?: {
  108741. w: number;
  108742. h: number;
  108743. };
  108744. updatable?: boolean;
  108745. }, scene?: Nullable<Scene>): Mesh;
  108746. /**
  108747. * Creates a ground mesh from a height map
  108748. * * The parameter `url` sets the URL of the height map image resource.
  108749. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  108750. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  108751. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  108752. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  108753. * * 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.
  108754. * * 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).
  108755. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  108756. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  108757. * @param name defines the name of the mesh
  108758. * @param url defines the url to the height map
  108759. * @param options defines the options used to create the mesh
  108760. * @param scene defines the hosting scene
  108761. * @returns the ground mesh
  108762. * @see https://doc.babylonjs.com/babylon101/height_map
  108763. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  108764. */
  108765. static CreateGroundFromHeightMap(name: string, url: string, options: {
  108766. width?: number;
  108767. height?: number;
  108768. subdivisions?: number;
  108769. minHeight?: number;
  108770. maxHeight?: number;
  108771. colorFilter?: Color3;
  108772. alphaFilter?: number;
  108773. updatable?: boolean;
  108774. onReady?: (mesh: GroundMesh) => void;
  108775. }, scene?: Nullable<Scene>): GroundMesh;
  108776. }
  108777. }
  108778. declare module BABYLON {
  108779. /**
  108780. * Class containing static functions to help procedurally build meshes
  108781. */
  108782. export class TorusBuilder {
  108783. /**
  108784. * Creates a torus mesh
  108785. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  108786. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  108787. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  108788. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108789. * * If you create a double-sided mesh, you can choose what parts of 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
  108790. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  108791. * @param name defines the name of the mesh
  108792. * @param options defines the options used to create the mesh
  108793. * @param scene defines the hosting scene
  108794. * @returns the torus mesh
  108795. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  108796. */
  108797. static CreateTorus(name: string, options: {
  108798. diameter?: number;
  108799. thickness?: number;
  108800. tessellation?: number;
  108801. updatable?: boolean;
  108802. sideOrientation?: number;
  108803. frontUVs?: Vector4;
  108804. backUVs?: Vector4;
  108805. }, scene: any): Mesh;
  108806. }
  108807. }
  108808. declare module BABYLON {
  108809. /**
  108810. * Class containing static functions to help procedurally build meshes
  108811. */
  108812. export class CylinderBuilder {
  108813. /**
  108814. * Creates a cylinder or a cone mesh
  108815. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  108816. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  108817. * * 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.
  108818. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  108819. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  108820. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  108821. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  108822. * * 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).
  108823. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  108824. * * 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).
  108825. * * 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
  108826. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  108827. * * 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
  108828. * * 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.
  108829. * * If `enclose` is false, a ring surface is one element.
  108830. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  108831. * * 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
  108832. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108833. * * If you create a double-sided mesh, you can choose what parts of 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
  108834. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  108835. * @param name defines the name of the mesh
  108836. * @param options defines the options used to create the mesh
  108837. * @param scene defines the hosting scene
  108838. * @returns the cylinder mesh
  108839. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  108840. */
  108841. static CreateCylinder(name: string, options: {
  108842. height?: number;
  108843. diameterTop?: number;
  108844. diameterBottom?: number;
  108845. diameter?: number;
  108846. tessellation?: number;
  108847. subdivisions?: number;
  108848. arc?: number;
  108849. faceColors?: Color4[];
  108850. faceUV?: Vector4[];
  108851. updatable?: boolean;
  108852. hasRings?: boolean;
  108853. enclose?: boolean;
  108854. cap?: number;
  108855. sideOrientation?: number;
  108856. frontUVs?: Vector4;
  108857. backUVs?: Vector4;
  108858. }, scene: any): Mesh;
  108859. }
  108860. }
  108861. declare module BABYLON {
  108862. /**
  108863. * Options to modify the vr teleportation behavior.
  108864. */
  108865. export interface VRTeleportationOptions {
  108866. /**
  108867. * The name of the mesh which should be used as the teleportation floor. (default: null)
  108868. */
  108869. floorMeshName?: string;
  108870. /**
  108871. * A list of meshes to be used as the teleportation floor. (default: empty)
  108872. */
  108873. floorMeshes?: Mesh[];
  108874. }
  108875. /**
  108876. * Options to modify the vr experience helper's behavior.
  108877. */
  108878. export interface VRExperienceHelperOptions extends WebVROptions {
  108879. /**
  108880. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  108881. */
  108882. createDeviceOrientationCamera?: boolean;
  108883. /**
  108884. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  108885. */
  108886. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  108887. /**
  108888. * Uses the main button on the controller to toggle the laser casted. (default: true)
  108889. */
  108890. laserToggle?: boolean;
  108891. /**
  108892. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  108893. */
  108894. floorMeshes?: Mesh[];
  108895. /**
  108896. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  108897. */
  108898. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  108899. }
  108900. /**
  108901. * Event containing information after VR has been entered
  108902. */
  108903. export class OnAfterEnteringVRObservableEvent {
  108904. /**
  108905. * If entering vr was successful
  108906. */
  108907. success: boolean;
  108908. }
  108909. /**
  108910. * Helps to quickly add VR support to an existing scene.
  108911. * See http://doc.babylonjs.com/how_to/webvr_helper
  108912. */
  108913. export class VRExperienceHelper {
  108914. /** Options to modify the vr experience helper's behavior. */
  108915. webVROptions: VRExperienceHelperOptions;
  108916. private _scene;
  108917. private _position;
  108918. private _btnVR;
  108919. private _btnVRDisplayed;
  108920. private _webVRsupported;
  108921. private _webVRready;
  108922. private _webVRrequesting;
  108923. private _webVRpresenting;
  108924. private _hasEnteredVR;
  108925. private _fullscreenVRpresenting;
  108926. private _canvas;
  108927. private _webVRCamera;
  108928. private _vrDeviceOrientationCamera;
  108929. private _deviceOrientationCamera;
  108930. private _existingCamera;
  108931. private _onKeyDown;
  108932. private _onVrDisplayPresentChange;
  108933. private _onVRDisplayChanged;
  108934. private _onVRRequestPresentStart;
  108935. private _onVRRequestPresentComplete;
  108936. /**
  108937. * 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)
  108938. */
  108939. enableGazeEvenWhenNoPointerLock: boolean;
  108940. /**
  108941. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  108942. */
  108943. exitVROnDoubleTap: boolean;
  108944. /**
  108945. * Observable raised right before entering VR.
  108946. */
  108947. onEnteringVRObservable: Observable<VRExperienceHelper>;
  108948. /**
  108949. * Observable raised when entering VR has completed.
  108950. */
  108951. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  108952. /**
  108953. * Observable raised when exiting VR.
  108954. */
  108955. onExitingVRObservable: Observable<VRExperienceHelper>;
  108956. /**
  108957. * Observable raised when controller mesh is loaded.
  108958. */
  108959. onControllerMeshLoadedObservable: Observable<WebVRController>;
  108960. /** Return this.onEnteringVRObservable
  108961. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  108962. */
  108963. readonly onEnteringVR: Observable<VRExperienceHelper>;
  108964. /** Return this.onExitingVRObservable
  108965. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  108966. */
  108967. readonly onExitingVR: Observable<VRExperienceHelper>;
  108968. /** Return this.onControllerMeshLoadedObservable
  108969. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  108970. */
  108971. readonly onControllerMeshLoaded: Observable<WebVRController>;
  108972. private _rayLength;
  108973. private _useCustomVRButton;
  108974. private _teleportationRequested;
  108975. private _teleportActive;
  108976. private _floorMeshName;
  108977. private _floorMeshesCollection;
  108978. private _rotationAllowed;
  108979. private _teleportBackwardsVector;
  108980. private _teleportationTarget;
  108981. private _isDefaultTeleportationTarget;
  108982. private _postProcessMove;
  108983. private _teleportationFillColor;
  108984. private _teleportationBorderColor;
  108985. private _rotationAngle;
  108986. private _haloCenter;
  108987. private _cameraGazer;
  108988. private _padSensibilityUp;
  108989. private _padSensibilityDown;
  108990. private _leftController;
  108991. private _rightController;
  108992. /**
  108993. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  108994. */
  108995. onNewMeshSelected: Observable<AbstractMesh>;
  108996. /**
  108997. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  108998. * This observable will provide the mesh and the controller used to select the mesh
  108999. */
  109000. onMeshSelectedWithController: Observable<{
  109001. mesh: AbstractMesh;
  109002. controller: WebVRController;
  109003. }>;
  109004. /**
  109005. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  109006. */
  109007. onNewMeshPicked: Observable<PickingInfo>;
  109008. private _circleEase;
  109009. /**
  109010. * Observable raised before camera teleportation
  109011. */
  109012. onBeforeCameraTeleport: Observable<Vector3>;
  109013. /**
  109014. * Observable raised after camera teleportation
  109015. */
  109016. onAfterCameraTeleport: Observable<Vector3>;
  109017. /**
  109018. * Observable raised when current selected mesh gets unselected
  109019. */
  109020. onSelectedMeshUnselected: Observable<AbstractMesh>;
  109021. private _raySelectionPredicate;
  109022. /**
  109023. * To be optionaly changed by user to define custom ray selection
  109024. */
  109025. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  109026. /**
  109027. * To be optionaly changed by user to define custom selection logic (after ray selection)
  109028. */
  109029. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  109030. /**
  109031. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  109032. */
  109033. teleportationEnabled: boolean;
  109034. private _defaultHeight;
  109035. private _teleportationInitialized;
  109036. private _interactionsEnabled;
  109037. private _interactionsRequested;
  109038. private _displayGaze;
  109039. private _displayLaserPointer;
  109040. /**
  109041. * The mesh used to display where the user is going to teleport.
  109042. */
  109043. /**
  109044. * Sets the mesh to be used to display where the user is going to teleport.
  109045. */
  109046. teleportationTarget: Mesh;
  109047. /**
  109048. * 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
  109049. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  109050. * See http://doc.babylonjs.com/resources/baking_transformations
  109051. */
  109052. gazeTrackerMesh: Mesh;
  109053. /**
  109054. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  109055. */
  109056. updateGazeTrackerScale: boolean;
  109057. /**
  109058. * If the gaze trackers color should be updated when selecting meshes
  109059. */
  109060. updateGazeTrackerColor: boolean;
  109061. /**
  109062. * If the controller laser color should be updated when selecting meshes
  109063. */
  109064. updateControllerLaserColor: boolean;
  109065. /**
  109066. * The gaze tracking mesh corresponding to the left controller
  109067. */
  109068. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  109069. /**
  109070. * The gaze tracking mesh corresponding to the right controller
  109071. */
  109072. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  109073. /**
  109074. * If the ray of the gaze should be displayed.
  109075. */
  109076. /**
  109077. * Sets if the ray of the gaze should be displayed.
  109078. */
  109079. displayGaze: boolean;
  109080. /**
  109081. * If the ray of the LaserPointer should be displayed.
  109082. */
  109083. /**
  109084. * Sets if the ray of the LaserPointer should be displayed.
  109085. */
  109086. displayLaserPointer: boolean;
  109087. /**
  109088. * The deviceOrientationCamera used as the camera when not in VR.
  109089. */
  109090. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  109091. /**
  109092. * Based on the current WebVR support, returns the current VR camera used.
  109093. */
  109094. readonly currentVRCamera: Nullable<Camera>;
  109095. /**
  109096. * The webVRCamera which is used when in VR.
  109097. */
  109098. readonly webVRCamera: WebVRFreeCamera;
  109099. /**
  109100. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  109101. */
  109102. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  109103. /**
  109104. * The html button that is used to trigger entering into VR.
  109105. */
  109106. readonly vrButton: Nullable<HTMLButtonElement>;
  109107. private readonly _teleportationRequestInitiated;
  109108. /**
  109109. * Defines wether or not Pointer lock should be requested when switching to
  109110. * full screen.
  109111. */
  109112. requestPointerLockOnFullScreen: boolean;
  109113. /**
  109114. * Instantiates a VRExperienceHelper.
  109115. * Helps to quickly add VR support to an existing scene.
  109116. * @param scene The scene the VRExperienceHelper belongs to.
  109117. * @param webVROptions Options to modify the vr experience helper's behavior.
  109118. */
  109119. constructor(scene: Scene,
  109120. /** Options to modify the vr experience helper's behavior. */
  109121. webVROptions?: VRExperienceHelperOptions);
  109122. private _onDefaultMeshLoaded;
  109123. private _onResize;
  109124. private _onFullscreenChange;
  109125. /**
  109126. * Gets a value indicating if we are currently in VR mode.
  109127. */
  109128. readonly isInVRMode: boolean;
  109129. private onVrDisplayPresentChange;
  109130. private onVRDisplayChanged;
  109131. private moveButtonToBottomRight;
  109132. private displayVRButton;
  109133. private updateButtonVisibility;
  109134. private _cachedAngularSensibility;
  109135. /**
  109136. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  109137. * Otherwise, will use the fullscreen API.
  109138. */
  109139. enterVR(): void;
  109140. /**
  109141. * Attempt to exit VR, or fullscreen.
  109142. */
  109143. exitVR(): void;
  109144. /**
  109145. * The position of the vr experience helper.
  109146. */
  109147. /**
  109148. * Sets the position of the vr experience helper.
  109149. */
  109150. position: Vector3;
  109151. /**
  109152. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  109153. */
  109154. enableInteractions(): void;
  109155. private readonly _noControllerIsActive;
  109156. private beforeRender;
  109157. private _isTeleportationFloor;
  109158. /**
  109159. * Adds a floor mesh to be used for teleportation.
  109160. * @param floorMesh the mesh to be used for teleportation.
  109161. */
  109162. addFloorMesh(floorMesh: Mesh): void;
  109163. /**
  109164. * Removes a floor mesh from being used for teleportation.
  109165. * @param floorMesh the mesh to be removed.
  109166. */
  109167. removeFloorMesh(floorMesh: Mesh): void;
  109168. /**
  109169. * Enables interactions and teleportation using the VR controllers and gaze.
  109170. * @param vrTeleportationOptions options to modify teleportation behavior.
  109171. */
  109172. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  109173. private _onNewGamepadConnected;
  109174. private _tryEnableInteractionOnController;
  109175. private _onNewGamepadDisconnected;
  109176. private _enableInteractionOnController;
  109177. private _checkTeleportWithRay;
  109178. private _checkRotate;
  109179. private _checkTeleportBackwards;
  109180. private _enableTeleportationOnController;
  109181. private _createTeleportationCircles;
  109182. private _displayTeleportationTarget;
  109183. private _hideTeleportationTarget;
  109184. private _rotateCamera;
  109185. private _moveTeleportationSelectorTo;
  109186. private _workingVector;
  109187. private _workingQuaternion;
  109188. private _workingMatrix;
  109189. /**
  109190. * Teleports the users feet to the desired location
  109191. * @param location The location where the user's feet should be placed
  109192. */
  109193. teleportCamera(location: Vector3): void;
  109194. private _convertNormalToDirectionOfRay;
  109195. private _castRayAndSelectObject;
  109196. private _notifySelectedMeshUnselected;
  109197. /**
  109198. * Sets the color of the laser ray from the vr controllers.
  109199. * @param color new color for the ray.
  109200. */
  109201. changeLaserColor(color: Color3): void;
  109202. /**
  109203. * Sets the color of the ray from the vr headsets gaze.
  109204. * @param color new color for the ray.
  109205. */
  109206. changeGazeColor(color: Color3): void;
  109207. /**
  109208. * Exits VR and disposes of the vr experience helper
  109209. */
  109210. dispose(): void;
  109211. /**
  109212. * Gets the name of the VRExperienceHelper class
  109213. * @returns "VRExperienceHelper"
  109214. */
  109215. getClassName(): string;
  109216. }
  109217. }
  109218. declare module BABYLON {
  109219. /**
  109220. * States of the webXR experience
  109221. */
  109222. export enum WebXRState {
  109223. /**
  109224. * Transitioning to being in XR mode
  109225. */
  109226. ENTERING_XR = 0,
  109227. /**
  109228. * Transitioning to non XR mode
  109229. */
  109230. EXITING_XR = 1,
  109231. /**
  109232. * In XR mode and presenting
  109233. */
  109234. IN_XR = 2,
  109235. /**
  109236. * Not entered XR mode
  109237. */
  109238. NOT_IN_XR = 3
  109239. }
  109240. /**
  109241. * Abstraction of the XR render target
  109242. */
  109243. export interface WebXRRenderTarget extends IDisposable {
  109244. /**
  109245. * xrpresent context of the canvas which can be used to display/mirror xr content
  109246. */
  109247. canvasContext: WebGLRenderingContext;
  109248. /**
  109249. * xr layer for the canvas
  109250. */
  109251. xrLayer: Nullable<XRWebGLLayer>;
  109252. /**
  109253. * Initializes the xr layer for the session
  109254. * @param xrSession xr session
  109255. * @returns a promise that will resolve once the XR Layer has been created
  109256. */
  109257. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  109258. }
  109259. }
  109260. declare module BABYLON {
  109261. /**
  109262. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  109263. */
  109264. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  109265. private _engine;
  109266. private _canvas;
  109267. /**
  109268. * xrpresent context of the canvas which can be used to display/mirror xr content
  109269. */
  109270. canvasContext: WebGLRenderingContext;
  109271. /**
  109272. * xr layer for the canvas
  109273. */
  109274. xrLayer: Nullable<XRWebGLLayer>;
  109275. /**
  109276. * Initializes the xr layer for the session
  109277. * @param xrSession xr session
  109278. * @returns a promise that will resolve once the XR Layer has been created
  109279. */
  109280. initializeXRLayerAsync(xrSession: any): any;
  109281. /**
  109282. * Initializes the canvas to be added/removed upon entering/exiting xr
  109283. * @param engine the Babylon engine
  109284. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  109285. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  109286. */
  109287. constructor(engine: ThinEngine, onStateChangedObservable: Observable<WebXRState>, canvas?: HTMLCanvasElement);
  109288. /**
  109289. * Disposes of the object
  109290. */
  109291. dispose(): void;
  109292. private _setManagedOutputCanvas;
  109293. private _addCanvas;
  109294. private _removeCanvas;
  109295. }
  109296. }
  109297. declare module BABYLON {
  109298. /**
  109299. * Manages an XRSession to work with Babylon's engine
  109300. * @see https://doc.babylonjs.com/how_to/webxr
  109301. */
  109302. export class WebXRSessionManager implements IDisposable {
  109303. private scene;
  109304. /**
  109305. * Fires every time a new xrFrame arrives which can be used to update the camera
  109306. */
  109307. onXRFrameObservable: Observable<any>;
  109308. /**
  109309. * Fires when the xr session is ended either by the device or manually done
  109310. */
  109311. onXRSessionEnded: Observable<any>;
  109312. /**
  109313. * Underlying xr session
  109314. */
  109315. session: XRSession;
  109316. /**
  109317. * Type of reference space used when creating the session
  109318. */
  109319. referenceSpace: XRReferenceSpace;
  109320. /**
  109321. * Current XR frame
  109322. */
  109323. currentFrame: Nullable<XRFrame>;
  109324. private _xrNavigator;
  109325. private baseLayer;
  109326. private _rttProvider;
  109327. private _sessionEnded;
  109328. /**
  109329. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  109330. * @param scene The scene which the session should be created for
  109331. */
  109332. constructor(scene: Scene);
  109333. /**
  109334. * Initializes the manager
  109335. * After initialization enterXR can be called to start an XR session
  109336. * @returns Promise which resolves after it is initialized
  109337. */
  109338. initializeAsync(): Promise<void>;
  109339. /**
  109340. * Initializes an xr session
  109341. * @param xrSessionMode mode to initialize
  109342. * @returns a promise which will resolve once the session has been initialized
  109343. */
  109344. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  109345. /**
  109346. * Sets the reference space on the xr session
  109347. * @param referenceSpace space to set
  109348. * @returns a promise that will resolve once the reference space has been set
  109349. */
  109350. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  109351. /**
  109352. * Updates the render state of the session
  109353. * @param state state to set
  109354. * @returns a promise that resolves once the render state has been updated
  109355. */
  109356. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  109357. /**
  109358. * Starts rendering to the xr layer
  109359. * @returns a promise that will resolve once rendering has started
  109360. */
  109361. startRenderingToXRAsync(): Promise<void>;
  109362. /**
  109363. * Gets the correct render target texture to be rendered this frame for this eye
  109364. * @param eye the eye for which to get the render target
  109365. * @returns the render target for the specified eye
  109366. */
  109367. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  109368. /**
  109369. * Stops the xrSession and restores the renderloop
  109370. * @returns Promise which resolves after it exits XR
  109371. */
  109372. exitXRAsync(): Promise<void>;
  109373. /**
  109374. * Checks if a session would be supported for the creation options specified
  109375. * @param sessionMode session mode to check if supported eg. immersive-vr
  109376. * @returns true if supported
  109377. */
  109378. supportsSessionAsync(sessionMode: XRSessionMode): any;
  109379. /**
  109380. * Creates a WebXRRenderTarget object for the XR session
  109381. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  109382. * @returns a WebXR render target to which the session can render
  109383. */
  109384. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>): WebXRRenderTarget;
  109385. /**
  109386. * @hidden
  109387. * Converts the render layer of xrSession to a render target
  109388. * @param session session to create render target for
  109389. * @param scene scene the new render target should be created for
  109390. */
  109391. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  109392. /**
  109393. * Disposes of the session manager
  109394. */
  109395. dispose(): void;
  109396. }
  109397. }
  109398. declare module BABYLON {
  109399. /**
  109400. * WebXR Camera which holds the views for the xrSession
  109401. * @see https://doc.babylonjs.com/how_to/webxr
  109402. */
  109403. export class WebXRCamera extends FreeCamera {
  109404. private static _TmpMatrix;
  109405. /**
  109406. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  109407. * @param name the name of the camera
  109408. * @param scene the scene to add the camera to
  109409. */
  109410. constructor(name: string, scene: Scene);
  109411. private _updateNumberOfRigCameras;
  109412. /** @hidden */
  109413. _updateForDualEyeDebugging(): void;
  109414. /**
  109415. * Updates the cameras position from the current pose information of the XR session
  109416. * @param xrSessionManager the session containing pose information
  109417. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  109418. */
  109419. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  109420. }
  109421. }
  109422. declare module BABYLON {
  109423. /**
  109424. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  109425. * @see https://doc.babylonjs.com/how_to/webxr
  109426. */
  109427. export class WebXRExperienceHelper implements IDisposable {
  109428. private scene;
  109429. /**
  109430. * 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
  109431. */
  109432. container: AbstractMesh;
  109433. /**
  109434. * Camera used to render xr content
  109435. */
  109436. camera: WebXRCamera;
  109437. /**
  109438. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  109439. */
  109440. state: WebXRState;
  109441. private _setState;
  109442. private static _TmpVector;
  109443. /**
  109444. * Fires when the state of the experience helper has changed
  109445. */
  109446. onStateChangedObservable: Observable<WebXRState>;
  109447. /** Session manager used to keep track of xr session */
  109448. sessionManager: WebXRSessionManager;
  109449. private _nonVRCamera;
  109450. private _originalSceneAutoClear;
  109451. private _supported;
  109452. /**
  109453. * Creates the experience helper
  109454. * @param scene the scene to attach the experience helper to
  109455. * @returns a promise for the experience helper
  109456. */
  109457. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  109458. /**
  109459. * Creates a WebXRExperienceHelper
  109460. * @param scene The scene the helper should be created in
  109461. */
  109462. private constructor();
  109463. /**
  109464. * Exits XR mode and returns the scene to its original state
  109465. * @returns promise that resolves after xr mode has exited
  109466. */
  109467. exitXRAsync(): Promise<void>;
  109468. /**
  109469. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  109470. * @param sessionCreationOptions options for the XR session
  109471. * @param referenceSpaceType frame of reference of the XR session
  109472. * @param renderTarget the output canvas that will be used to enter XR mode
  109473. * @returns promise that resolves after xr mode has entered
  109474. */
  109475. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): any;
  109476. /**
  109477. * Updates the global position of the camera by moving the camera's container
  109478. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  109479. * @param position The desired global position of the camera
  109480. */
  109481. setPositionOfCameraUsingContainer(position: Vector3): void;
  109482. /**
  109483. * Rotates the xr camera by rotating the camera's container around the camera's position
  109484. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  109485. * @param rotation the desired quaternion rotation to apply to the camera
  109486. */
  109487. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  109488. /**
  109489. * Disposes of the experience helper
  109490. */
  109491. dispose(): void;
  109492. }
  109493. }
  109494. declare module BABYLON {
  109495. /**
  109496. * Button which can be used to enter a different mode of XR
  109497. */
  109498. export class WebXREnterExitUIButton {
  109499. /** button element */
  109500. element: HTMLElement;
  109501. /** XR initialization options for the button */
  109502. sessionMode: XRSessionMode;
  109503. /** Reference space type */
  109504. referenceSpaceType: XRReferenceSpaceType;
  109505. /**
  109506. * Creates a WebXREnterExitUIButton
  109507. * @param element button element
  109508. * @param sessionMode XR initialization session mode
  109509. * @param referenceSpaceType the type of reference space to be used
  109510. */
  109511. constructor(
  109512. /** button element */
  109513. element: HTMLElement,
  109514. /** XR initialization options for the button */
  109515. sessionMode: XRSessionMode,
  109516. /** Reference space type */
  109517. referenceSpaceType: XRReferenceSpaceType);
  109518. /**
  109519. * Overwritable function which can be used to update the button's visuals when the state changes
  109520. * @param activeButton the current active button in the UI
  109521. */
  109522. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  109523. }
  109524. /**
  109525. * Options to create the webXR UI
  109526. */
  109527. export class WebXREnterExitUIOptions {
  109528. /**
  109529. * Context to enter xr with
  109530. */
  109531. renderTarget?: Nullable<WebXRRenderTarget>;
  109532. /**
  109533. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  109534. */
  109535. customButtons?: Array<WebXREnterExitUIButton>;
  109536. }
  109537. /**
  109538. * UI to allow the user to enter/exit XR mode
  109539. */
  109540. export class WebXREnterExitUI implements IDisposable {
  109541. private scene;
  109542. private _overlay;
  109543. private _buttons;
  109544. private _activeButton;
  109545. /**
  109546. * Fired every time the active button is changed.
  109547. *
  109548. * When xr is entered via a button that launches xr that button will be the callback parameter
  109549. *
  109550. * When exiting xr the callback parameter will be null)
  109551. */
  109552. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  109553. /**
  109554. * Creates UI to allow the user to enter/exit XR mode
  109555. * @param scene the scene to add the ui to
  109556. * @param helper the xr experience helper to enter/exit xr with
  109557. * @param options options to configure the UI
  109558. * @returns the created ui
  109559. */
  109560. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  109561. private constructor();
  109562. private _updateButtons;
  109563. /**
  109564. * Disposes of the object
  109565. */
  109566. dispose(): void;
  109567. }
  109568. }
  109569. declare module BABYLON {
  109570. /**
  109571. * Represents an XR input
  109572. */
  109573. export class WebXRController {
  109574. private scene;
  109575. /** The underlying input source for the controller */
  109576. inputSource: XRInputSource;
  109577. private parentContainer;
  109578. /**
  109579. * 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
  109580. */
  109581. grip?: AbstractMesh;
  109582. /**
  109583. * Pointer which can be used to select objects or attach a visible laser to
  109584. */
  109585. pointer: AbstractMesh;
  109586. private _gamepadMode;
  109587. /**
  109588. * If available, this is the gamepad object related to this controller.
  109589. * Using this object it is possible to get click events and trackpad changes of the
  109590. * webxr controller that is currently being used.
  109591. */
  109592. gamepadController?: WebVRController;
  109593. /**
  109594. * Event that fires when the controller is removed/disposed
  109595. */
  109596. onDisposeObservable: Observable<{}>;
  109597. private _tmpMatrix;
  109598. private _tmpQuaternion;
  109599. private _tmpVector;
  109600. /**
  109601. * Creates the controller
  109602. * @see https://doc.babylonjs.com/how_to/webxr
  109603. * @param scene the scene which the controller should be associated to
  109604. * @param inputSource the underlying input source for the controller
  109605. * @param parentContainer parent that the controller meshes should be children of
  109606. */
  109607. constructor(scene: Scene,
  109608. /** The underlying input source for the controller */
  109609. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  109610. /**
  109611. * Updates the controller pose based on the given XRFrame
  109612. * @param xrFrame xr frame to update the pose with
  109613. * @param referenceSpace reference space to use
  109614. */
  109615. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  109616. /**
  109617. * Gets a world space ray coming from the controller
  109618. * @param result the resulting ray
  109619. */
  109620. getWorldPointerRayToRef(result: Ray): void;
  109621. /**
  109622. * Get the scene associated with this controller
  109623. * @returns the scene object
  109624. */
  109625. getScene(): Scene;
  109626. /**
  109627. * Disposes of the object
  109628. */
  109629. dispose(): void;
  109630. }
  109631. }
  109632. declare module BABYLON {
  109633. /**
  109634. * XR input used to track XR inputs such as controllers/rays
  109635. */
  109636. export class WebXRInput implements IDisposable {
  109637. /**
  109638. * Base experience the input listens to
  109639. */
  109640. baseExperience: WebXRExperienceHelper;
  109641. /**
  109642. * XR controllers being tracked
  109643. */
  109644. controllers: Array<WebXRController>;
  109645. private _frameObserver;
  109646. private _stateObserver;
  109647. /**
  109648. * Event when a controller has been connected/added
  109649. */
  109650. onControllerAddedObservable: Observable<WebXRController>;
  109651. /**
  109652. * Event when a controller has been removed/disconnected
  109653. */
  109654. onControllerRemovedObservable: Observable<WebXRController>;
  109655. /**
  109656. * Initializes the WebXRInput
  109657. * @param baseExperience experience helper which the input should be created for
  109658. */
  109659. constructor(
  109660. /**
  109661. * Base experience the input listens to
  109662. */
  109663. baseExperience: WebXRExperienceHelper);
  109664. private _onInputSourcesChange;
  109665. private _addAndRemoveControllers;
  109666. /**
  109667. * Disposes of the object
  109668. */
  109669. dispose(): void;
  109670. }
  109671. }
  109672. declare module BABYLON {
  109673. /**
  109674. * Enables teleportation
  109675. */
  109676. export class WebXRControllerTeleportation {
  109677. private _teleportationFillColor;
  109678. private _teleportationBorderColor;
  109679. private _tmpRay;
  109680. private _tmpVector;
  109681. /**
  109682. * Creates a WebXRControllerTeleportation
  109683. * @param input input manager to add teleportation to
  109684. * @param floorMeshes floormeshes which can be teleported to
  109685. */
  109686. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  109687. }
  109688. }
  109689. declare module BABYLON {
  109690. /**
  109691. * Handles pointer input automatically for the pointer of XR controllers
  109692. */
  109693. export class WebXRControllerPointerSelection {
  109694. private static _idCounter;
  109695. private _tmpRay;
  109696. /**
  109697. * Creates a WebXRControllerPointerSelection
  109698. * @param input input manager to setup pointer selection
  109699. */
  109700. constructor(input: WebXRInput);
  109701. private _convertNormalToDirectionOfRay;
  109702. private _updatePointerDistance;
  109703. }
  109704. }
  109705. declare module BABYLON {
  109706. /**
  109707. * Class used to represent data loading progression
  109708. */
  109709. export class SceneLoaderProgressEvent {
  109710. /** defines if data length to load can be evaluated */
  109711. readonly lengthComputable: boolean;
  109712. /** defines the loaded data length */
  109713. readonly loaded: number;
  109714. /** defines the data length to load */
  109715. readonly total: number;
  109716. /**
  109717. * Create a new progress event
  109718. * @param lengthComputable defines if data length to load can be evaluated
  109719. * @param loaded defines the loaded data length
  109720. * @param total defines the data length to load
  109721. */
  109722. constructor(
  109723. /** defines if data length to load can be evaluated */
  109724. lengthComputable: boolean,
  109725. /** defines the loaded data length */
  109726. loaded: number,
  109727. /** defines the data length to load */
  109728. total: number);
  109729. /**
  109730. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  109731. * @param event defines the source event
  109732. * @returns a new SceneLoaderProgressEvent
  109733. */
  109734. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  109735. }
  109736. /**
  109737. * Interface used by SceneLoader plugins to define supported file extensions
  109738. */
  109739. export interface ISceneLoaderPluginExtensions {
  109740. /**
  109741. * Defines the list of supported extensions
  109742. */
  109743. [extension: string]: {
  109744. isBinary: boolean;
  109745. };
  109746. }
  109747. /**
  109748. * Interface used by SceneLoader plugin factory
  109749. */
  109750. export interface ISceneLoaderPluginFactory {
  109751. /**
  109752. * Defines the name of the factory
  109753. */
  109754. name: string;
  109755. /**
  109756. * Function called to create a new plugin
  109757. * @return the new plugin
  109758. */
  109759. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  109760. /**
  109761. * The callback that returns true if the data can be directly loaded.
  109762. * @param data string containing the file data
  109763. * @returns if the data can be loaded directly
  109764. */
  109765. canDirectLoad?(data: string): boolean;
  109766. }
  109767. /**
  109768. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  109769. */
  109770. export interface ISceneLoaderPluginBase {
  109771. /**
  109772. * The friendly name of this plugin.
  109773. */
  109774. name: string;
  109775. /**
  109776. * The file extensions supported by this plugin.
  109777. */
  109778. extensions: string | ISceneLoaderPluginExtensions;
  109779. /**
  109780. * The callback called when loading from a url.
  109781. * @param scene scene loading this url
  109782. * @param url url to load
  109783. * @param onSuccess callback called when the file successfully loads
  109784. * @param onProgress callback called while file is loading (if the server supports this mode)
  109785. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  109786. * @param onError callback called when the file fails to load
  109787. * @returns a file request object
  109788. */
  109789. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  109790. /**
  109791. * The callback called when loading from a file object.
  109792. * @param scene scene loading this file
  109793. * @param file defines the file to load
  109794. * @param onSuccess defines the callback to call when data is loaded
  109795. * @param onProgress defines the callback to call during loading process
  109796. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  109797. * @param onError defines the callback to call when an error occurs
  109798. * @returns a file request object
  109799. */
  109800. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  109801. /**
  109802. * The callback that returns true if the data can be directly loaded.
  109803. * @param data string containing the file data
  109804. * @returns if the data can be loaded directly
  109805. */
  109806. canDirectLoad?(data: string): boolean;
  109807. /**
  109808. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  109809. * @param scene scene loading this data
  109810. * @param data string containing the data
  109811. * @returns data to pass to the plugin
  109812. */
  109813. directLoad?(scene: Scene, data: string): any;
  109814. /**
  109815. * The callback that allows custom handling of the root url based on the response url.
  109816. * @param rootUrl the original root url
  109817. * @param responseURL the response url if available
  109818. * @returns the new root url
  109819. */
  109820. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  109821. }
  109822. /**
  109823. * Interface used to define a SceneLoader plugin
  109824. */
  109825. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  109826. /**
  109827. * Import meshes into a scene.
  109828. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  109829. * @param scene The scene to import into
  109830. * @param data The data to import
  109831. * @param rootUrl The root url for scene and resources
  109832. * @param meshes The meshes array to import into
  109833. * @param particleSystems The particle systems array to import into
  109834. * @param skeletons The skeletons array to import into
  109835. * @param onError The callback when import fails
  109836. * @returns True if successful or false otherwise
  109837. */
  109838. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  109839. /**
  109840. * Load into a scene.
  109841. * @param scene The scene to load into
  109842. * @param data The data to import
  109843. * @param rootUrl The root url for scene and resources
  109844. * @param onError The callback when import fails
  109845. * @returns True if successful or false otherwise
  109846. */
  109847. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  109848. /**
  109849. * Load into an asset container.
  109850. * @param scene The scene to load into
  109851. * @param data The data to import
  109852. * @param rootUrl The root url for scene and resources
  109853. * @param onError The callback when import fails
  109854. * @returns The loaded asset container
  109855. */
  109856. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  109857. }
  109858. /**
  109859. * Interface used to define an async SceneLoader plugin
  109860. */
  109861. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  109862. /**
  109863. * Import meshes into a scene.
  109864. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  109865. * @param scene The scene to import into
  109866. * @param data The data to import
  109867. * @param rootUrl The root url for scene and resources
  109868. * @param onProgress The callback when the load progresses
  109869. * @param fileName Defines the name of the file to load
  109870. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  109871. */
  109872. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  109873. meshes: AbstractMesh[];
  109874. particleSystems: IParticleSystem[];
  109875. skeletons: Skeleton[];
  109876. animationGroups: AnimationGroup[];
  109877. }>;
  109878. /**
  109879. * Load into a scene.
  109880. * @param scene The scene to load into
  109881. * @param data The data to import
  109882. * @param rootUrl The root url for scene and resources
  109883. * @param onProgress The callback when the load progresses
  109884. * @param fileName Defines the name of the file to load
  109885. * @returns Nothing
  109886. */
  109887. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  109888. /**
  109889. * Load into an asset container.
  109890. * @param scene The scene to load into
  109891. * @param data The data to import
  109892. * @param rootUrl The root url for scene and resources
  109893. * @param onProgress The callback when the load progresses
  109894. * @param fileName Defines the name of the file to load
  109895. * @returns The loaded asset container
  109896. */
  109897. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  109898. }
  109899. /**
  109900. * Class used to load scene from various file formats using registered plugins
  109901. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  109902. */
  109903. export class SceneLoader {
  109904. /**
  109905. * No logging while loading
  109906. */
  109907. static readonly NO_LOGGING: number;
  109908. /**
  109909. * Minimal logging while loading
  109910. */
  109911. static readonly MINIMAL_LOGGING: number;
  109912. /**
  109913. * Summary logging while loading
  109914. */
  109915. static readonly SUMMARY_LOGGING: number;
  109916. /**
  109917. * Detailled logging while loading
  109918. */
  109919. static readonly DETAILED_LOGGING: number;
  109920. /**
  109921. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  109922. */
  109923. static ForceFullSceneLoadingForIncremental: boolean;
  109924. /**
  109925. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  109926. */
  109927. static ShowLoadingScreen: boolean;
  109928. /**
  109929. * Defines the current logging level (while loading the scene)
  109930. * @ignorenaming
  109931. */
  109932. static loggingLevel: number;
  109933. /**
  109934. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  109935. */
  109936. static CleanBoneMatrixWeights: boolean;
  109937. /**
  109938. * Event raised when a plugin is used to load a scene
  109939. */
  109940. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  109941. private static _registeredPlugins;
  109942. private static _getDefaultPlugin;
  109943. private static _getPluginForExtension;
  109944. private static _getPluginForDirectLoad;
  109945. private static _getPluginForFilename;
  109946. private static _getDirectLoad;
  109947. private static _loadData;
  109948. private static _getFileInfo;
  109949. /**
  109950. * Gets a plugin that can load the given extension
  109951. * @param extension defines the extension to load
  109952. * @returns a plugin or null if none works
  109953. */
  109954. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  109955. /**
  109956. * Gets a boolean indicating that the given extension can be loaded
  109957. * @param extension defines the extension to load
  109958. * @returns true if the extension is supported
  109959. */
  109960. static IsPluginForExtensionAvailable(extension: string): boolean;
  109961. /**
  109962. * Adds a new plugin to the list of registered plugins
  109963. * @param plugin defines the plugin to add
  109964. */
  109965. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  109966. /**
  109967. * Import meshes into a scene
  109968. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  109969. * @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)
  109970. * @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)
  109971. * @param scene the instance of BABYLON.Scene to append to
  109972. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  109973. * @param onProgress a callback with a progress event for each file being loaded
  109974. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  109975. * @param pluginExtension the extension used to determine the plugin
  109976. * @returns The loaded plugin
  109977. */
  109978. 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>;
  109979. /**
  109980. * Import meshes into a scene
  109981. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  109982. * @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)
  109983. * @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)
  109984. * @param scene the instance of BABYLON.Scene to append to
  109985. * @param onProgress a callback with a progress event for each file being loaded
  109986. * @param pluginExtension the extension used to determine the plugin
  109987. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  109988. */
  109989. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  109990. meshes: AbstractMesh[];
  109991. particleSystems: IParticleSystem[];
  109992. skeletons: Skeleton[];
  109993. animationGroups: AnimationGroup[];
  109994. }>;
  109995. /**
  109996. * Load a scene
  109997. * @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)
  109998. * @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)
  109999. * @param engine is the instance of BABYLON.Engine to use to create the scene
  110000. * @param onSuccess a callback with the scene when import succeeds
  110001. * @param onProgress a callback with a progress event for each file being loaded
  110002. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110003. * @param pluginExtension the extension used to determine the plugin
  110004. * @returns The loaded plugin
  110005. */
  110006. 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>;
  110007. /**
  110008. * Load a scene
  110009. * @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)
  110010. * @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)
  110011. * @param engine is the instance of BABYLON.Engine to use to create the scene
  110012. * @param onProgress a callback with a progress event for each file being loaded
  110013. * @param pluginExtension the extension used to determine the plugin
  110014. * @returns The loaded scene
  110015. */
  110016. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  110017. /**
  110018. * Append a scene
  110019. * @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)
  110020. * @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)
  110021. * @param scene is the instance of BABYLON.Scene to append to
  110022. * @param onSuccess a callback with the scene when import succeeds
  110023. * @param onProgress a callback with a progress event for each file being loaded
  110024. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110025. * @param pluginExtension the extension used to determine the plugin
  110026. * @returns The loaded plugin
  110027. */
  110028. 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>;
  110029. /**
  110030. * Append a scene
  110031. * @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)
  110032. * @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)
  110033. * @param scene is the instance of BABYLON.Scene to append to
  110034. * @param onProgress a callback with a progress event for each file being loaded
  110035. * @param pluginExtension the extension used to determine the plugin
  110036. * @returns The given scene
  110037. */
  110038. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  110039. /**
  110040. * Load a scene into an asset container
  110041. * @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)
  110042. * @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)
  110043. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  110044. * @param onSuccess a callback with the scene when import succeeds
  110045. * @param onProgress a callback with a progress event for each file being loaded
  110046. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110047. * @param pluginExtension the extension used to determine the plugin
  110048. * @returns The loaded plugin
  110049. */
  110050. 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>;
  110051. /**
  110052. * Load a scene into an asset container
  110053. * @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)
  110054. * @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)
  110055. * @param scene is the instance of Scene to append to
  110056. * @param onProgress a callback with a progress event for each file being loaded
  110057. * @param pluginExtension the extension used to determine the plugin
  110058. * @returns The loaded asset container
  110059. */
  110060. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  110061. }
  110062. }
  110063. declare module BABYLON {
  110064. /**
  110065. * Generic Controller
  110066. */
  110067. export class GenericController extends WebVRController {
  110068. /**
  110069. * Base Url for the controller model.
  110070. */
  110071. static readonly MODEL_BASE_URL: string;
  110072. /**
  110073. * File name for the controller model.
  110074. */
  110075. static readonly MODEL_FILENAME: string;
  110076. /**
  110077. * Creates a new GenericController from a gamepad
  110078. * @param vrGamepad the gamepad that the controller should be created from
  110079. */
  110080. constructor(vrGamepad: any);
  110081. /**
  110082. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110083. * @param scene scene in which to add meshes
  110084. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110085. */
  110086. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  110087. /**
  110088. * Called once for each button that changed state since the last frame
  110089. * @param buttonIdx Which button index changed
  110090. * @param state New state of the button
  110091. * @param changes Which properties on the state changed since last frame
  110092. */
  110093. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110094. }
  110095. }
  110096. declare module BABYLON {
  110097. /**
  110098. * Defines the WindowsMotionController object that the state of the windows motion controller
  110099. */
  110100. export class WindowsMotionController extends WebVRController {
  110101. /**
  110102. * The base url used to load the left and right controller models
  110103. */
  110104. static MODEL_BASE_URL: string;
  110105. /**
  110106. * The name of the left controller model file
  110107. */
  110108. static MODEL_LEFT_FILENAME: string;
  110109. /**
  110110. * The name of the right controller model file
  110111. */
  110112. static MODEL_RIGHT_FILENAME: string;
  110113. /**
  110114. * The controller name prefix for this controller type
  110115. */
  110116. static readonly GAMEPAD_ID_PREFIX: string;
  110117. /**
  110118. * The controller id pattern for this controller type
  110119. */
  110120. private static readonly GAMEPAD_ID_PATTERN;
  110121. private _loadedMeshInfo;
  110122. private readonly _mapping;
  110123. /**
  110124. * Fired when the trackpad on this controller is clicked
  110125. */
  110126. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  110127. /**
  110128. * Fired when the trackpad on this controller is modified
  110129. */
  110130. onTrackpadValuesChangedObservable: Observable<StickValues>;
  110131. /**
  110132. * The current x and y values of this controller's trackpad
  110133. */
  110134. trackpad: StickValues;
  110135. /**
  110136. * Creates a new WindowsMotionController from a gamepad
  110137. * @param vrGamepad the gamepad that the controller should be created from
  110138. */
  110139. constructor(vrGamepad: any);
  110140. /**
  110141. * Fired when the trigger on this controller is modified
  110142. */
  110143. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110144. /**
  110145. * Fired when the menu button on this controller is modified
  110146. */
  110147. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110148. /**
  110149. * Fired when the grip button on this controller is modified
  110150. */
  110151. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110152. /**
  110153. * Fired when the thumbstick button on this controller is modified
  110154. */
  110155. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110156. /**
  110157. * Fired when the touchpad button on this controller is modified
  110158. */
  110159. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110160. /**
  110161. * Fired when the touchpad values on this controller are modified
  110162. */
  110163. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  110164. private _updateTrackpad;
  110165. /**
  110166. * Called once per frame by the engine.
  110167. */
  110168. update(): void;
  110169. /**
  110170. * Called once for each button that changed state since the last frame
  110171. * @param buttonIdx Which button index changed
  110172. * @param state New state of the button
  110173. * @param changes Which properties on the state changed since last frame
  110174. */
  110175. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110176. /**
  110177. * Moves the buttons on the controller mesh based on their current state
  110178. * @param buttonName the name of the button to move
  110179. * @param buttonValue the value of the button which determines the buttons new position
  110180. */
  110181. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  110182. /**
  110183. * Moves the axis on the controller mesh based on its current state
  110184. * @param axis the index of the axis
  110185. * @param axisValue the value of the axis which determines the meshes new position
  110186. * @hidden
  110187. */
  110188. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  110189. /**
  110190. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110191. * @param scene scene in which to add meshes
  110192. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110193. */
  110194. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  110195. /**
  110196. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  110197. * can be transformed by button presses and axes values, based on this._mapping.
  110198. *
  110199. * @param scene scene in which the meshes exist
  110200. * @param meshes list of meshes that make up the controller model to process
  110201. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  110202. */
  110203. private processModel;
  110204. private createMeshInfo;
  110205. /**
  110206. * Gets the ray of the controller in the direction the controller is pointing
  110207. * @param length the length the resulting ray should be
  110208. * @returns a ray in the direction the controller is pointing
  110209. */
  110210. getForwardRay(length?: number): Ray;
  110211. /**
  110212. * Disposes of the controller
  110213. */
  110214. dispose(): void;
  110215. }
  110216. }
  110217. declare module BABYLON {
  110218. /**
  110219. * Oculus Touch Controller
  110220. */
  110221. export class OculusTouchController extends WebVRController {
  110222. /**
  110223. * Base Url for the controller model.
  110224. */
  110225. static MODEL_BASE_URL: string;
  110226. /**
  110227. * File name for the left controller model.
  110228. */
  110229. static MODEL_LEFT_FILENAME: string;
  110230. /**
  110231. * File name for the right controller model.
  110232. */
  110233. static MODEL_RIGHT_FILENAME: string;
  110234. /**
  110235. * Base Url for the Quest controller model.
  110236. */
  110237. static QUEST_MODEL_BASE_URL: string;
  110238. /**
  110239. * @hidden
  110240. * If the controllers are running on a device that needs the updated Quest controller models
  110241. */
  110242. static _IsQuest: boolean;
  110243. /**
  110244. * Fired when the secondary trigger on this controller is modified
  110245. */
  110246. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  110247. /**
  110248. * Fired when the thumb rest on this controller is modified
  110249. */
  110250. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  110251. /**
  110252. * Creates a new OculusTouchController from a gamepad
  110253. * @param vrGamepad the gamepad that the controller should be created from
  110254. */
  110255. constructor(vrGamepad: any);
  110256. /**
  110257. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110258. * @param scene scene in which to add meshes
  110259. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110260. */
  110261. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  110262. /**
  110263. * Fired when the A button on this controller is modified
  110264. */
  110265. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110266. /**
  110267. * Fired when the B button on this controller is modified
  110268. */
  110269. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110270. /**
  110271. * Fired when the X button on this controller is modified
  110272. */
  110273. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110274. /**
  110275. * Fired when the Y button on this controller is modified
  110276. */
  110277. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110278. /**
  110279. * Called once for each button that changed state since the last frame
  110280. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  110281. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  110282. * 2) secondary trigger (same)
  110283. * 3) A (right) X (left), touch, pressed = value
  110284. * 4) B / Y
  110285. * 5) thumb rest
  110286. * @param buttonIdx Which button index changed
  110287. * @param state New state of the button
  110288. * @param changes Which properties on the state changed since last frame
  110289. */
  110290. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110291. }
  110292. }
  110293. declare module BABYLON {
  110294. /**
  110295. * Vive Controller
  110296. */
  110297. export class ViveController extends WebVRController {
  110298. /**
  110299. * Base Url for the controller model.
  110300. */
  110301. static MODEL_BASE_URL: string;
  110302. /**
  110303. * File name for the controller model.
  110304. */
  110305. static MODEL_FILENAME: string;
  110306. /**
  110307. * Creates a new ViveController from a gamepad
  110308. * @param vrGamepad the gamepad that the controller should be created from
  110309. */
  110310. constructor(vrGamepad: any);
  110311. /**
  110312. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110313. * @param scene scene in which to add meshes
  110314. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110315. */
  110316. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  110317. /**
  110318. * Fired when the left button on this controller is modified
  110319. */
  110320. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110321. /**
  110322. * Fired when the right button on this controller is modified
  110323. */
  110324. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110325. /**
  110326. * Fired when the menu button on this controller is modified
  110327. */
  110328. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110329. /**
  110330. * Called once for each button that changed state since the last frame
  110331. * Vive mapping:
  110332. * 0: touchpad
  110333. * 1: trigger
  110334. * 2: left AND right buttons
  110335. * 3: menu button
  110336. * @param buttonIdx Which button index changed
  110337. * @param state New state of the button
  110338. * @param changes Which properties on the state changed since last frame
  110339. */
  110340. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110341. }
  110342. }
  110343. declare module BABYLON {
  110344. /**
  110345. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  110346. */
  110347. export class WebXRControllerModelLoader {
  110348. /**
  110349. * Creates the WebXRControllerModelLoader
  110350. * @param input xr input that creates the controllers
  110351. */
  110352. constructor(input: WebXRInput);
  110353. }
  110354. }
  110355. declare module BABYLON {
  110356. /**
  110357. * Contains an array of blocks representing the octree
  110358. */
  110359. export interface IOctreeContainer<T> {
  110360. /**
  110361. * Blocks within the octree
  110362. */
  110363. blocks: Array<OctreeBlock<T>>;
  110364. }
  110365. /**
  110366. * Class used to store a cell in an octree
  110367. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110368. */
  110369. export class OctreeBlock<T> {
  110370. /**
  110371. * Gets the content of the current block
  110372. */
  110373. entries: T[];
  110374. /**
  110375. * Gets the list of block children
  110376. */
  110377. blocks: Array<OctreeBlock<T>>;
  110378. private _depth;
  110379. private _maxDepth;
  110380. private _capacity;
  110381. private _minPoint;
  110382. private _maxPoint;
  110383. private _boundingVectors;
  110384. private _creationFunc;
  110385. /**
  110386. * Creates a new block
  110387. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  110388. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  110389. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  110390. * @param depth defines the current depth of this block in the octree
  110391. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  110392. * @param creationFunc defines a callback to call when an element is added to the block
  110393. */
  110394. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  110395. /**
  110396. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  110397. */
  110398. readonly capacity: number;
  110399. /**
  110400. * Gets the minimum vector (in world space) of the block's bounding box
  110401. */
  110402. readonly minPoint: Vector3;
  110403. /**
  110404. * Gets the maximum vector (in world space) of the block's bounding box
  110405. */
  110406. readonly maxPoint: Vector3;
  110407. /**
  110408. * Add a new element to this block
  110409. * @param entry defines the element to add
  110410. */
  110411. addEntry(entry: T): void;
  110412. /**
  110413. * Remove an element from this block
  110414. * @param entry defines the element to remove
  110415. */
  110416. removeEntry(entry: T): void;
  110417. /**
  110418. * Add an array of elements to this block
  110419. * @param entries defines the array of elements to add
  110420. */
  110421. addEntries(entries: T[]): void;
  110422. /**
  110423. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  110424. * @param frustumPlanes defines the frustum planes to test
  110425. * @param selection defines the array to store current content if selection is positive
  110426. * @param allowDuplicate defines if the selection array can contains duplicated entries
  110427. */
  110428. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  110429. /**
  110430. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  110431. * @param sphereCenter defines the bounding sphere center
  110432. * @param sphereRadius defines the bounding sphere radius
  110433. * @param selection defines the array to store current content if selection is positive
  110434. * @param allowDuplicate defines if the selection array can contains duplicated entries
  110435. */
  110436. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  110437. /**
  110438. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  110439. * @param ray defines the ray to test with
  110440. * @param selection defines the array to store current content if selection is positive
  110441. */
  110442. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  110443. /**
  110444. * Subdivide the content into child blocks (this block will then be empty)
  110445. */
  110446. createInnerBlocks(): void;
  110447. /**
  110448. * @hidden
  110449. */
  110450. 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;
  110451. }
  110452. }
  110453. declare module BABYLON {
  110454. /**
  110455. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  110456. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110457. */
  110458. export class Octree<T> {
  110459. /** 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.) */
  110460. maxDepth: number;
  110461. /**
  110462. * Blocks within the octree containing objects
  110463. */
  110464. blocks: Array<OctreeBlock<T>>;
  110465. /**
  110466. * Content stored in the octree
  110467. */
  110468. dynamicContent: T[];
  110469. private _maxBlockCapacity;
  110470. private _selectionContent;
  110471. private _creationFunc;
  110472. /**
  110473. * Creates a octree
  110474. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110475. * @param creationFunc function to be used to instatiate the octree
  110476. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  110477. * @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.)
  110478. */
  110479. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  110480. /** 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.) */
  110481. maxDepth?: number);
  110482. /**
  110483. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  110484. * @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);
  110485. * @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);
  110486. * @param entries meshes to be added to the octree blocks
  110487. */
  110488. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  110489. /**
  110490. * Adds a mesh to the octree
  110491. * @param entry Mesh to add to the octree
  110492. */
  110493. addMesh(entry: T): void;
  110494. /**
  110495. * Remove an element from the octree
  110496. * @param entry defines the element to remove
  110497. */
  110498. removeMesh(entry: T): void;
  110499. /**
  110500. * Selects an array of meshes within the frustum
  110501. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  110502. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  110503. * @returns array of meshes within the frustum
  110504. */
  110505. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  110506. /**
  110507. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  110508. * @param sphereCenter defines the bounding sphere center
  110509. * @param sphereRadius defines the bounding sphere radius
  110510. * @param allowDuplicate defines if the selection array can contains duplicated entries
  110511. * @returns an array of objects that intersect the sphere
  110512. */
  110513. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  110514. /**
  110515. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  110516. * @param ray defines the ray to test with
  110517. * @returns array of intersected objects
  110518. */
  110519. intersectsRay(ray: Ray): SmartArray<T>;
  110520. /**
  110521. * Adds a mesh into the octree block if it intersects the block
  110522. */
  110523. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  110524. /**
  110525. * Adds a submesh into the octree block if it intersects the block
  110526. */
  110527. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  110528. }
  110529. }
  110530. declare module BABYLON {
  110531. interface Scene {
  110532. /**
  110533. * @hidden
  110534. * Backing Filed
  110535. */
  110536. _selectionOctree: Octree<AbstractMesh>;
  110537. /**
  110538. * Gets the octree used to boost mesh selection (picking)
  110539. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110540. */
  110541. selectionOctree: Octree<AbstractMesh>;
  110542. /**
  110543. * Creates or updates the octree used to boost selection (picking)
  110544. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110545. * @param maxCapacity defines the maximum capacity per leaf
  110546. * @param maxDepth defines the maximum depth of the octree
  110547. * @returns an octree of AbstractMesh
  110548. */
  110549. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  110550. }
  110551. interface AbstractMesh {
  110552. /**
  110553. * @hidden
  110554. * Backing Field
  110555. */
  110556. _submeshesOctree: Octree<SubMesh>;
  110557. /**
  110558. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  110559. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  110560. * @param maxCapacity defines the maximum size of each block (64 by default)
  110561. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  110562. * @returns the new octree
  110563. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  110564. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110565. */
  110566. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  110567. }
  110568. /**
  110569. * Defines the octree scene component responsible to manage any octrees
  110570. * in a given scene.
  110571. */
  110572. export class OctreeSceneComponent {
  110573. /**
  110574. * The component name help to identify the component in the list of scene components.
  110575. */
  110576. readonly name: string;
  110577. /**
  110578. * The scene the component belongs to.
  110579. */
  110580. scene: Scene;
  110581. /**
  110582. * Indicates if the meshes have been checked to make sure they are isEnabled()
  110583. */
  110584. readonly checksIsEnabled: boolean;
  110585. /**
  110586. * Creates a new instance of the component for the given scene
  110587. * @param scene Defines the scene to register the component in
  110588. */
  110589. constructor(scene: Scene);
  110590. /**
  110591. * Registers the component in a given scene
  110592. */
  110593. register(): void;
  110594. /**
  110595. * Return the list of active meshes
  110596. * @returns the list of active meshes
  110597. */
  110598. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  110599. /**
  110600. * Return the list of active sub meshes
  110601. * @param mesh The mesh to get the candidates sub meshes from
  110602. * @returns the list of active sub meshes
  110603. */
  110604. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  110605. private _tempRay;
  110606. /**
  110607. * Return the list of sub meshes intersecting with a given local ray
  110608. * @param mesh defines the mesh to find the submesh for
  110609. * @param localRay defines the ray in local space
  110610. * @returns the list of intersecting sub meshes
  110611. */
  110612. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  110613. /**
  110614. * Return the list of sub meshes colliding with a collider
  110615. * @param mesh defines the mesh to find the submesh for
  110616. * @param collider defines the collider to evaluate the collision against
  110617. * @returns the list of colliding sub meshes
  110618. */
  110619. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  110620. /**
  110621. * Rebuilds the elements related to this component in case of
  110622. * context lost for instance.
  110623. */
  110624. rebuild(): void;
  110625. /**
  110626. * Disposes the component and the associated ressources.
  110627. */
  110628. dispose(): void;
  110629. }
  110630. }
  110631. declare module BABYLON {
  110632. /**
  110633. * Renders a layer on top of an existing scene
  110634. */
  110635. export class UtilityLayerRenderer implements IDisposable {
  110636. /** the original scene that will be rendered on top of */
  110637. originalScene: Scene;
  110638. private _pointerCaptures;
  110639. private _lastPointerEvents;
  110640. private static _DefaultUtilityLayer;
  110641. private static _DefaultKeepDepthUtilityLayer;
  110642. private _sharedGizmoLight;
  110643. private _renderCamera;
  110644. /**
  110645. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  110646. * @returns the camera that is used when rendering the utility layer
  110647. */
  110648. getRenderCamera(): Nullable<Camera>;
  110649. /**
  110650. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  110651. * @param cam the camera that should be used when rendering the utility layer
  110652. */
  110653. setRenderCamera(cam: Nullable<Camera>): void;
  110654. /**
  110655. * @hidden
  110656. * Light which used by gizmos to get light shading
  110657. */
  110658. _getSharedGizmoLight(): HemisphericLight;
  110659. /**
  110660. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  110661. */
  110662. pickUtilitySceneFirst: boolean;
  110663. /**
  110664. * 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)
  110665. */
  110666. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  110667. /**
  110668. * 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)
  110669. */
  110670. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  110671. /**
  110672. * The scene that is rendered on top of the original scene
  110673. */
  110674. utilityLayerScene: Scene;
  110675. /**
  110676. * If the utility layer should automatically be rendered on top of existing scene
  110677. */
  110678. shouldRender: boolean;
  110679. /**
  110680. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  110681. */
  110682. onlyCheckPointerDownEvents: boolean;
  110683. /**
  110684. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  110685. */
  110686. processAllEvents: boolean;
  110687. /**
  110688. * Observable raised when the pointer move from the utility layer scene to the main scene
  110689. */
  110690. onPointerOutObservable: Observable<number>;
  110691. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  110692. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  110693. private _afterRenderObserver;
  110694. private _sceneDisposeObserver;
  110695. private _originalPointerObserver;
  110696. /**
  110697. * Instantiates a UtilityLayerRenderer
  110698. * @param originalScene the original scene that will be rendered on top of
  110699. * @param handleEvents boolean indicating if the utility layer should handle events
  110700. */
  110701. constructor(
  110702. /** the original scene that will be rendered on top of */
  110703. originalScene: Scene, handleEvents?: boolean);
  110704. private _notifyObservers;
  110705. /**
  110706. * Renders the utility layers scene on top of the original scene
  110707. */
  110708. render(): void;
  110709. /**
  110710. * Disposes of the renderer
  110711. */
  110712. dispose(): void;
  110713. private _updateCamera;
  110714. }
  110715. }
  110716. declare module BABYLON {
  110717. /**
  110718. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  110719. */
  110720. export class Gizmo implements IDisposable {
  110721. /** The utility layer the gizmo will be added to */
  110722. gizmoLayer: UtilityLayerRenderer;
  110723. /**
  110724. * The root mesh of the gizmo
  110725. */
  110726. _rootMesh: Mesh;
  110727. private _attachedMesh;
  110728. /**
  110729. * Ratio for the scale of the gizmo (Default: 1)
  110730. */
  110731. scaleRatio: number;
  110732. /**
  110733. * If a custom mesh has been set (Default: false)
  110734. */
  110735. protected _customMeshSet: boolean;
  110736. /**
  110737. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  110738. * * When set, interactions will be enabled
  110739. */
  110740. attachedMesh: Nullable<AbstractMesh>;
  110741. /**
  110742. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  110743. * @param mesh The mesh to replace the default mesh of the gizmo
  110744. */
  110745. setCustomMesh(mesh: Mesh): void;
  110746. /**
  110747. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  110748. */
  110749. updateGizmoRotationToMatchAttachedMesh: boolean;
  110750. /**
  110751. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  110752. */
  110753. updateGizmoPositionToMatchAttachedMesh: boolean;
  110754. /**
  110755. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  110756. */
  110757. updateScale: boolean;
  110758. protected _interactionsEnabled: boolean;
  110759. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110760. private _beforeRenderObserver;
  110761. private _tempVector;
  110762. /**
  110763. * Creates a gizmo
  110764. * @param gizmoLayer The utility layer the gizmo will be added to
  110765. */
  110766. constructor(
  110767. /** The utility layer the gizmo will be added to */
  110768. gizmoLayer?: UtilityLayerRenderer);
  110769. /**
  110770. * Updates the gizmo to match the attached mesh's position/rotation
  110771. */
  110772. protected _update(): void;
  110773. /**
  110774. * Disposes of the gizmo
  110775. */
  110776. dispose(): void;
  110777. }
  110778. }
  110779. declare module BABYLON {
  110780. /**
  110781. * Single plane drag gizmo
  110782. */
  110783. export class PlaneDragGizmo extends Gizmo {
  110784. /**
  110785. * Drag behavior responsible for the gizmos dragging interactions
  110786. */
  110787. dragBehavior: PointerDragBehavior;
  110788. private _pointerObserver;
  110789. /**
  110790. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110791. */
  110792. snapDistance: number;
  110793. /**
  110794. * Event that fires each time the gizmo snaps to a new location.
  110795. * * snapDistance is the the change in distance
  110796. */
  110797. onSnapObservable: Observable<{
  110798. snapDistance: number;
  110799. }>;
  110800. private _plane;
  110801. private _coloredMaterial;
  110802. private _hoverMaterial;
  110803. private _isEnabled;
  110804. private _parent;
  110805. /** @hidden */
  110806. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  110807. /** @hidden */
  110808. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  110809. /**
  110810. * Creates a PlaneDragGizmo
  110811. * @param gizmoLayer The utility layer the gizmo will be added to
  110812. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  110813. * @param color The color of the gizmo
  110814. */
  110815. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  110816. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110817. /**
  110818. * If the gizmo is enabled
  110819. */
  110820. isEnabled: boolean;
  110821. /**
  110822. * Disposes of the gizmo
  110823. */
  110824. dispose(): void;
  110825. }
  110826. }
  110827. declare module BABYLON {
  110828. /**
  110829. * Gizmo that enables dragging a mesh along 3 axis
  110830. */
  110831. export class PositionGizmo extends Gizmo {
  110832. /**
  110833. * Internal gizmo used for interactions on the x axis
  110834. */
  110835. xGizmo: AxisDragGizmo;
  110836. /**
  110837. * Internal gizmo used for interactions on the y axis
  110838. */
  110839. yGizmo: AxisDragGizmo;
  110840. /**
  110841. * Internal gizmo used for interactions on the z axis
  110842. */
  110843. zGizmo: AxisDragGizmo;
  110844. /**
  110845. * Internal gizmo used for interactions on the yz plane
  110846. */
  110847. xPlaneGizmo: PlaneDragGizmo;
  110848. /**
  110849. * Internal gizmo used for interactions on the xz plane
  110850. */
  110851. yPlaneGizmo: PlaneDragGizmo;
  110852. /**
  110853. * Internal gizmo used for interactions on the xy plane
  110854. */
  110855. zPlaneGizmo: PlaneDragGizmo;
  110856. /**
  110857. * private variables
  110858. */
  110859. private _meshAttached;
  110860. private _updateGizmoRotationToMatchAttachedMesh;
  110861. private _snapDistance;
  110862. private _scaleRatio;
  110863. /** Fires an event when any of it's sub gizmos are dragged */
  110864. onDragStartObservable: Observable<unknown>;
  110865. /** Fires an event when any of it's sub gizmos are released from dragging */
  110866. onDragEndObservable: Observable<unknown>;
  110867. /**
  110868. * If set to true, planar drag is enabled
  110869. */
  110870. private _planarGizmoEnabled;
  110871. attachedMesh: Nullable<AbstractMesh>;
  110872. /**
  110873. * Creates a PositionGizmo
  110874. * @param gizmoLayer The utility layer the gizmo will be added to
  110875. */
  110876. constructor(gizmoLayer?: UtilityLayerRenderer);
  110877. /**
  110878. * If the planar drag gizmo is enabled
  110879. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  110880. */
  110881. planarGizmoEnabled: boolean;
  110882. updateGizmoRotationToMatchAttachedMesh: boolean;
  110883. /**
  110884. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110885. */
  110886. snapDistance: number;
  110887. /**
  110888. * Ratio for the scale of the gizmo (Default: 1)
  110889. */
  110890. scaleRatio: number;
  110891. /**
  110892. * Disposes of the gizmo
  110893. */
  110894. dispose(): void;
  110895. /**
  110896. * CustomMeshes are not supported by this gizmo
  110897. * @param mesh The mesh to replace the default mesh of the gizmo
  110898. */
  110899. setCustomMesh(mesh: Mesh): void;
  110900. }
  110901. }
  110902. declare module BABYLON {
  110903. /**
  110904. * Single axis drag gizmo
  110905. */
  110906. export class AxisDragGizmo extends Gizmo {
  110907. /**
  110908. * Drag behavior responsible for the gizmos dragging interactions
  110909. */
  110910. dragBehavior: PointerDragBehavior;
  110911. private _pointerObserver;
  110912. /**
  110913. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110914. */
  110915. snapDistance: number;
  110916. /**
  110917. * Event that fires each time the gizmo snaps to a new location.
  110918. * * snapDistance is the the change in distance
  110919. */
  110920. onSnapObservable: Observable<{
  110921. snapDistance: number;
  110922. }>;
  110923. private _isEnabled;
  110924. private _parent;
  110925. private _arrow;
  110926. private _coloredMaterial;
  110927. private _hoverMaterial;
  110928. /** @hidden */
  110929. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  110930. /** @hidden */
  110931. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  110932. /**
  110933. * Creates an AxisDragGizmo
  110934. * @param gizmoLayer The utility layer the gizmo will be added to
  110935. * @param dragAxis The axis which the gizmo will be able to drag on
  110936. * @param color The color of the gizmo
  110937. */
  110938. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  110939. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110940. /**
  110941. * If the gizmo is enabled
  110942. */
  110943. isEnabled: boolean;
  110944. /**
  110945. * Disposes of the gizmo
  110946. */
  110947. dispose(): void;
  110948. }
  110949. }
  110950. declare module BABYLON.Debug {
  110951. /**
  110952. * The Axes viewer will show 3 axes in a specific point in space
  110953. */
  110954. export class AxesViewer {
  110955. private _xAxis;
  110956. private _yAxis;
  110957. private _zAxis;
  110958. private _scaleLinesFactor;
  110959. private _instanced;
  110960. /**
  110961. * Gets the hosting scene
  110962. */
  110963. scene: Scene;
  110964. /**
  110965. * Gets or sets a number used to scale line length
  110966. */
  110967. scaleLines: number;
  110968. /** Gets the node hierarchy used to render x-axis */
  110969. readonly xAxis: TransformNode;
  110970. /** Gets the node hierarchy used to render y-axis */
  110971. readonly yAxis: TransformNode;
  110972. /** Gets the node hierarchy used to render z-axis */
  110973. readonly zAxis: TransformNode;
  110974. /**
  110975. * Creates a new AxesViewer
  110976. * @param scene defines the hosting scene
  110977. * @param scaleLines defines a number used to scale line length (1 by default)
  110978. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  110979. * @param xAxis defines the node hierarchy used to render the x-axis
  110980. * @param yAxis defines the node hierarchy used to render the y-axis
  110981. * @param zAxis defines the node hierarchy used to render the z-axis
  110982. */
  110983. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  110984. /**
  110985. * Force the viewer to update
  110986. * @param position defines the position of the viewer
  110987. * @param xaxis defines the x axis of the viewer
  110988. * @param yaxis defines the y axis of the viewer
  110989. * @param zaxis defines the z axis of the viewer
  110990. */
  110991. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  110992. /**
  110993. * Creates an instance of this axes viewer.
  110994. * @returns a new axes viewer with instanced meshes
  110995. */
  110996. createInstance(): AxesViewer;
  110997. /** Releases resources */
  110998. dispose(): void;
  110999. private static _SetRenderingGroupId;
  111000. }
  111001. }
  111002. declare module BABYLON.Debug {
  111003. /**
  111004. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  111005. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  111006. */
  111007. export class BoneAxesViewer extends AxesViewer {
  111008. /**
  111009. * Gets or sets the target mesh where to display the axes viewer
  111010. */
  111011. mesh: Nullable<Mesh>;
  111012. /**
  111013. * Gets or sets the target bone where to display the axes viewer
  111014. */
  111015. bone: Nullable<Bone>;
  111016. /** Gets current position */
  111017. pos: Vector3;
  111018. /** Gets direction of X axis */
  111019. xaxis: Vector3;
  111020. /** Gets direction of Y axis */
  111021. yaxis: Vector3;
  111022. /** Gets direction of Z axis */
  111023. zaxis: Vector3;
  111024. /**
  111025. * Creates a new BoneAxesViewer
  111026. * @param scene defines the hosting scene
  111027. * @param bone defines the target bone
  111028. * @param mesh defines the target mesh
  111029. * @param scaleLines defines a scaling factor for line length (1 by default)
  111030. */
  111031. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  111032. /**
  111033. * Force the viewer to update
  111034. */
  111035. update(): void;
  111036. /** Releases resources */
  111037. dispose(): void;
  111038. }
  111039. }
  111040. declare module BABYLON {
  111041. /**
  111042. * Interface used to define scene explorer extensibility option
  111043. */
  111044. export interface IExplorerExtensibilityOption {
  111045. /**
  111046. * Define the option label
  111047. */
  111048. label: string;
  111049. /**
  111050. * Defines the action to execute on click
  111051. */
  111052. action: (entity: any) => void;
  111053. }
  111054. /**
  111055. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  111056. */
  111057. export interface IExplorerExtensibilityGroup {
  111058. /**
  111059. * Defines a predicate to test if a given type mut be extended
  111060. */
  111061. predicate: (entity: any) => boolean;
  111062. /**
  111063. * Gets the list of options added to a type
  111064. */
  111065. entries: IExplorerExtensibilityOption[];
  111066. }
  111067. /**
  111068. * Interface used to define the options to use to create the Inspector
  111069. */
  111070. export interface IInspectorOptions {
  111071. /**
  111072. * Display in overlay mode (default: false)
  111073. */
  111074. overlay?: boolean;
  111075. /**
  111076. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  111077. */
  111078. globalRoot?: HTMLElement;
  111079. /**
  111080. * Display the Scene explorer
  111081. */
  111082. showExplorer?: boolean;
  111083. /**
  111084. * Display the property inspector
  111085. */
  111086. showInspector?: boolean;
  111087. /**
  111088. * Display in embed mode (both panes on the right)
  111089. */
  111090. embedMode?: boolean;
  111091. /**
  111092. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  111093. */
  111094. handleResize?: boolean;
  111095. /**
  111096. * Allow the panes to popup (default: true)
  111097. */
  111098. enablePopup?: boolean;
  111099. /**
  111100. * Allow the panes to be closed by users (default: true)
  111101. */
  111102. enableClose?: boolean;
  111103. /**
  111104. * Optional list of extensibility entries
  111105. */
  111106. explorerExtensibility?: IExplorerExtensibilityGroup[];
  111107. /**
  111108. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  111109. */
  111110. inspectorURL?: string;
  111111. }
  111112. interface Scene {
  111113. /**
  111114. * @hidden
  111115. * Backing field
  111116. */
  111117. _debugLayer: DebugLayer;
  111118. /**
  111119. * Gets the debug layer (aka Inspector) associated with the scene
  111120. * @see http://doc.babylonjs.com/features/playground_debuglayer
  111121. */
  111122. debugLayer: DebugLayer;
  111123. }
  111124. /**
  111125. * The debug layer (aka Inspector) is the go to tool in order to better understand
  111126. * what is happening in your scene
  111127. * @see http://doc.babylonjs.com/features/playground_debuglayer
  111128. */
  111129. export class DebugLayer {
  111130. /**
  111131. * Define the url to get the inspector script from.
  111132. * By default it uses the babylonjs CDN.
  111133. * @ignoreNaming
  111134. */
  111135. static InspectorURL: string;
  111136. private _scene;
  111137. private BJSINSPECTOR;
  111138. private _onPropertyChangedObservable?;
  111139. /**
  111140. * Observable triggered when a property is changed through the inspector.
  111141. */
  111142. readonly onPropertyChangedObservable: any;
  111143. /**
  111144. * Instantiates a new debug layer.
  111145. * The debug layer (aka Inspector) is the go to tool in order to better understand
  111146. * what is happening in your scene
  111147. * @see http://doc.babylonjs.com/features/playground_debuglayer
  111148. * @param scene Defines the scene to inspect
  111149. */
  111150. constructor(scene: Scene);
  111151. /** Creates the inspector window. */
  111152. private _createInspector;
  111153. /**
  111154. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  111155. * @param entity defines the entity to select
  111156. * @param lineContainerTitle defines the specific block to highlight
  111157. */
  111158. select(entity: any, lineContainerTitle?: string): void;
  111159. /** Get the inspector from bundle or global */
  111160. private _getGlobalInspector;
  111161. /**
  111162. * Get if the inspector is visible or not.
  111163. * @returns true if visible otherwise, false
  111164. */
  111165. isVisible(): boolean;
  111166. /**
  111167. * Hide the inspector and close its window.
  111168. */
  111169. hide(): void;
  111170. /**
  111171. * Launch the debugLayer.
  111172. * @param config Define the configuration of the inspector
  111173. * @return a promise fulfilled when the debug layer is visible
  111174. */
  111175. show(config?: IInspectorOptions): Promise<DebugLayer>;
  111176. }
  111177. }
  111178. declare module BABYLON {
  111179. /**
  111180. * Class containing static functions to help procedurally build meshes
  111181. */
  111182. export class BoxBuilder {
  111183. /**
  111184. * Creates a box mesh
  111185. * * The parameter `size` sets the size (float) of each box side (default 1)
  111186. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  111187. * * 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)
  111188. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  111189. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  111190. * * If you create a double-sided mesh, you can choose what parts of 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
  111191. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111192. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  111193. * @param name defines the name of the mesh
  111194. * @param options defines the options used to create the mesh
  111195. * @param scene defines the hosting scene
  111196. * @returns the box mesh
  111197. */
  111198. static CreateBox(name: string, options: {
  111199. size?: number;
  111200. width?: number;
  111201. height?: number;
  111202. depth?: number;
  111203. faceUV?: Vector4[];
  111204. faceColors?: Color4[];
  111205. sideOrientation?: number;
  111206. frontUVs?: Vector4;
  111207. backUVs?: Vector4;
  111208. wrap?: boolean;
  111209. topBaseAt?: number;
  111210. bottomBaseAt?: number;
  111211. updatable?: boolean;
  111212. }, scene?: Nullable<Scene>): Mesh;
  111213. }
  111214. }
  111215. declare module BABYLON {
  111216. /**
  111217. * Class containing static functions to help procedurally build meshes
  111218. */
  111219. export class SphereBuilder {
  111220. /**
  111221. * Creates a sphere mesh
  111222. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  111223. * * 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`)
  111224. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  111225. * * 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
  111226. * * 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)
  111227. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  111228. * * If you create a double-sided mesh, you can choose what parts of 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
  111229. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111230. * @param name defines the name of the mesh
  111231. * @param options defines the options used to create the mesh
  111232. * @param scene defines the hosting scene
  111233. * @returns the sphere mesh
  111234. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  111235. */
  111236. static CreateSphere(name: string, options: {
  111237. segments?: number;
  111238. diameter?: number;
  111239. diameterX?: number;
  111240. diameterY?: number;
  111241. diameterZ?: number;
  111242. arc?: number;
  111243. slice?: number;
  111244. sideOrientation?: number;
  111245. frontUVs?: Vector4;
  111246. backUVs?: Vector4;
  111247. updatable?: boolean;
  111248. }, scene?: Nullable<Scene>): Mesh;
  111249. }
  111250. }
  111251. declare module BABYLON.Debug {
  111252. /**
  111253. * Used to show the physics impostor around the specific mesh
  111254. */
  111255. export class PhysicsViewer {
  111256. /** @hidden */
  111257. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  111258. /** @hidden */
  111259. protected _meshes: Array<Nullable<AbstractMesh>>;
  111260. /** @hidden */
  111261. protected _scene: Nullable<Scene>;
  111262. /** @hidden */
  111263. protected _numMeshes: number;
  111264. /** @hidden */
  111265. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  111266. private _renderFunction;
  111267. private _utilityLayer;
  111268. private _debugBoxMesh;
  111269. private _debugSphereMesh;
  111270. private _debugCylinderMesh;
  111271. private _debugMaterial;
  111272. private _debugMeshMeshes;
  111273. /**
  111274. * Creates a new PhysicsViewer
  111275. * @param scene defines the hosting scene
  111276. */
  111277. constructor(scene: Scene);
  111278. /** @hidden */
  111279. protected _updateDebugMeshes(): void;
  111280. /**
  111281. * Renders a specified physic impostor
  111282. * @param impostor defines the impostor to render
  111283. * @param targetMesh defines the mesh represented by the impostor
  111284. * @returns the new debug mesh used to render the impostor
  111285. */
  111286. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  111287. /**
  111288. * Hides a specified physic impostor
  111289. * @param impostor defines the impostor to hide
  111290. */
  111291. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  111292. private _getDebugMaterial;
  111293. private _getDebugBoxMesh;
  111294. private _getDebugSphereMesh;
  111295. private _getDebugCylinderMesh;
  111296. private _getDebugMeshMesh;
  111297. private _getDebugMesh;
  111298. /** Releases all resources */
  111299. dispose(): void;
  111300. }
  111301. }
  111302. declare module BABYLON {
  111303. /**
  111304. * Class containing static functions to help procedurally build meshes
  111305. */
  111306. export class LinesBuilder {
  111307. /**
  111308. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  111309. * * 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
  111310. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  111311. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  111312. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  111313. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  111314. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  111315. * * 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
  111316. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  111317. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111318. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  111319. * @param name defines the name of the new line system
  111320. * @param options defines the options used to create the line system
  111321. * @param scene defines the hosting scene
  111322. * @returns a new line system mesh
  111323. */
  111324. static CreateLineSystem(name: string, options: {
  111325. lines: Vector3[][];
  111326. updatable?: boolean;
  111327. instance?: Nullable<LinesMesh>;
  111328. colors?: Nullable<Color4[][]>;
  111329. useVertexAlpha?: boolean;
  111330. }, scene: Nullable<Scene>): LinesMesh;
  111331. /**
  111332. * Creates a line mesh
  111333. * 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
  111334. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  111335. * * The parameter `points` is an array successive Vector3
  111336. * * 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
  111337. * * The optional parameter `colors` is an array of successive Color4, one per line point
  111338. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  111339. * * When updating an instance, remember that only point positions can change, not the number of points
  111340. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111341. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  111342. * @param name defines the name of the new line system
  111343. * @param options defines the options used to create the line system
  111344. * @param scene defines the hosting scene
  111345. * @returns a new line mesh
  111346. */
  111347. static CreateLines(name: string, options: {
  111348. points: Vector3[];
  111349. updatable?: boolean;
  111350. instance?: Nullable<LinesMesh>;
  111351. colors?: Color4[];
  111352. useVertexAlpha?: boolean;
  111353. }, scene?: Nullable<Scene>): LinesMesh;
  111354. /**
  111355. * Creates a dashed line mesh
  111356. * * 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
  111357. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  111358. * * The parameter `points` is an array successive Vector3
  111359. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  111360. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  111361. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  111362. * * 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
  111363. * * When updating an instance, remember that only point positions can change, not the number of points
  111364. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111365. * @param name defines the name of the mesh
  111366. * @param options defines the options used to create the mesh
  111367. * @param scene defines the hosting scene
  111368. * @returns the dashed line mesh
  111369. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  111370. */
  111371. static CreateDashedLines(name: string, options: {
  111372. points: Vector3[];
  111373. dashSize?: number;
  111374. gapSize?: number;
  111375. dashNb?: number;
  111376. updatable?: boolean;
  111377. instance?: LinesMesh;
  111378. }, scene?: Nullable<Scene>): LinesMesh;
  111379. }
  111380. }
  111381. declare module BABYLON {
  111382. /**
  111383. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  111384. * in order to better appreciate the issue one might have.
  111385. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  111386. */
  111387. export class RayHelper {
  111388. /**
  111389. * Defines the ray we are currently tryin to visualize.
  111390. */
  111391. ray: Nullable<Ray>;
  111392. private _renderPoints;
  111393. private _renderLine;
  111394. private _renderFunction;
  111395. private _scene;
  111396. private _updateToMeshFunction;
  111397. private _attachedToMesh;
  111398. private _meshSpaceDirection;
  111399. private _meshSpaceOrigin;
  111400. /**
  111401. * Helper function to create a colored helper in a scene in one line.
  111402. * @param ray Defines the ray we are currently tryin to visualize
  111403. * @param scene Defines the scene the ray is used in
  111404. * @param color Defines the color we want to see the ray in
  111405. * @returns The newly created ray helper.
  111406. */
  111407. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  111408. /**
  111409. * Instantiate a new ray helper.
  111410. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  111411. * in order to better appreciate the issue one might have.
  111412. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  111413. * @param ray Defines the ray we are currently tryin to visualize
  111414. */
  111415. constructor(ray: Ray);
  111416. /**
  111417. * Shows the ray we are willing to debug.
  111418. * @param scene Defines the scene the ray needs to be rendered in
  111419. * @param color Defines the color the ray needs to be rendered in
  111420. */
  111421. show(scene: Scene, color?: Color3): void;
  111422. /**
  111423. * Hides the ray we are debugging.
  111424. */
  111425. hide(): void;
  111426. private _render;
  111427. /**
  111428. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  111429. * @param mesh Defines the mesh we want the helper attached to
  111430. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  111431. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  111432. * @param length Defines the length of the ray
  111433. */
  111434. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  111435. /**
  111436. * Detach the ray helper from the mesh it has previously been attached to.
  111437. */
  111438. detachFromMesh(): void;
  111439. private _updateToMesh;
  111440. /**
  111441. * Dispose the helper and release its associated resources.
  111442. */
  111443. dispose(): void;
  111444. }
  111445. }
  111446. declare module BABYLON.Debug {
  111447. /**
  111448. * Class used to render a debug view of a given skeleton
  111449. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  111450. */
  111451. export class SkeletonViewer {
  111452. /** defines the skeleton to render */
  111453. skeleton: Skeleton;
  111454. /** defines the mesh attached to the skeleton */
  111455. mesh: AbstractMesh;
  111456. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  111457. autoUpdateBonesMatrices: boolean;
  111458. /** defines the rendering group id to use with the viewer */
  111459. renderingGroupId: number;
  111460. /** Gets or sets the color used to render the skeleton */
  111461. color: Color3;
  111462. private _scene;
  111463. private _debugLines;
  111464. private _debugMesh;
  111465. private _isEnabled;
  111466. private _renderFunction;
  111467. private _utilityLayer;
  111468. /**
  111469. * Returns the mesh used to render the bones
  111470. */
  111471. readonly debugMesh: Nullable<LinesMesh>;
  111472. /**
  111473. * Creates a new SkeletonViewer
  111474. * @param skeleton defines the skeleton to render
  111475. * @param mesh defines the mesh attached to the skeleton
  111476. * @param scene defines the hosting scene
  111477. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  111478. * @param renderingGroupId defines the rendering group id to use with the viewer
  111479. */
  111480. constructor(
  111481. /** defines the skeleton to render */
  111482. skeleton: Skeleton,
  111483. /** defines the mesh attached to the skeleton */
  111484. mesh: AbstractMesh, scene: Scene,
  111485. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  111486. autoUpdateBonesMatrices?: boolean,
  111487. /** defines the rendering group id to use with the viewer */
  111488. renderingGroupId?: number);
  111489. /** Gets or sets a boolean indicating if the viewer is enabled */
  111490. isEnabled: boolean;
  111491. private _getBonePosition;
  111492. private _getLinesForBonesWithLength;
  111493. private _getLinesForBonesNoLength;
  111494. /** Update the viewer to sync with current skeleton state */
  111495. update(): void;
  111496. /** Release associated resources */
  111497. dispose(): void;
  111498. }
  111499. }
  111500. declare module BABYLON {
  111501. /**
  111502. * Options to create the null engine
  111503. */
  111504. export class NullEngineOptions {
  111505. /**
  111506. * Render width (Default: 512)
  111507. */
  111508. renderWidth: number;
  111509. /**
  111510. * Render height (Default: 256)
  111511. */
  111512. renderHeight: number;
  111513. /**
  111514. * Texture size (Default: 512)
  111515. */
  111516. textureSize: number;
  111517. /**
  111518. * If delta time between frames should be constant
  111519. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  111520. */
  111521. deterministicLockstep: boolean;
  111522. /**
  111523. * Maximum about of steps between frames (Default: 4)
  111524. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  111525. */
  111526. lockstepMaxSteps: number;
  111527. }
  111528. /**
  111529. * The null engine class provides support for headless version of babylon.js.
  111530. * This can be used in server side scenario or for testing purposes
  111531. */
  111532. export class NullEngine extends Engine {
  111533. private _options;
  111534. /**
  111535. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  111536. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  111537. * @returns true if engine is in deterministic lock step mode
  111538. */
  111539. isDeterministicLockStep(): boolean;
  111540. /**
  111541. * Gets the max steps when engine is running in deterministic lock step
  111542. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  111543. * @returns the max steps
  111544. */
  111545. getLockstepMaxSteps(): number;
  111546. /**
  111547. * Gets the current hardware scaling level.
  111548. * By default the hardware scaling level is computed from the window device ratio.
  111549. * 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.
  111550. * @returns a number indicating the current hardware scaling level
  111551. */
  111552. getHardwareScalingLevel(): number;
  111553. constructor(options?: NullEngineOptions);
  111554. /**
  111555. * Creates a vertex buffer
  111556. * @param vertices the data for the vertex buffer
  111557. * @returns the new WebGL static buffer
  111558. */
  111559. createVertexBuffer(vertices: FloatArray): DataBuffer;
  111560. /**
  111561. * Creates a new index buffer
  111562. * @param indices defines the content of the index buffer
  111563. * @param updatable defines if the index buffer must be updatable
  111564. * @returns a new webGL buffer
  111565. */
  111566. createIndexBuffer(indices: IndicesArray): DataBuffer;
  111567. /**
  111568. * Clear the current render buffer or the current render target (if any is set up)
  111569. * @param color defines the color to use
  111570. * @param backBuffer defines if the back buffer must be cleared
  111571. * @param depth defines if the depth buffer must be cleared
  111572. * @param stencil defines if the stencil buffer must be cleared
  111573. */
  111574. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  111575. /**
  111576. * Gets the current render width
  111577. * @param useScreen defines if screen size must be used (or the current render target if any)
  111578. * @returns a number defining the current render width
  111579. */
  111580. getRenderWidth(useScreen?: boolean): number;
  111581. /**
  111582. * Gets the current render height
  111583. * @param useScreen defines if screen size must be used (or the current render target if any)
  111584. * @returns a number defining the current render height
  111585. */
  111586. getRenderHeight(useScreen?: boolean): number;
  111587. /**
  111588. * Set the WebGL's viewport
  111589. * @param viewport defines the viewport element to be used
  111590. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  111591. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  111592. */
  111593. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  111594. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  111595. /**
  111596. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  111597. * @param pipelineContext defines the pipeline context to use
  111598. * @param uniformsNames defines the list of uniform names
  111599. * @returns an array of webGL uniform locations
  111600. */
  111601. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  111602. /**
  111603. * Gets the lsit of active attributes for a given webGL program
  111604. * @param pipelineContext defines the pipeline context to use
  111605. * @param attributesNames defines the list of attribute names to get
  111606. * @returns an array of indices indicating the offset of each attribute
  111607. */
  111608. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  111609. /**
  111610. * Binds an effect to the webGL context
  111611. * @param effect defines the effect to bind
  111612. */
  111613. bindSamplers(effect: Effect): void;
  111614. /**
  111615. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  111616. * @param effect defines the effect to activate
  111617. */
  111618. enableEffect(effect: Effect): void;
  111619. /**
  111620. * Set various states to the webGL context
  111621. * @param culling defines backface culling state
  111622. * @param zOffset defines the value to apply to zOffset (0 by default)
  111623. * @param force defines if states must be applied even if cache is up to date
  111624. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  111625. */
  111626. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  111627. /**
  111628. * Set the value of an uniform to an array of int32
  111629. * @param uniform defines the webGL uniform location where to store the value
  111630. * @param array defines the array of int32 to store
  111631. */
  111632. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  111633. /**
  111634. * Set the value of an uniform to an array of int32 (stored as vec2)
  111635. * @param uniform defines the webGL uniform location where to store the value
  111636. * @param array defines the array of int32 to store
  111637. */
  111638. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  111639. /**
  111640. * Set the value of an uniform to an array of int32 (stored as vec3)
  111641. * @param uniform defines the webGL uniform location where to store the value
  111642. * @param array defines the array of int32 to store
  111643. */
  111644. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  111645. /**
  111646. * Set the value of an uniform to an array of int32 (stored as vec4)
  111647. * @param uniform defines the webGL uniform location where to store the value
  111648. * @param array defines the array of int32 to store
  111649. */
  111650. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  111651. /**
  111652. * Set the value of an uniform to an array of float32
  111653. * @param uniform defines the webGL uniform location where to store the value
  111654. * @param array defines the array of float32 to store
  111655. */
  111656. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  111657. /**
  111658. * Set the value of an uniform to an array of float32 (stored as vec2)
  111659. * @param uniform defines the webGL uniform location where to store the value
  111660. * @param array defines the array of float32 to store
  111661. */
  111662. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  111663. /**
  111664. * Set the value of an uniform to an array of float32 (stored as vec3)
  111665. * @param uniform defines the webGL uniform location where to store the value
  111666. * @param array defines the array of float32 to store
  111667. */
  111668. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  111669. /**
  111670. * Set the value of an uniform to an array of float32 (stored as vec4)
  111671. * @param uniform defines the webGL uniform location where to store the value
  111672. * @param array defines the array of float32 to store
  111673. */
  111674. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  111675. /**
  111676. * Set the value of an uniform to an array of number
  111677. * @param uniform defines the webGL uniform location where to store the value
  111678. * @param array defines the array of number to store
  111679. */
  111680. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  111681. /**
  111682. * Set the value of an uniform to an array of number (stored as vec2)
  111683. * @param uniform defines the webGL uniform location where to store the value
  111684. * @param array defines the array of number to store
  111685. */
  111686. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  111687. /**
  111688. * Set the value of an uniform to an array of number (stored as vec3)
  111689. * @param uniform defines the webGL uniform location where to store the value
  111690. * @param array defines the array of number to store
  111691. */
  111692. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  111693. /**
  111694. * Set the value of an uniform to an array of number (stored as vec4)
  111695. * @param uniform defines the webGL uniform location where to store the value
  111696. * @param array defines the array of number to store
  111697. */
  111698. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  111699. /**
  111700. * Set the value of an uniform to an array of float32 (stored as matrices)
  111701. * @param uniform defines the webGL uniform location where to store the value
  111702. * @param matrices defines the array of float32 to store
  111703. */
  111704. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  111705. /**
  111706. * Set the value of an uniform to a matrix (3x3)
  111707. * @param uniform defines the webGL uniform location where to store the value
  111708. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  111709. */
  111710. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  111711. /**
  111712. * Set the value of an uniform to a matrix (2x2)
  111713. * @param uniform defines the webGL uniform location where to store the value
  111714. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  111715. */
  111716. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  111717. /**
  111718. * Set the value of an uniform to a number (float)
  111719. * @param uniform defines the webGL uniform location where to store the value
  111720. * @param value defines the float number to store
  111721. */
  111722. setFloat(uniform: WebGLUniformLocation, value: number): void;
  111723. /**
  111724. * Set the value of an uniform to a vec2
  111725. * @param uniform defines the webGL uniform location where to store the value
  111726. * @param x defines the 1st component of the value
  111727. * @param y defines the 2nd component of the value
  111728. */
  111729. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  111730. /**
  111731. * Set the value of an uniform to a vec3
  111732. * @param uniform defines the webGL uniform location where to store the value
  111733. * @param x defines the 1st component of the value
  111734. * @param y defines the 2nd component of the value
  111735. * @param z defines the 3rd component of the value
  111736. */
  111737. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  111738. /**
  111739. * Set the value of an uniform to a boolean
  111740. * @param uniform defines the webGL uniform location where to store the value
  111741. * @param bool defines the boolean to store
  111742. */
  111743. setBool(uniform: WebGLUniformLocation, bool: number): void;
  111744. /**
  111745. * Set the value of an uniform to a vec4
  111746. * @param uniform defines the webGL uniform location where to store the value
  111747. * @param x defines the 1st component of the value
  111748. * @param y defines the 2nd component of the value
  111749. * @param z defines the 3rd component of the value
  111750. * @param w defines the 4th component of the value
  111751. */
  111752. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  111753. /**
  111754. * Sets the current alpha mode
  111755. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  111756. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  111757. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  111758. */
  111759. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  111760. /**
  111761. * Bind webGl buffers directly to the webGL context
  111762. * @param vertexBuffers defines the vertex buffer to bind
  111763. * @param indexBuffer defines the index buffer to bind
  111764. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  111765. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  111766. * @param effect defines the effect associated with the vertex buffer
  111767. */
  111768. bindBuffers(vertexBuffers: {
  111769. [key: string]: VertexBuffer;
  111770. }, indexBuffer: DataBuffer, effect: Effect): void;
  111771. /**
  111772. * Force the entire cache to be cleared
  111773. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  111774. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  111775. */
  111776. wipeCaches(bruteForce?: boolean): void;
  111777. /**
  111778. * Send a draw order
  111779. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  111780. * @param indexStart defines the starting index
  111781. * @param indexCount defines the number of index to draw
  111782. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  111783. */
  111784. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  111785. /**
  111786. * Draw a list of indexed primitives
  111787. * @param fillMode defines the primitive to use
  111788. * @param indexStart defines the starting index
  111789. * @param indexCount defines the number of index to draw
  111790. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  111791. */
  111792. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  111793. /**
  111794. * Draw a list of unindexed primitives
  111795. * @param fillMode defines the primitive to use
  111796. * @param verticesStart defines the index of first vertex to draw
  111797. * @param verticesCount defines the count of vertices to draw
  111798. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  111799. */
  111800. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  111801. /** @hidden */
  111802. _createTexture(): WebGLTexture;
  111803. /** @hidden */
  111804. _releaseTexture(texture: InternalTexture): void;
  111805. /**
  111806. * Usually called from Texture.ts.
  111807. * Passed information to create a WebGLTexture
  111808. * @param urlArg defines a value which contains one of the following:
  111809. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  111810. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  111811. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  111812. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  111813. * @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)
  111814. * @param scene needed for loading to the correct scene
  111815. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  111816. * @param onLoad optional callback to be called upon successful completion
  111817. * @param onError optional callback to be called upon failure
  111818. * @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
  111819. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  111820. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  111821. * @param forcedExtension defines the extension to use to pick the right loader
  111822. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  111823. * @returns a InternalTexture for assignment back into BABYLON.Texture
  111824. */
  111825. 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;
  111826. /**
  111827. * Creates a new render target texture
  111828. * @param size defines the size of the texture
  111829. * @param options defines the options used to create the texture
  111830. * @returns a new render target texture stored in an InternalTexture
  111831. */
  111832. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  111833. /**
  111834. * Update the sampling mode of a given texture
  111835. * @param samplingMode defines the required sampling mode
  111836. * @param texture defines the texture to update
  111837. */
  111838. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  111839. /**
  111840. * Binds the frame buffer to the specified texture.
  111841. * @param texture The texture to render to or null for the default canvas
  111842. * @param faceIndex The face of the texture to render to in case of cube texture
  111843. * @param requiredWidth The width of the target to render to
  111844. * @param requiredHeight The height of the target to render to
  111845. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  111846. * @param depthStencilTexture The depth stencil texture to use to render
  111847. * @param lodLevel defines le lod level to bind to the frame buffer
  111848. */
  111849. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  111850. /**
  111851. * Unbind the current render target texture from the webGL context
  111852. * @param texture defines the render target texture to unbind
  111853. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  111854. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  111855. */
  111856. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  111857. /**
  111858. * Creates a dynamic vertex buffer
  111859. * @param vertices the data for the dynamic vertex buffer
  111860. * @returns the new WebGL dynamic buffer
  111861. */
  111862. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  111863. /**
  111864. * Update the content of a dynamic texture
  111865. * @param texture defines the texture to update
  111866. * @param canvas defines the canvas containing the source
  111867. * @param invertY defines if data must be stored with Y axis inverted
  111868. * @param premulAlpha defines if alpha is stored as premultiplied
  111869. * @param format defines the format of the data
  111870. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  111871. */
  111872. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  111873. /**
  111874. * Gets a boolean indicating if all created effects are ready
  111875. * @returns true if all effects are ready
  111876. */
  111877. areAllEffectsReady(): boolean;
  111878. /**
  111879. * @hidden
  111880. * Get the current error code of the webGL context
  111881. * @returns the error code
  111882. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  111883. */
  111884. getError(): number;
  111885. /** @hidden */
  111886. _getUnpackAlignement(): number;
  111887. /** @hidden */
  111888. _unpackFlipY(value: boolean): void;
  111889. /**
  111890. * Update a dynamic index buffer
  111891. * @param indexBuffer defines the target index buffer
  111892. * @param indices defines the data to update
  111893. * @param offset defines the offset in the target index buffer where update should start
  111894. */
  111895. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  111896. /**
  111897. * Updates a dynamic vertex buffer.
  111898. * @param vertexBuffer the vertex buffer to update
  111899. * @param vertices the data used to update the vertex buffer
  111900. * @param byteOffset the byte offset of the data (optional)
  111901. * @param byteLength the byte length of the data (optional)
  111902. */
  111903. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  111904. /** @hidden */
  111905. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  111906. /** @hidden */
  111907. _bindTexture(channel: number, texture: InternalTexture): void;
  111908. protected _deleteBuffer(buffer: WebGLBuffer): void;
  111909. /**
  111910. * 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
  111911. */
  111912. releaseEffects(): void;
  111913. displayLoadingUI(): void;
  111914. hideLoadingUI(): void;
  111915. /** @hidden */
  111916. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  111917. /** @hidden */
  111918. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  111919. /** @hidden */
  111920. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  111921. /** @hidden */
  111922. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  111923. }
  111924. }
  111925. declare module BABYLON {
  111926. /** @hidden */
  111927. export class _OcclusionDataStorage {
  111928. /** @hidden */
  111929. occlusionInternalRetryCounter: number;
  111930. /** @hidden */
  111931. isOcclusionQueryInProgress: boolean;
  111932. /** @hidden */
  111933. isOccluded: boolean;
  111934. /** @hidden */
  111935. occlusionRetryCount: number;
  111936. /** @hidden */
  111937. occlusionType: number;
  111938. /** @hidden */
  111939. occlusionQueryAlgorithmType: number;
  111940. }
  111941. interface Engine {
  111942. /**
  111943. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  111944. * @return the new query
  111945. */
  111946. createQuery(): WebGLQuery;
  111947. /**
  111948. * Delete and release a webGL query
  111949. * @param query defines the query to delete
  111950. * @return the current engine
  111951. */
  111952. deleteQuery(query: WebGLQuery): Engine;
  111953. /**
  111954. * Check if a given query has resolved and got its value
  111955. * @param query defines the query to check
  111956. * @returns true if the query got its value
  111957. */
  111958. isQueryResultAvailable(query: WebGLQuery): boolean;
  111959. /**
  111960. * Gets the value of a given query
  111961. * @param query defines the query to check
  111962. * @returns the value of the query
  111963. */
  111964. getQueryResult(query: WebGLQuery): number;
  111965. /**
  111966. * Initiates an occlusion query
  111967. * @param algorithmType defines the algorithm to use
  111968. * @param query defines the query to use
  111969. * @returns the current engine
  111970. * @see http://doc.babylonjs.com/features/occlusionquery
  111971. */
  111972. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  111973. /**
  111974. * Ends an occlusion query
  111975. * @see http://doc.babylonjs.com/features/occlusionquery
  111976. * @param algorithmType defines the algorithm to use
  111977. * @returns the current engine
  111978. */
  111979. endOcclusionQuery(algorithmType: number): Engine;
  111980. /**
  111981. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  111982. * Please note that only one query can be issued at a time
  111983. * @returns a time token used to track the time span
  111984. */
  111985. startTimeQuery(): Nullable<_TimeToken>;
  111986. /**
  111987. * Ends a time query
  111988. * @param token defines the token used to measure the time span
  111989. * @returns the time spent (in ns)
  111990. */
  111991. endTimeQuery(token: _TimeToken): int;
  111992. /** @hidden */
  111993. _currentNonTimestampToken: Nullable<_TimeToken>;
  111994. /** @hidden */
  111995. _createTimeQuery(): WebGLQuery;
  111996. /** @hidden */
  111997. _deleteTimeQuery(query: WebGLQuery): void;
  111998. /** @hidden */
  111999. _getGlAlgorithmType(algorithmType: number): number;
  112000. /** @hidden */
  112001. _getTimeQueryResult(query: WebGLQuery): any;
  112002. /** @hidden */
  112003. _getTimeQueryAvailability(query: WebGLQuery): any;
  112004. }
  112005. interface AbstractMesh {
  112006. /**
  112007. * Backing filed
  112008. * @hidden
  112009. */
  112010. __occlusionDataStorage: _OcclusionDataStorage;
  112011. /**
  112012. * Access property
  112013. * @hidden
  112014. */
  112015. _occlusionDataStorage: _OcclusionDataStorage;
  112016. /**
  112017. * 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.
  112018. * The default value is -1 which means don't break the query and wait till the result
  112019. * @see http://doc.babylonjs.com/features/occlusionquery
  112020. */
  112021. occlusionRetryCount: number;
  112022. /**
  112023. * 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:
  112024. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  112025. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  112026. * * 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.
  112027. * @see http://doc.babylonjs.com/features/occlusionquery
  112028. */
  112029. occlusionType: number;
  112030. /**
  112031. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  112032. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  112033. * * 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.
  112034. * @see http://doc.babylonjs.com/features/occlusionquery
  112035. */
  112036. occlusionQueryAlgorithmType: number;
  112037. /**
  112038. * 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
  112039. * @see http://doc.babylonjs.com/features/occlusionquery
  112040. */
  112041. isOccluded: boolean;
  112042. /**
  112043. * Flag to check the progress status of the query
  112044. * @see http://doc.babylonjs.com/features/occlusionquery
  112045. */
  112046. isOcclusionQueryInProgress: boolean;
  112047. }
  112048. }
  112049. declare module BABYLON {
  112050. /** @hidden */
  112051. export var _forceTransformFeedbackToBundle: boolean;
  112052. interface Engine {
  112053. /**
  112054. * Creates a webGL transform feedback object
  112055. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  112056. * @returns the webGL transform feedback object
  112057. */
  112058. createTransformFeedback(): WebGLTransformFeedback;
  112059. /**
  112060. * Delete a webGL transform feedback object
  112061. * @param value defines the webGL transform feedback object to delete
  112062. */
  112063. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  112064. /**
  112065. * Bind a webGL transform feedback object to the webgl context
  112066. * @param value defines the webGL transform feedback object to bind
  112067. */
  112068. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  112069. /**
  112070. * Begins a transform feedback operation
  112071. * @param usePoints defines if points or triangles must be used
  112072. */
  112073. beginTransformFeedback(usePoints: boolean): void;
  112074. /**
  112075. * Ends a transform feedback operation
  112076. */
  112077. endTransformFeedback(): void;
  112078. /**
  112079. * Specify the varyings to use with transform feedback
  112080. * @param program defines the associated webGL program
  112081. * @param value defines the list of strings representing the varying names
  112082. */
  112083. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  112084. /**
  112085. * Bind a webGL buffer for a transform feedback operation
  112086. * @param value defines the webGL buffer to bind
  112087. */
  112088. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  112089. }
  112090. }
  112091. declare module BABYLON {
  112092. /**
  112093. * Creation options of the multi render target texture.
  112094. */
  112095. export interface IMultiRenderTargetOptions {
  112096. /**
  112097. * Define if the texture needs to create mip maps after render.
  112098. */
  112099. generateMipMaps?: boolean;
  112100. /**
  112101. * Define the types of all the draw buffers we want to create
  112102. */
  112103. types?: number[];
  112104. /**
  112105. * Define the sampling modes of all the draw buffers we want to create
  112106. */
  112107. samplingModes?: number[];
  112108. /**
  112109. * Define if a depth buffer is required
  112110. */
  112111. generateDepthBuffer?: boolean;
  112112. /**
  112113. * Define if a stencil buffer is required
  112114. */
  112115. generateStencilBuffer?: boolean;
  112116. /**
  112117. * Define if a depth texture is required instead of a depth buffer
  112118. */
  112119. generateDepthTexture?: boolean;
  112120. /**
  112121. * Define the number of desired draw buffers
  112122. */
  112123. textureCount?: number;
  112124. /**
  112125. * Define if aspect ratio should be adapted to the texture or stay the scene one
  112126. */
  112127. doNotChangeAspectRatio?: boolean;
  112128. /**
  112129. * Define the default type of the buffers we are creating
  112130. */
  112131. defaultType?: number;
  112132. }
  112133. /**
  112134. * A multi render target, like a render target provides the ability to render to a texture.
  112135. * Unlike the render target, it can render to several draw buffers in one draw.
  112136. * This is specially interesting in deferred rendering or for any effects requiring more than
  112137. * just one color from a single pass.
  112138. */
  112139. export class MultiRenderTarget extends RenderTargetTexture {
  112140. private _internalTextures;
  112141. private _textures;
  112142. private _multiRenderTargetOptions;
  112143. /**
  112144. * Get if draw buffers are currently supported by the used hardware and browser.
  112145. */
  112146. readonly isSupported: boolean;
  112147. /**
  112148. * Get the list of textures generated by the multi render target.
  112149. */
  112150. readonly textures: Texture[];
  112151. /**
  112152. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  112153. */
  112154. readonly depthTexture: Texture;
  112155. /**
  112156. * Set the wrapping mode on U of all the textures we are rendering to.
  112157. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  112158. */
  112159. wrapU: number;
  112160. /**
  112161. * Set the wrapping mode on V of all the textures we are rendering to.
  112162. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  112163. */
  112164. wrapV: number;
  112165. /**
  112166. * Instantiate a new multi render target texture.
  112167. * A multi render target, like a render target provides the ability to render to a texture.
  112168. * Unlike the render target, it can render to several draw buffers in one draw.
  112169. * This is specially interesting in deferred rendering or for any effects requiring more than
  112170. * just one color from a single pass.
  112171. * @param name Define the name of the texture
  112172. * @param size Define the size of the buffers to render to
  112173. * @param count Define the number of target we are rendering into
  112174. * @param scene Define the scene the texture belongs to
  112175. * @param options Define the options used to create the multi render target
  112176. */
  112177. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  112178. /** @hidden */
  112179. _rebuild(): void;
  112180. private _createInternalTextures;
  112181. private _createTextures;
  112182. /**
  112183. * Define the number of samples used if MSAA is enabled.
  112184. */
  112185. samples: number;
  112186. /**
  112187. * Resize all the textures in the multi render target.
  112188. * Be carrefull as it will recreate all the data in the new texture.
  112189. * @param size Define the new size
  112190. */
  112191. resize(size: any): void;
  112192. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  112193. /**
  112194. * Dispose the render targets and their associated resources
  112195. */
  112196. dispose(): void;
  112197. /**
  112198. * Release all the underlying texture used as draw buffers.
  112199. */
  112200. releaseInternalTextures(): void;
  112201. }
  112202. }
  112203. declare module BABYLON {
  112204. interface ThinEngine {
  112205. /**
  112206. * Unbind a list of render target textures from the webGL context
  112207. * This is used only when drawBuffer extension or webGL2 are active
  112208. * @param textures defines the render target textures to unbind
  112209. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  112210. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  112211. */
  112212. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  112213. /**
  112214. * Create a multi render target texture
  112215. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  112216. * @param size defines the size of the texture
  112217. * @param options defines the creation options
  112218. * @returns the cube texture as an InternalTexture
  112219. */
  112220. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  112221. /**
  112222. * Update the sample count for a given multiple render target texture
  112223. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  112224. * @param textures defines the textures to update
  112225. * @param samples defines the sample count to set
  112226. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  112227. */
  112228. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  112229. }
  112230. }
  112231. declare module BABYLON {
  112232. /**
  112233. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  112234. */
  112235. export interface CubeMapInfo {
  112236. /**
  112237. * The pixel array for the front face.
  112238. * This is stored in format, left to right, up to down format.
  112239. */
  112240. front: Nullable<ArrayBufferView>;
  112241. /**
  112242. * The pixel array for the back face.
  112243. * This is stored in format, left to right, up to down format.
  112244. */
  112245. back: Nullable<ArrayBufferView>;
  112246. /**
  112247. * The pixel array for the left face.
  112248. * This is stored in format, left to right, up to down format.
  112249. */
  112250. left: Nullable<ArrayBufferView>;
  112251. /**
  112252. * The pixel array for the right face.
  112253. * This is stored in format, left to right, up to down format.
  112254. */
  112255. right: Nullable<ArrayBufferView>;
  112256. /**
  112257. * The pixel array for the up face.
  112258. * This is stored in format, left to right, up to down format.
  112259. */
  112260. up: Nullable<ArrayBufferView>;
  112261. /**
  112262. * The pixel array for the down face.
  112263. * This is stored in format, left to right, up to down format.
  112264. */
  112265. down: Nullable<ArrayBufferView>;
  112266. /**
  112267. * The size of the cubemap stored.
  112268. *
  112269. * Each faces will be size * size pixels.
  112270. */
  112271. size: number;
  112272. /**
  112273. * The format of the texture.
  112274. *
  112275. * RGBA, RGB.
  112276. */
  112277. format: number;
  112278. /**
  112279. * The type of the texture data.
  112280. *
  112281. * UNSIGNED_INT, FLOAT.
  112282. */
  112283. type: number;
  112284. /**
  112285. * Specifies whether the texture is in gamma space.
  112286. */
  112287. gammaSpace: boolean;
  112288. }
  112289. /**
  112290. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  112291. */
  112292. export class PanoramaToCubeMapTools {
  112293. private static FACE_FRONT;
  112294. private static FACE_BACK;
  112295. private static FACE_RIGHT;
  112296. private static FACE_LEFT;
  112297. private static FACE_DOWN;
  112298. private static FACE_UP;
  112299. /**
  112300. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  112301. *
  112302. * @param float32Array The source data.
  112303. * @param inputWidth The width of the input panorama.
  112304. * @param inputHeight The height of the input panorama.
  112305. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  112306. * @return The cubemap data
  112307. */
  112308. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  112309. private static CreateCubemapTexture;
  112310. private static CalcProjectionSpherical;
  112311. }
  112312. }
  112313. declare module BABYLON {
  112314. /**
  112315. * Helper class dealing with the extraction of spherical polynomial dataArray
  112316. * from a cube map.
  112317. */
  112318. export class CubeMapToSphericalPolynomialTools {
  112319. private static FileFaces;
  112320. /**
  112321. * Converts a texture to the according Spherical Polynomial data.
  112322. * This extracts the first 3 orders only as they are the only one used in the lighting.
  112323. *
  112324. * @param texture The texture to extract the information from.
  112325. * @return The Spherical Polynomial data.
  112326. */
  112327. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  112328. /**
  112329. * Converts a cubemap to the according Spherical Polynomial data.
  112330. * This extracts the first 3 orders only as they are the only one used in the lighting.
  112331. *
  112332. * @param cubeInfo The Cube map to extract the information from.
  112333. * @return The Spherical Polynomial data.
  112334. */
  112335. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  112336. }
  112337. }
  112338. declare module BABYLON {
  112339. interface BaseTexture {
  112340. /**
  112341. * Get the polynomial representation of the texture data.
  112342. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  112343. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  112344. */
  112345. sphericalPolynomial: Nullable<SphericalPolynomial>;
  112346. }
  112347. }
  112348. declare module BABYLON {
  112349. /** @hidden */
  112350. export var rgbdEncodePixelShader: {
  112351. name: string;
  112352. shader: string;
  112353. };
  112354. }
  112355. declare module BABYLON {
  112356. /** @hidden */
  112357. export var rgbdDecodePixelShader: {
  112358. name: string;
  112359. shader: string;
  112360. };
  112361. }
  112362. declare module BABYLON {
  112363. /**
  112364. * Raw texture data and descriptor sufficient for WebGL texture upload
  112365. */
  112366. export interface EnvironmentTextureInfo {
  112367. /**
  112368. * Version of the environment map
  112369. */
  112370. version: number;
  112371. /**
  112372. * Width of image
  112373. */
  112374. width: number;
  112375. /**
  112376. * Irradiance information stored in the file.
  112377. */
  112378. irradiance: any;
  112379. /**
  112380. * Specular information stored in the file.
  112381. */
  112382. specular: any;
  112383. }
  112384. /**
  112385. * Defines One Image in the file. It requires only the position in the file
  112386. * as well as the length.
  112387. */
  112388. interface BufferImageData {
  112389. /**
  112390. * Length of the image data.
  112391. */
  112392. length: number;
  112393. /**
  112394. * Position of the data from the null terminator delimiting the end of the JSON.
  112395. */
  112396. position: number;
  112397. }
  112398. /**
  112399. * Defines the specular data enclosed in the file.
  112400. * This corresponds to the version 1 of the data.
  112401. */
  112402. export interface EnvironmentTextureSpecularInfoV1 {
  112403. /**
  112404. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  112405. */
  112406. specularDataPosition?: number;
  112407. /**
  112408. * This contains all the images data needed to reconstruct the cubemap.
  112409. */
  112410. mipmaps: Array<BufferImageData>;
  112411. /**
  112412. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  112413. */
  112414. lodGenerationScale: number;
  112415. }
  112416. /**
  112417. * Sets of helpers addressing the serialization and deserialization of environment texture
  112418. * stored in a BabylonJS env file.
  112419. * Those files are usually stored as .env files.
  112420. */
  112421. export class EnvironmentTextureTools {
  112422. /**
  112423. * Magic number identifying the env file.
  112424. */
  112425. private static _MagicBytes;
  112426. /**
  112427. * Gets the environment info from an env file.
  112428. * @param data The array buffer containing the .env bytes.
  112429. * @returns the environment file info (the json header) if successfully parsed.
  112430. */
  112431. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  112432. /**
  112433. * Creates an environment texture from a loaded cube texture.
  112434. * @param texture defines the cube texture to convert in env file
  112435. * @return a promise containing the environment data if succesfull.
  112436. */
  112437. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  112438. /**
  112439. * Creates a JSON representation of the spherical data.
  112440. * @param texture defines the texture containing the polynomials
  112441. * @return the JSON representation of the spherical info
  112442. */
  112443. private static _CreateEnvTextureIrradiance;
  112444. /**
  112445. * Creates the ArrayBufferViews used for initializing environment texture image data.
  112446. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  112447. * @param info parameters that determine what views will be created for accessing the underlying buffer
  112448. * @return the views described by info providing access to the underlying buffer
  112449. */
  112450. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  112451. /**
  112452. * Uploads the texture info contained in the env file to the GPU.
  112453. * @param texture defines the internal texture to upload to
  112454. * @param arrayBuffer defines the buffer cotaining the data to load
  112455. * @param info defines the texture info retrieved through the GetEnvInfo method
  112456. * @returns a promise
  112457. */
  112458. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  112459. private static _OnImageReadyAsync;
  112460. /**
  112461. * Uploads the levels of image data to the GPU.
  112462. * @param texture defines the internal texture to upload to
  112463. * @param imageData defines the array buffer views of image data [mipmap][face]
  112464. * @returns a promise
  112465. */
  112466. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  112467. /**
  112468. * Uploads spherical polynomials information to the texture.
  112469. * @param texture defines the texture we are trying to upload the information to
  112470. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  112471. */
  112472. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  112473. /** @hidden */
  112474. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  112475. }
  112476. }
  112477. declare module BABYLON {
  112478. /**
  112479. * Contains position and normal vectors for a vertex
  112480. */
  112481. export class PositionNormalVertex {
  112482. /** the position of the vertex (defaut: 0,0,0) */
  112483. position: Vector3;
  112484. /** the normal of the vertex (defaut: 0,1,0) */
  112485. normal: Vector3;
  112486. /**
  112487. * Creates a PositionNormalVertex
  112488. * @param position the position of the vertex (defaut: 0,0,0)
  112489. * @param normal the normal of the vertex (defaut: 0,1,0)
  112490. */
  112491. constructor(
  112492. /** the position of the vertex (defaut: 0,0,0) */
  112493. position?: Vector3,
  112494. /** the normal of the vertex (defaut: 0,1,0) */
  112495. normal?: Vector3);
  112496. /**
  112497. * Clones the PositionNormalVertex
  112498. * @returns the cloned PositionNormalVertex
  112499. */
  112500. clone(): PositionNormalVertex;
  112501. }
  112502. /**
  112503. * Contains position, normal and uv vectors for a vertex
  112504. */
  112505. export class PositionNormalTextureVertex {
  112506. /** the position of the vertex (defaut: 0,0,0) */
  112507. position: Vector3;
  112508. /** the normal of the vertex (defaut: 0,1,0) */
  112509. normal: Vector3;
  112510. /** the uv of the vertex (default: 0,0) */
  112511. uv: Vector2;
  112512. /**
  112513. * Creates a PositionNormalTextureVertex
  112514. * @param position the position of the vertex (defaut: 0,0,0)
  112515. * @param normal the normal of the vertex (defaut: 0,1,0)
  112516. * @param uv the uv of the vertex (default: 0,0)
  112517. */
  112518. constructor(
  112519. /** the position of the vertex (defaut: 0,0,0) */
  112520. position?: Vector3,
  112521. /** the normal of the vertex (defaut: 0,1,0) */
  112522. normal?: Vector3,
  112523. /** the uv of the vertex (default: 0,0) */
  112524. uv?: Vector2);
  112525. /**
  112526. * Clones the PositionNormalTextureVertex
  112527. * @returns the cloned PositionNormalTextureVertex
  112528. */
  112529. clone(): PositionNormalTextureVertex;
  112530. }
  112531. }
  112532. declare module BABYLON {
  112533. /** @hidden */
  112534. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  112535. private _genericAttributeLocation;
  112536. private _varyingLocationCount;
  112537. private _varyingLocationMap;
  112538. private _replacements;
  112539. private _textureCount;
  112540. private _uniforms;
  112541. lineProcessor(line: string): string;
  112542. attributeProcessor(attribute: string): string;
  112543. varyingProcessor(varying: string, isFragment: boolean): string;
  112544. uniformProcessor(uniform: string): string;
  112545. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  112546. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  112547. }
  112548. }
  112549. declare module BABYLON {
  112550. /**
  112551. * Container for accessors for natively-stored mesh data buffers.
  112552. */
  112553. class NativeDataBuffer extends DataBuffer {
  112554. /**
  112555. * Accessor value used to identify/retrieve a natively-stored index buffer.
  112556. */
  112557. nativeIndexBuffer?: any;
  112558. /**
  112559. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  112560. */
  112561. nativeVertexBuffer?: any;
  112562. }
  112563. /** @hidden */
  112564. class NativeTexture extends InternalTexture {
  112565. getInternalTexture(): InternalTexture;
  112566. getViewCount(): number;
  112567. }
  112568. /** @hidden */
  112569. export class NativeEngine extends Engine {
  112570. private readonly _native;
  112571. getHardwareScalingLevel(): number;
  112572. constructor();
  112573. /**
  112574. * Can be used to override the current requestAnimationFrame requester.
  112575. * @hidden
  112576. */
  112577. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  112578. /**
  112579. * Override default engine behavior.
  112580. * @param color
  112581. * @param backBuffer
  112582. * @param depth
  112583. * @param stencil
  112584. */
  112585. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  112586. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  112587. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  112588. createVertexBuffer(data: DataArray): NativeDataBuffer;
  112589. recordVertexArrayObject(vertexBuffers: {
  112590. [key: string]: VertexBuffer;
  112591. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  112592. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  112593. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  112594. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  112595. /**
  112596. * Draw a list of indexed primitives
  112597. * @param fillMode defines the primitive to use
  112598. * @param indexStart defines the starting index
  112599. * @param indexCount defines the number of index to draw
  112600. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112601. */
  112602. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  112603. /**
  112604. * Draw a list of unindexed primitives
  112605. * @param fillMode defines the primitive to use
  112606. * @param verticesStart defines the index of first vertex to draw
  112607. * @param verticesCount defines the count of vertices to draw
  112608. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112609. */
  112610. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  112611. createPipelineContext(): IPipelineContext;
  112612. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  112613. /** @hidden */
  112614. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  112615. /** @hidden */
  112616. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  112617. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  112618. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  112619. protected _setProgram(program: WebGLProgram): void;
  112620. _releaseEffect(effect: Effect): void;
  112621. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  112622. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  112623. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  112624. bindSamplers(effect: Effect): void;
  112625. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  112626. getRenderWidth(useScreen?: boolean): number;
  112627. getRenderHeight(useScreen?: boolean): number;
  112628. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  112629. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  112630. /**
  112631. * Set the z offset to apply to current rendering
  112632. * @param value defines the offset to apply
  112633. */
  112634. setZOffset(value: number): void;
  112635. /**
  112636. * Gets the current value of the zOffset
  112637. * @returns the current zOffset state
  112638. */
  112639. getZOffset(): number;
  112640. /**
  112641. * Enable or disable depth buffering
  112642. * @param enable defines the state to set
  112643. */
  112644. setDepthBuffer(enable: boolean): void;
  112645. /**
  112646. * Gets a boolean indicating if depth writing is enabled
  112647. * @returns the current depth writing state
  112648. */
  112649. getDepthWrite(): boolean;
  112650. /**
  112651. * Enable or disable depth writing
  112652. * @param enable defines the state to set
  112653. */
  112654. setDepthWrite(enable: boolean): void;
  112655. /**
  112656. * Enable or disable color writing
  112657. * @param enable defines the state to set
  112658. */
  112659. setColorWrite(enable: boolean): void;
  112660. /**
  112661. * Gets a boolean indicating if color writing is enabled
  112662. * @returns the current color writing state
  112663. */
  112664. getColorWrite(): boolean;
  112665. /**
  112666. * Sets alpha constants used by some alpha blending modes
  112667. * @param r defines the red component
  112668. * @param g defines the green component
  112669. * @param b defines the blue component
  112670. * @param a defines the alpha component
  112671. */
  112672. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  112673. /**
  112674. * Sets the current alpha mode
  112675. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  112676. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  112677. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  112678. */
  112679. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  112680. /**
  112681. * Gets the current alpha mode
  112682. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  112683. * @returns the current alpha mode
  112684. */
  112685. getAlphaMode(): number;
  112686. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  112687. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  112688. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  112689. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  112690. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  112691. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  112692. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  112693. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  112694. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  112695. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  112696. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  112697. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  112698. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  112699. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112700. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112701. setFloat(uniform: WebGLUniformLocation, value: number): void;
  112702. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  112703. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  112704. setBool(uniform: WebGLUniformLocation, bool: number): void;
  112705. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  112706. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  112707. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  112708. wipeCaches(bruteForce?: boolean): void;
  112709. _createTexture(): WebGLTexture;
  112710. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  112711. /**
  112712. * Usually called from BABYLON.Texture.ts.
  112713. * Passed information to create a WebGLTexture
  112714. * @param urlArg defines a value which contains one of the following:
  112715. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  112716. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  112717. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  112718. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  112719. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  112720. * @param scene needed for loading to the correct scene
  112721. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  112722. * @param onLoad optional callback to be called upon successful completion
  112723. * @param onError optional callback to be called upon failure
  112724. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  112725. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  112726. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  112727. * @param forcedExtension defines the extension to use to pick the right loader
  112728. * @returns a InternalTexture for assignment back into BABYLON.Texture
  112729. */
  112730. 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;
  112731. /**
  112732. * Creates a cube texture
  112733. * @param rootUrl defines the url where the files to load is located
  112734. * @param scene defines the current scene
  112735. * @param files defines the list of files to load (1 per face)
  112736. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  112737. * @param onLoad defines an optional callback raised when the texture is loaded
  112738. * @param onError defines an optional callback raised if there is an issue to load the texture
  112739. * @param format defines the format of the data
  112740. * @param forcedExtension defines the extension to use to pick the right loader
  112741. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  112742. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  112743. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  112744. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  112745. * @returns the cube texture as an InternalTexture
  112746. */
  112747. 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;
  112748. private _getSamplingFilter;
  112749. private static _GetNativeTextureFormat;
  112750. createRenderTargetTexture(size: number | {
  112751. width: number;
  112752. height: number;
  112753. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  112754. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  112755. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  112756. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  112757. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  112758. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  112759. /**
  112760. * Updates a dynamic vertex buffer.
  112761. * @param vertexBuffer the vertex buffer to update
  112762. * @param data the data used to update the vertex buffer
  112763. * @param byteOffset the byte offset of the data (optional)
  112764. * @param byteLength the byte length of the data (optional)
  112765. */
  112766. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  112767. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  112768. private _updateAnisotropicLevel;
  112769. private _getAddressMode;
  112770. /** @hidden */
  112771. _bindTexture(channel: number, texture: InternalTexture): void;
  112772. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  112773. releaseEffects(): void;
  112774. /** @hidden */
  112775. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112776. /** @hidden */
  112777. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112778. /** @hidden */
  112779. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112780. /** @hidden */
  112781. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  112782. }
  112783. }
  112784. declare module BABYLON {
  112785. /**
  112786. * Gather the list of clipboard event types as constants.
  112787. */
  112788. export class ClipboardEventTypes {
  112789. /**
  112790. * The clipboard event is fired when a copy command is active (pressed).
  112791. */
  112792. static readonly COPY: number;
  112793. /**
  112794. * The clipboard event is fired when a cut command is active (pressed).
  112795. */
  112796. static readonly CUT: number;
  112797. /**
  112798. * The clipboard event is fired when a paste command is active (pressed).
  112799. */
  112800. static readonly PASTE: number;
  112801. }
  112802. /**
  112803. * This class is used to store clipboard related info for the onClipboardObservable event.
  112804. */
  112805. export class ClipboardInfo {
  112806. /**
  112807. * Defines the type of event (BABYLON.ClipboardEventTypes)
  112808. */
  112809. type: number;
  112810. /**
  112811. * Defines the related dom event
  112812. */
  112813. event: ClipboardEvent;
  112814. /**
  112815. *Creates an instance of ClipboardInfo.
  112816. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  112817. * @param event Defines the related dom event
  112818. */
  112819. constructor(
  112820. /**
  112821. * Defines the type of event (BABYLON.ClipboardEventTypes)
  112822. */
  112823. type: number,
  112824. /**
  112825. * Defines the related dom event
  112826. */
  112827. event: ClipboardEvent);
  112828. /**
  112829. * Get the clipboard event's type from the keycode.
  112830. * @param keyCode Defines the keyCode for the current keyboard event.
  112831. * @return {number}
  112832. */
  112833. static GetTypeFromCharacter(keyCode: number): number;
  112834. }
  112835. }
  112836. declare module BABYLON {
  112837. /**
  112838. * Google Daydream controller
  112839. */
  112840. export class DaydreamController extends WebVRController {
  112841. /**
  112842. * Base Url for the controller model.
  112843. */
  112844. static MODEL_BASE_URL: string;
  112845. /**
  112846. * File name for the controller model.
  112847. */
  112848. static MODEL_FILENAME: string;
  112849. /**
  112850. * Gamepad Id prefix used to identify Daydream Controller.
  112851. */
  112852. static readonly GAMEPAD_ID_PREFIX: string;
  112853. /**
  112854. * Creates a new DaydreamController from a gamepad
  112855. * @param vrGamepad the gamepad that the controller should be created from
  112856. */
  112857. constructor(vrGamepad: any);
  112858. /**
  112859. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  112860. * @param scene scene in which to add meshes
  112861. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  112862. */
  112863. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  112864. /**
  112865. * Called once for each button that changed state since the last frame
  112866. * @param buttonIdx Which button index changed
  112867. * @param state New state of the button
  112868. * @param changes Which properties on the state changed since last frame
  112869. */
  112870. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  112871. }
  112872. }
  112873. declare module BABYLON {
  112874. /**
  112875. * Gear VR Controller
  112876. */
  112877. export class GearVRController extends WebVRController {
  112878. /**
  112879. * Base Url for the controller model.
  112880. */
  112881. static MODEL_BASE_URL: string;
  112882. /**
  112883. * File name for the controller model.
  112884. */
  112885. static MODEL_FILENAME: string;
  112886. /**
  112887. * Gamepad Id prefix used to identify this controller.
  112888. */
  112889. static readonly GAMEPAD_ID_PREFIX: string;
  112890. private readonly _buttonIndexToObservableNameMap;
  112891. /**
  112892. * Creates a new GearVRController from a gamepad
  112893. * @param vrGamepad the gamepad that the controller should be created from
  112894. */
  112895. constructor(vrGamepad: any);
  112896. /**
  112897. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  112898. * @param scene scene in which to add meshes
  112899. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  112900. */
  112901. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  112902. /**
  112903. * Called once for each button that changed state since the last frame
  112904. * @param buttonIdx Which button index changed
  112905. * @param state New state of the button
  112906. * @param changes Which properties on the state changed since last frame
  112907. */
  112908. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  112909. }
  112910. }
  112911. declare module BABYLON {
  112912. /**
  112913. * Class containing static functions to help procedurally build meshes
  112914. */
  112915. export class PolyhedronBuilder {
  112916. /**
  112917. * Creates a polyhedron mesh
  112918. * * 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
  112919. * * The parameter `size` (positive float, default 1) sets the polygon size
  112920. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  112921. * * 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`
  112922. * * 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
  112923. * * 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)`)
  112924. * * 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
  112925. * * 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
  112926. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  112927. * * If you create a double-sided mesh, you can choose what parts of 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
  112928. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112929. * @param name defines the name of the mesh
  112930. * @param options defines the options used to create the mesh
  112931. * @param scene defines the hosting scene
  112932. * @returns the polyhedron mesh
  112933. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  112934. */
  112935. static CreatePolyhedron(name: string, options: {
  112936. type?: number;
  112937. size?: number;
  112938. sizeX?: number;
  112939. sizeY?: number;
  112940. sizeZ?: number;
  112941. custom?: any;
  112942. faceUV?: Vector4[];
  112943. faceColors?: Color4[];
  112944. flat?: boolean;
  112945. updatable?: boolean;
  112946. sideOrientation?: number;
  112947. frontUVs?: Vector4;
  112948. backUVs?: Vector4;
  112949. }, scene?: Nullable<Scene>): Mesh;
  112950. }
  112951. }
  112952. declare module BABYLON {
  112953. /**
  112954. * Gizmo that enables scaling a mesh along 3 axis
  112955. */
  112956. export class ScaleGizmo extends Gizmo {
  112957. /**
  112958. * Internal gizmo used for interactions on the x axis
  112959. */
  112960. xGizmo: AxisScaleGizmo;
  112961. /**
  112962. * Internal gizmo used for interactions on the y axis
  112963. */
  112964. yGizmo: AxisScaleGizmo;
  112965. /**
  112966. * Internal gizmo used for interactions on the z axis
  112967. */
  112968. zGizmo: AxisScaleGizmo;
  112969. /**
  112970. * Internal gizmo used to scale all axis equally
  112971. */
  112972. uniformScaleGizmo: AxisScaleGizmo;
  112973. private _meshAttached;
  112974. private _updateGizmoRotationToMatchAttachedMesh;
  112975. private _snapDistance;
  112976. private _scaleRatio;
  112977. private _uniformScalingMesh;
  112978. private _octahedron;
  112979. /** Fires an event when any of it's sub gizmos are dragged */
  112980. onDragStartObservable: Observable<unknown>;
  112981. /** Fires an event when any of it's sub gizmos are released from dragging */
  112982. onDragEndObservable: Observable<unknown>;
  112983. attachedMesh: Nullable<AbstractMesh>;
  112984. /**
  112985. * Creates a ScaleGizmo
  112986. * @param gizmoLayer The utility layer the gizmo will be added to
  112987. */
  112988. constructor(gizmoLayer?: UtilityLayerRenderer);
  112989. updateGizmoRotationToMatchAttachedMesh: boolean;
  112990. /**
  112991. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  112992. */
  112993. snapDistance: number;
  112994. /**
  112995. * Ratio for the scale of the gizmo (Default: 1)
  112996. */
  112997. scaleRatio: number;
  112998. /**
  112999. * Disposes of the gizmo
  113000. */
  113001. dispose(): void;
  113002. }
  113003. }
  113004. declare module BABYLON {
  113005. /**
  113006. * Single axis scale gizmo
  113007. */
  113008. export class AxisScaleGizmo extends Gizmo {
  113009. /**
  113010. * Drag behavior responsible for the gizmos dragging interactions
  113011. */
  113012. dragBehavior: PointerDragBehavior;
  113013. private _pointerObserver;
  113014. /**
  113015. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  113016. */
  113017. snapDistance: number;
  113018. /**
  113019. * Event that fires each time the gizmo snaps to a new location.
  113020. * * snapDistance is the the change in distance
  113021. */
  113022. onSnapObservable: Observable<{
  113023. snapDistance: number;
  113024. }>;
  113025. /**
  113026. * If the scaling operation should be done on all axis (default: false)
  113027. */
  113028. uniformScaling: boolean;
  113029. private _isEnabled;
  113030. private _parent;
  113031. private _arrow;
  113032. private _coloredMaterial;
  113033. private _hoverMaterial;
  113034. /**
  113035. * Creates an AxisScaleGizmo
  113036. * @param gizmoLayer The utility layer the gizmo will be added to
  113037. * @param dragAxis The axis which the gizmo will be able to scale on
  113038. * @param color The color of the gizmo
  113039. */
  113040. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  113041. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  113042. /**
  113043. * If the gizmo is enabled
  113044. */
  113045. isEnabled: boolean;
  113046. /**
  113047. * Disposes of the gizmo
  113048. */
  113049. dispose(): void;
  113050. /**
  113051. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  113052. * @param mesh The mesh to replace the default mesh of the gizmo
  113053. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  113054. */
  113055. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  113056. }
  113057. }
  113058. declare module BABYLON {
  113059. /**
  113060. * Bounding box gizmo
  113061. */
  113062. export class BoundingBoxGizmo extends Gizmo {
  113063. private _lineBoundingBox;
  113064. private _rotateSpheresParent;
  113065. private _scaleBoxesParent;
  113066. private _boundingDimensions;
  113067. private _renderObserver;
  113068. private _pointerObserver;
  113069. private _scaleDragSpeed;
  113070. private _tmpQuaternion;
  113071. private _tmpVector;
  113072. private _tmpRotationMatrix;
  113073. /**
  113074. * 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)
  113075. */
  113076. ignoreChildren: boolean;
  113077. /**
  113078. * 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)
  113079. */
  113080. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  113081. /**
  113082. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  113083. */
  113084. rotationSphereSize: number;
  113085. /**
  113086. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  113087. */
  113088. scaleBoxSize: number;
  113089. /**
  113090. * 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)
  113091. */
  113092. fixedDragMeshScreenSize: boolean;
  113093. /**
  113094. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  113095. */
  113096. fixedDragMeshScreenSizeDistanceFactor: number;
  113097. /**
  113098. * Fired when a rotation sphere or scale box is dragged
  113099. */
  113100. onDragStartObservable: Observable<{}>;
  113101. /**
  113102. * Fired when a scale box is dragged
  113103. */
  113104. onScaleBoxDragObservable: Observable<{}>;
  113105. /**
  113106. * Fired when a scale box drag is ended
  113107. */
  113108. onScaleBoxDragEndObservable: Observable<{}>;
  113109. /**
  113110. * Fired when a rotation sphere is dragged
  113111. */
  113112. onRotationSphereDragObservable: Observable<{}>;
  113113. /**
  113114. * Fired when a rotation sphere drag is ended
  113115. */
  113116. onRotationSphereDragEndObservable: Observable<{}>;
  113117. /**
  113118. * 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)
  113119. */
  113120. scalePivot: Nullable<Vector3>;
  113121. /**
  113122. * Mesh used as a pivot to rotate the attached mesh
  113123. */
  113124. private _anchorMesh;
  113125. private _existingMeshScale;
  113126. private _dragMesh;
  113127. private pointerDragBehavior;
  113128. private coloredMaterial;
  113129. private hoverColoredMaterial;
  113130. /**
  113131. * Sets the color of the bounding box gizmo
  113132. * @param color the color to set
  113133. */
  113134. setColor(color: Color3): void;
  113135. /**
  113136. * Creates an BoundingBoxGizmo
  113137. * @param gizmoLayer The utility layer the gizmo will be added to
  113138. * @param color The color of the gizmo
  113139. */
  113140. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  113141. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  113142. private _selectNode;
  113143. /**
  113144. * Updates the bounding box information for the Gizmo
  113145. */
  113146. updateBoundingBox(): void;
  113147. private _updateRotationSpheres;
  113148. private _updateScaleBoxes;
  113149. /**
  113150. * Enables rotation on the specified axis and disables rotation on the others
  113151. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  113152. */
  113153. setEnabledRotationAxis(axis: string): void;
  113154. /**
  113155. * Enables/disables scaling
  113156. * @param enable if scaling should be enabled
  113157. */
  113158. setEnabledScaling(enable: boolean): void;
  113159. private _updateDummy;
  113160. /**
  113161. * Enables a pointer drag behavior on the bounding box of the gizmo
  113162. */
  113163. enableDragBehavior(): void;
  113164. /**
  113165. * Disposes of the gizmo
  113166. */
  113167. dispose(): void;
  113168. /**
  113169. * 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)
  113170. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  113171. * @returns the bounding box mesh with the passed in mesh as a child
  113172. */
  113173. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  113174. /**
  113175. * CustomMeshes are not supported by this gizmo
  113176. * @param mesh The mesh to replace the default mesh of the gizmo
  113177. */
  113178. setCustomMesh(mesh: Mesh): void;
  113179. }
  113180. }
  113181. declare module BABYLON {
  113182. /**
  113183. * Single plane rotation gizmo
  113184. */
  113185. export class PlaneRotationGizmo extends Gizmo {
  113186. /**
  113187. * Drag behavior responsible for the gizmos dragging interactions
  113188. */
  113189. dragBehavior: PointerDragBehavior;
  113190. private _pointerObserver;
  113191. /**
  113192. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  113193. */
  113194. snapDistance: number;
  113195. /**
  113196. * Event that fires each time the gizmo snaps to a new location.
  113197. * * snapDistance is the the change in distance
  113198. */
  113199. onSnapObservable: Observable<{
  113200. snapDistance: number;
  113201. }>;
  113202. private _isEnabled;
  113203. private _parent;
  113204. /**
  113205. * Creates a PlaneRotationGizmo
  113206. * @param gizmoLayer The utility layer the gizmo will be added to
  113207. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  113208. * @param color The color of the gizmo
  113209. * @param tessellation Amount of tessellation to be used when creating rotation circles
  113210. * @param useEulerRotation Use and update Euler angle instead of quaternion
  113211. */
  113212. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  113213. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  113214. /**
  113215. * If the gizmo is enabled
  113216. */
  113217. isEnabled: boolean;
  113218. /**
  113219. * Disposes of the gizmo
  113220. */
  113221. dispose(): void;
  113222. }
  113223. }
  113224. declare module BABYLON {
  113225. /**
  113226. * Gizmo that enables rotating a mesh along 3 axis
  113227. */
  113228. export class RotationGizmo extends Gizmo {
  113229. /**
  113230. * Internal gizmo used for interactions on the x axis
  113231. */
  113232. xGizmo: PlaneRotationGizmo;
  113233. /**
  113234. * Internal gizmo used for interactions on the y axis
  113235. */
  113236. yGizmo: PlaneRotationGizmo;
  113237. /**
  113238. * Internal gizmo used for interactions on the z axis
  113239. */
  113240. zGizmo: PlaneRotationGizmo;
  113241. /** Fires an event when any of it's sub gizmos are dragged */
  113242. onDragStartObservable: Observable<unknown>;
  113243. /** Fires an event when any of it's sub gizmos are released from dragging */
  113244. onDragEndObservable: Observable<unknown>;
  113245. private _meshAttached;
  113246. attachedMesh: Nullable<AbstractMesh>;
  113247. /**
  113248. * Creates a RotationGizmo
  113249. * @param gizmoLayer The utility layer the gizmo will be added to
  113250. * @param tessellation Amount of tessellation to be used when creating rotation circles
  113251. * @param useEulerRotation Use and update Euler angle instead of quaternion
  113252. */
  113253. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  113254. updateGizmoRotationToMatchAttachedMesh: boolean;
  113255. /**
  113256. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  113257. */
  113258. snapDistance: number;
  113259. /**
  113260. * Ratio for the scale of the gizmo (Default: 1)
  113261. */
  113262. scaleRatio: number;
  113263. /**
  113264. * Disposes of the gizmo
  113265. */
  113266. dispose(): void;
  113267. /**
  113268. * CustomMeshes are not supported by this gizmo
  113269. * @param mesh The mesh to replace the default mesh of the gizmo
  113270. */
  113271. setCustomMesh(mesh: Mesh): void;
  113272. }
  113273. }
  113274. declare module BABYLON {
  113275. /**
  113276. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  113277. */
  113278. export class GizmoManager implements IDisposable {
  113279. private scene;
  113280. /**
  113281. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  113282. */
  113283. gizmos: {
  113284. positionGizmo: Nullable<PositionGizmo>;
  113285. rotationGizmo: Nullable<RotationGizmo>;
  113286. scaleGizmo: Nullable<ScaleGizmo>;
  113287. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  113288. };
  113289. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  113290. clearGizmoOnEmptyPointerEvent: boolean;
  113291. /** Fires an event when the manager is attached to a mesh */
  113292. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  113293. private _gizmosEnabled;
  113294. private _pointerObserver;
  113295. private _attachedMesh;
  113296. private _boundingBoxColor;
  113297. private _defaultUtilityLayer;
  113298. private _defaultKeepDepthUtilityLayer;
  113299. /**
  113300. * When bounding box gizmo is enabled, this can be used to track drag/end events
  113301. */
  113302. boundingBoxDragBehavior: SixDofDragBehavior;
  113303. /**
  113304. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  113305. */
  113306. attachableMeshes: Nullable<Array<AbstractMesh>>;
  113307. /**
  113308. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  113309. */
  113310. usePointerToAttachGizmos: boolean;
  113311. /**
  113312. * Utility layer that the bounding box gizmo belongs to
  113313. */
  113314. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  113315. /**
  113316. * Utility layer that all gizmos besides bounding box belong to
  113317. */
  113318. readonly utilityLayer: UtilityLayerRenderer;
  113319. /**
  113320. * Instatiates a gizmo manager
  113321. * @param scene the scene to overlay the gizmos on top of
  113322. */
  113323. constructor(scene: Scene);
  113324. /**
  113325. * Attaches a set of gizmos to the specified mesh
  113326. * @param mesh The mesh the gizmo's should be attached to
  113327. */
  113328. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  113329. /**
  113330. * If the position gizmo is enabled
  113331. */
  113332. positionGizmoEnabled: boolean;
  113333. /**
  113334. * If the rotation gizmo is enabled
  113335. */
  113336. rotationGizmoEnabled: boolean;
  113337. /**
  113338. * If the scale gizmo is enabled
  113339. */
  113340. scaleGizmoEnabled: boolean;
  113341. /**
  113342. * If the boundingBox gizmo is enabled
  113343. */
  113344. boundingBoxGizmoEnabled: boolean;
  113345. /**
  113346. * Disposes of the gizmo manager
  113347. */
  113348. dispose(): void;
  113349. }
  113350. }
  113351. declare module BABYLON {
  113352. /**
  113353. * A directional light is defined by a direction (what a surprise!).
  113354. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  113355. * 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.
  113356. * Documentation: https://doc.babylonjs.com/babylon101/lights
  113357. */
  113358. export class DirectionalLight extends ShadowLight {
  113359. private _shadowFrustumSize;
  113360. /**
  113361. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  113362. */
  113363. /**
  113364. * Specifies a fix frustum size for the shadow generation.
  113365. */
  113366. shadowFrustumSize: number;
  113367. private _shadowOrthoScale;
  113368. /**
  113369. * Gets the shadow projection scale against the optimal computed one.
  113370. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  113371. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  113372. */
  113373. /**
  113374. * Sets the shadow projection scale against the optimal computed one.
  113375. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  113376. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  113377. */
  113378. shadowOrthoScale: number;
  113379. /**
  113380. * Automatically compute the projection matrix to best fit (including all the casters)
  113381. * on each frame.
  113382. */
  113383. autoUpdateExtends: boolean;
  113384. private _orthoLeft;
  113385. private _orthoRight;
  113386. private _orthoTop;
  113387. private _orthoBottom;
  113388. /**
  113389. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  113390. * The directional light is emitted from everywhere in the given direction.
  113391. * It can cast shadows.
  113392. * Documentation : https://doc.babylonjs.com/babylon101/lights
  113393. * @param name The friendly name of the light
  113394. * @param direction The direction of the light
  113395. * @param scene The scene the light belongs to
  113396. */
  113397. constructor(name: string, direction: Vector3, scene: Scene);
  113398. /**
  113399. * Returns the string "DirectionalLight".
  113400. * @return The class name
  113401. */
  113402. getClassName(): string;
  113403. /**
  113404. * Returns the integer 1.
  113405. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  113406. */
  113407. getTypeID(): number;
  113408. /**
  113409. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  113410. * Returns the DirectionalLight Shadow projection matrix.
  113411. */
  113412. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  113413. /**
  113414. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  113415. * Returns the DirectionalLight Shadow projection matrix.
  113416. */
  113417. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  113418. /**
  113419. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  113420. * Returns the DirectionalLight Shadow projection matrix.
  113421. */
  113422. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  113423. protected _buildUniformLayout(): void;
  113424. /**
  113425. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  113426. * @param effect The effect to update
  113427. * @param lightIndex The index of the light in the effect to update
  113428. * @returns The directional light
  113429. */
  113430. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  113431. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  113432. /**
  113433. * Gets the minZ used for shadow according to both the scene and the light.
  113434. *
  113435. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  113436. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  113437. * @param activeCamera The camera we are returning the min for
  113438. * @returns the depth min z
  113439. */
  113440. getDepthMinZ(activeCamera: Camera): number;
  113441. /**
  113442. * Gets the maxZ used for shadow according to both the scene and the light.
  113443. *
  113444. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  113445. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  113446. * @param activeCamera The camera we are returning the max for
  113447. * @returns the depth max z
  113448. */
  113449. getDepthMaxZ(activeCamera: Camera): number;
  113450. /**
  113451. * Prepares the list of defines specific to the light type.
  113452. * @param defines the list of defines
  113453. * @param lightIndex defines the index of the light for the effect
  113454. */
  113455. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  113456. }
  113457. }
  113458. declare module BABYLON {
  113459. /**
  113460. * Class containing static functions to help procedurally build meshes
  113461. */
  113462. export class HemisphereBuilder {
  113463. /**
  113464. * Creates a hemisphere mesh
  113465. * @param name defines the name of the mesh
  113466. * @param options defines the options used to create the mesh
  113467. * @param scene defines the hosting scene
  113468. * @returns the hemisphere mesh
  113469. */
  113470. static CreateHemisphere(name: string, options: {
  113471. segments?: number;
  113472. diameter?: number;
  113473. sideOrientation?: number;
  113474. }, scene: any): Mesh;
  113475. }
  113476. }
  113477. declare module BABYLON {
  113478. /**
  113479. * A spot light is defined by a position, a direction, an angle, and an exponent.
  113480. * These values define a cone of light starting from the position, emitting toward the direction.
  113481. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  113482. * and the exponent defines the speed of the decay of the light with distance (reach).
  113483. * Documentation: https://doc.babylonjs.com/babylon101/lights
  113484. */
  113485. export class SpotLight extends ShadowLight {
  113486. private _angle;
  113487. private _innerAngle;
  113488. private _cosHalfAngle;
  113489. private _lightAngleScale;
  113490. private _lightAngleOffset;
  113491. /**
  113492. * Gets the cone angle of the spot light in Radians.
  113493. */
  113494. /**
  113495. * Sets the cone angle of the spot light in Radians.
  113496. */
  113497. angle: number;
  113498. /**
  113499. * Only used in gltf falloff mode, this defines the angle where
  113500. * the directional falloff will start before cutting at angle which could be seen
  113501. * as outer angle.
  113502. */
  113503. /**
  113504. * Only used in gltf falloff mode, this defines the angle where
  113505. * the directional falloff will start before cutting at angle which could be seen
  113506. * as outer angle.
  113507. */
  113508. innerAngle: number;
  113509. private _shadowAngleScale;
  113510. /**
  113511. * Allows scaling the angle of the light for shadow generation only.
  113512. */
  113513. /**
  113514. * Allows scaling the angle of the light for shadow generation only.
  113515. */
  113516. shadowAngleScale: number;
  113517. /**
  113518. * The light decay speed with the distance from the emission spot.
  113519. */
  113520. exponent: number;
  113521. private _projectionTextureMatrix;
  113522. /**
  113523. * Allows reading the projecton texture
  113524. */
  113525. readonly projectionTextureMatrix: Matrix;
  113526. protected _projectionTextureLightNear: number;
  113527. /**
  113528. * Gets the near clip of the Spotlight for texture projection.
  113529. */
  113530. /**
  113531. * Sets the near clip of the Spotlight for texture projection.
  113532. */
  113533. projectionTextureLightNear: number;
  113534. protected _projectionTextureLightFar: number;
  113535. /**
  113536. * Gets the far clip of the Spotlight for texture projection.
  113537. */
  113538. /**
  113539. * Sets the far clip of the Spotlight for texture projection.
  113540. */
  113541. projectionTextureLightFar: number;
  113542. protected _projectionTextureUpDirection: Vector3;
  113543. /**
  113544. * Gets the Up vector of the Spotlight for texture projection.
  113545. */
  113546. /**
  113547. * Sets the Up vector of the Spotlight for texture projection.
  113548. */
  113549. projectionTextureUpDirection: Vector3;
  113550. private _projectionTexture;
  113551. /**
  113552. * Gets the projection texture of the light.
  113553. */
  113554. /**
  113555. * Sets the projection texture of the light.
  113556. */
  113557. projectionTexture: Nullable<BaseTexture>;
  113558. private _projectionTextureViewLightDirty;
  113559. private _projectionTextureProjectionLightDirty;
  113560. private _projectionTextureDirty;
  113561. private _projectionTextureViewTargetVector;
  113562. private _projectionTextureViewLightMatrix;
  113563. private _projectionTextureProjectionLightMatrix;
  113564. private _projectionTextureScalingMatrix;
  113565. /**
  113566. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  113567. * It can cast shadows.
  113568. * Documentation : https://doc.babylonjs.com/babylon101/lights
  113569. * @param name The light friendly name
  113570. * @param position The position of the spot light in the scene
  113571. * @param direction The direction of the light in the scene
  113572. * @param angle The cone angle of the light in Radians
  113573. * @param exponent The light decay speed with the distance from the emission spot
  113574. * @param scene The scene the lights belongs to
  113575. */
  113576. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  113577. /**
  113578. * Returns the string "SpotLight".
  113579. * @returns the class name
  113580. */
  113581. getClassName(): string;
  113582. /**
  113583. * Returns the integer 2.
  113584. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  113585. */
  113586. getTypeID(): number;
  113587. /**
  113588. * Overrides the direction setter to recompute the projection texture view light Matrix.
  113589. */
  113590. protected _setDirection(value: Vector3): void;
  113591. /**
  113592. * Overrides the position setter to recompute the projection texture view light Matrix.
  113593. */
  113594. protected _setPosition(value: Vector3): void;
  113595. /**
  113596. * 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.
  113597. * Returns the SpotLight.
  113598. */
  113599. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  113600. protected _computeProjectionTextureViewLightMatrix(): void;
  113601. protected _computeProjectionTextureProjectionLightMatrix(): void;
  113602. /**
  113603. * Main function for light texture projection matrix computing.
  113604. */
  113605. protected _computeProjectionTextureMatrix(): void;
  113606. protected _buildUniformLayout(): void;
  113607. private _computeAngleValues;
  113608. /**
  113609. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  113610. * @param effect The effect to update
  113611. * @param lightIndex The index of the light in the effect to update
  113612. * @returns The spot light
  113613. */
  113614. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  113615. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  113616. /**
  113617. * Disposes the light and the associated resources.
  113618. */
  113619. dispose(): void;
  113620. /**
  113621. * Prepares the list of defines specific to the light type.
  113622. * @param defines the list of defines
  113623. * @param lightIndex defines the index of the light for the effect
  113624. */
  113625. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  113626. }
  113627. }
  113628. declare module BABYLON {
  113629. /**
  113630. * Gizmo that enables viewing a light
  113631. */
  113632. export class LightGizmo extends Gizmo {
  113633. private _lightMesh;
  113634. private _material;
  113635. private cachedPosition;
  113636. private cachedForward;
  113637. /**
  113638. * Creates a LightGizmo
  113639. * @param gizmoLayer The utility layer the gizmo will be added to
  113640. */
  113641. constructor(gizmoLayer?: UtilityLayerRenderer);
  113642. private _light;
  113643. /**
  113644. * The light that the gizmo is attached to
  113645. */
  113646. light: Nullable<Light>;
  113647. /**
  113648. * Gets the material used to render the light gizmo
  113649. */
  113650. readonly material: StandardMaterial;
  113651. /**
  113652. * @hidden
  113653. * Updates the gizmo to match the attached mesh's position/rotation
  113654. */
  113655. protected _update(): void;
  113656. private static _Scale;
  113657. /**
  113658. * Creates the lines for a light mesh
  113659. */
  113660. private static _createLightLines;
  113661. /**
  113662. * Disposes of the light gizmo
  113663. */
  113664. dispose(): void;
  113665. private static _CreateHemisphericLightMesh;
  113666. private static _CreatePointLightMesh;
  113667. private static _CreateSpotLightMesh;
  113668. private static _CreateDirectionalLightMesh;
  113669. }
  113670. }
  113671. declare module BABYLON {
  113672. /** @hidden */
  113673. export var backgroundFragmentDeclaration: {
  113674. name: string;
  113675. shader: string;
  113676. };
  113677. }
  113678. declare module BABYLON {
  113679. /** @hidden */
  113680. export var backgroundUboDeclaration: {
  113681. name: string;
  113682. shader: string;
  113683. };
  113684. }
  113685. declare module BABYLON {
  113686. /** @hidden */
  113687. export var backgroundPixelShader: {
  113688. name: string;
  113689. shader: string;
  113690. };
  113691. }
  113692. declare module BABYLON {
  113693. /** @hidden */
  113694. export var backgroundVertexDeclaration: {
  113695. name: string;
  113696. shader: string;
  113697. };
  113698. }
  113699. declare module BABYLON {
  113700. /** @hidden */
  113701. export var backgroundVertexShader: {
  113702. name: string;
  113703. shader: string;
  113704. };
  113705. }
  113706. declare module BABYLON {
  113707. /**
  113708. * Background material used to create an efficient environement around your scene.
  113709. */
  113710. export class BackgroundMaterial extends PushMaterial {
  113711. /**
  113712. * Standard reflectance value at parallel view angle.
  113713. */
  113714. static StandardReflectance0: number;
  113715. /**
  113716. * Standard reflectance value at grazing angle.
  113717. */
  113718. static StandardReflectance90: number;
  113719. protected _primaryColor: Color3;
  113720. /**
  113721. * Key light Color (multiply against the environement texture)
  113722. */
  113723. primaryColor: Color3;
  113724. protected __perceptualColor: Nullable<Color3>;
  113725. /**
  113726. * Experimental Internal Use Only.
  113727. *
  113728. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  113729. * This acts as a helper to set the primary color to a more "human friendly" value.
  113730. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  113731. * output color as close as possible from the chosen value.
  113732. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  113733. * part of lighting setup.)
  113734. */
  113735. _perceptualColor: Nullable<Color3>;
  113736. protected _primaryColorShadowLevel: float;
  113737. /**
  113738. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  113739. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  113740. */
  113741. primaryColorShadowLevel: float;
  113742. protected _primaryColorHighlightLevel: float;
  113743. /**
  113744. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  113745. * The primary color is used at the level chosen to define what the white area would look.
  113746. */
  113747. primaryColorHighlightLevel: float;
  113748. protected _reflectionTexture: Nullable<BaseTexture>;
  113749. /**
  113750. * Reflection Texture used in the material.
  113751. * Should be author in a specific way for the best result (refer to the documentation).
  113752. */
  113753. reflectionTexture: Nullable<BaseTexture>;
  113754. protected _reflectionBlur: float;
  113755. /**
  113756. * Reflection Texture level of blur.
  113757. *
  113758. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  113759. * texture twice.
  113760. */
  113761. reflectionBlur: float;
  113762. protected _diffuseTexture: Nullable<BaseTexture>;
  113763. /**
  113764. * Diffuse Texture used in the material.
  113765. * Should be author in a specific way for the best result (refer to the documentation).
  113766. */
  113767. diffuseTexture: Nullable<BaseTexture>;
  113768. protected _shadowLights: Nullable<IShadowLight[]>;
  113769. /**
  113770. * Specify the list of lights casting shadow on the material.
  113771. * All scene shadow lights will be included if null.
  113772. */
  113773. shadowLights: Nullable<IShadowLight[]>;
  113774. protected _shadowLevel: float;
  113775. /**
  113776. * Helps adjusting the shadow to a softer level if required.
  113777. * 0 means black shadows and 1 means no shadows.
  113778. */
  113779. shadowLevel: float;
  113780. protected _sceneCenter: Vector3;
  113781. /**
  113782. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  113783. * It is usually zero but might be interesting to modify according to your setup.
  113784. */
  113785. sceneCenter: Vector3;
  113786. protected _opacityFresnel: boolean;
  113787. /**
  113788. * This helps specifying that the material is falling off to the sky box at grazing angle.
  113789. * This helps ensuring a nice transition when the camera goes under the ground.
  113790. */
  113791. opacityFresnel: boolean;
  113792. protected _reflectionFresnel: boolean;
  113793. /**
  113794. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  113795. * This helps adding a mirror texture on the ground.
  113796. */
  113797. reflectionFresnel: boolean;
  113798. protected _reflectionFalloffDistance: number;
  113799. /**
  113800. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  113801. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  113802. */
  113803. reflectionFalloffDistance: number;
  113804. protected _reflectionAmount: number;
  113805. /**
  113806. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  113807. */
  113808. reflectionAmount: number;
  113809. protected _reflectionReflectance0: number;
  113810. /**
  113811. * This specifies the weight of the reflection at grazing angle.
  113812. */
  113813. reflectionReflectance0: number;
  113814. protected _reflectionReflectance90: number;
  113815. /**
  113816. * This specifies the weight of the reflection at a perpendicular point of view.
  113817. */
  113818. reflectionReflectance90: number;
  113819. /**
  113820. * Sets the reflection reflectance fresnel values according to the default standard
  113821. * empirically know to work well :-)
  113822. */
  113823. reflectionStandardFresnelWeight: number;
  113824. protected _useRGBColor: boolean;
  113825. /**
  113826. * Helps to directly use the maps channels instead of their level.
  113827. */
  113828. useRGBColor: boolean;
  113829. protected _enableNoise: boolean;
  113830. /**
  113831. * This helps reducing the banding effect that could occur on the background.
  113832. */
  113833. enableNoise: boolean;
  113834. /**
  113835. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  113836. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  113837. * Recommended to be keep at 1.0 except for special cases.
  113838. */
  113839. fovMultiplier: number;
  113840. private _fovMultiplier;
  113841. /**
  113842. * Enable the FOV adjustment feature controlled by fovMultiplier.
  113843. */
  113844. useEquirectangularFOV: boolean;
  113845. private _maxSimultaneousLights;
  113846. /**
  113847. * Number of Simultaneous lights allowed on the material.
  113848. */
  113849. maxSimultaneousLights: int;
  113850. /**
  113851. * Default configuration related to image processing available in the Background Material.
  113852. */
  113853. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  113854. /**
  113855. * Keep track of the image processing observer to allow dispose and replace.
  113856. */
  113857. private _imageProcessingObserver;
  113858. /**
  113859. * Attaches a new image processing configuration to the PBR Material.
  113860. * @param configuration (if null the scene configuration will be use)
  113861. */
  113862. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  113863. /**
  113864. * Gets the image processing configuration used either in this material.
  113865. */
  113866. /**
  113867. * Sets the Default image processing configuration used either in the this material.
  113868. *
  113869. * If sets to null, the scene one is in use.
  113870. */
  113871. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  113872. /**
  113873. * Gets wether the color curves effect is enabled.
  113874. */
  113875. /**
  113876. * Sets wether the color curves effect is enabled.
  113877. */
  113878. cameraColorCurvesEnabled: boolean;
  113879. /**
  113880. * Gets wether the color grading effect is enabled.
  113881. */
  113882. /**
  113883. * Gets wether the color grading effect is enabled.
  113884. */
  113885. cameraColorGradingEnabled: boolean;
  113886. /**
  113887. * Gets wether tonemapping is enabled or not.
  113888. */
  113889. /**
  113890. * Sets wether tonemapping is enabled or not
  113891. */
  113892. cameraToneMappingEnabled: boolean;
  113893. /**
  113894. * The camera exposure used on this material.
  113895. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113896. * This corresponds to a photographic exposure.
  113897. */
  113898. /**
  113899. * The camera exposure used on this material.
  113900. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113901. * This corresponds to a photographic exposure.
  113902. */
  113903. cameraExposure: float;
  113904. /**
  113905. * Gets The camera contrast used on this material.
  113906. */
  113907. /**
  113908. * Sets The camera contrast used on this material.
  113909. */
  113910. cameraContrast: float;
  113911. /**
  113912. * Gets the Color Grading 2D Lookup Texture.
  113913. */
  113914. /**
  113915. * Sets the Color Grading 2D Lookup Texture.
  113916. */
  113917. cameraColorGradingTexture: Nullable<BaseTexture>;
  113918. /**
  113919. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113920. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113921. * 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;
  113922. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113923. */
  113924. /**
  113925. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113926. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113927. * 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;
  113928. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113929. */
  113930. cameraColorCurves: Nullable<ColorCurves>;
  113931. /**
  113932. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  113933. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  113934. */
  113935. switchToBGR: boolean;
  113936. private _renderTargets;
  113937. private _reflectionControls;
  113938. private _white;
  113939. private _primaryShadowColor;
  113940. private _primaryHighlightColor;
  113941. /**
  113942. * Instantiates a Background Material in the given scene
  113943. * @param name The friendly name of the material
  113944. * @param scene The scene to add the material to
  113945. */
  113946. constructor(name: string, scene: Scene);
  113947. /**
  113948. * Gets a boolean indicating that current material needs to register RTT
  113949. */
  113950. readonly hasRenderTargetTextures: boolean;
  113951. /**
  113952. * The entire material has been created in order to prevent overdraw.
  113953. * @returns false
  113954. */
  113955. needAlphaTesting(): boolean;
  113956. /**
  113957. * The entire material has been created in order to prevent overdraw.
  113958. * @returns true if blending is enable
  113959. */
  113960. needAlphaBlending(): boolean;
  113961. /**
  113962. * Checks wether the material is ready to be rendered for a given mesh.
  113963. * @param mesh The mesh to render
  113964. * @param subMesh The submesh to check against
  113965. * @param useInstances Specify wether or not the material is used with instances
  113966. * @returns true if all the dependencies are ready (Textures, Effects...)
  113967. */
  113968. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  113969. /**
  113970. * Compute the primary color according to the chosen perceptual color.
  113971. */
  113972. private _computePrimaryColorFromPerceptualColor;
  113973. /**
  113974. * Compute the highlights and shadow colors according to their chosen levels.
  113975. */
  113976. private _computePrimaryColors;
  113977. /**
  113978. * Build the uniform buffer used in the material.
  113979. */
  113980. buildUniformLayout(): void;
  113981. /**
  113982. * Unbind the material.
  113983. */
  113984. unbind(): void;
  113985. /**
  113986. * Bind only the world matrix to the material.
  113987. * @param world The world matrix to bind.
  113988. */
  113989. bindOnlyWorldMatrix(world: Matrix): void;
  113990. /**
  113991. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  113992. * @param world The world matrix to bind.
  113993. * @param subMesh The submesh to bind for.
  113994. */
  113995. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  113996. /**
  113997. * Checks to see if a texture is used in the material.
  113998. * @param texture - Base texture to use.
  113999. * @returns - Boolean specifying if a texture is used in the material.
  114000. */
  114001. hasTexture(texture: BaseTexture): boolean;
  114002. /**
  114003. * Dispose the material.
  114004. * @param forceDisposeEffect Force disposal of the associated effect.
  114005. * @param forceDisposeTextures Force disposal of the associated textures.
  114006. */
  114007. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  114008. /**
  114009. * Clones the material.
  114010. * @param name The cloned name.
  114011. * @returns The cloned material.
  114012. */
  114013. clone(name: string): BackgroundMaterial;
  114014. /**
  114015. * Serializes the current material to its JSON representation.
  114016. * @returns The JSON representation.
  114017. */
  114018. serialize(): any;
  114019. /**
  114020. * Gets the class name of the material
  114021. * @returns "BackgroundMaterial"
  114022. */
  114023. getClassName(): string;
  114024. /**
  114025. * Parse a JSON input to create back a background material.
  114026. * @param source The JSON data to parse
  114027. * @param scene The scene to create the parsed material in
  114028. * @param rootUrl The root url of the assets the material depends upon
  114029. * @returns the instantiated BackgroundMaterial.
  114030. */
  114031. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  114032. }
  114033. }
  114034. declare module BABYLON {
  114035. /**
  114036. * Represents the different options available during the creation of
  114037. * a Environment helper.
  114038. *
  114039. * This can control the default ground, skybox and image processing setup of your scene.
  114040. */
  114041. export interface IEnvironmentHelperOptions {
  114042. /**
  114043. * Specifies wether or not to create a ground.
  114044. * True by default.
  114045. */
  114046. createGround: boolean;
  114047. /**
  114048. * Specifies the ground size.
  114049. * 15 by default.
  114050. */
  114051. groundSize: number;
  114052. /**
  114053. * The texture used on the ground for the main color.
  114054. * Comes from the BabylonJS CDN by default.
  114055. *
  114056. * Remarks: Can be either a texture or a url.
  114057. */
  114058. groundTexture: string | BaseTexture;
  114059. /**
  114060. * The color mixed in the ground texture by default.
  114061. * BabylonJS clearColor by default.
  114062. */
  114063. groundColor: Color3;
  114064. /**
  114065. * Specifies the ground opacity.
  114066. * 1 by default.
  114067. */
  114068. groundOpacity: number;
  114069. /**
  114070. * Enables the ground to receive shadows.
  114071. * True by default.
  114072. */
  114073. enableGroundShadow: boolean;
  114074. /**
  114075. * Helps preventing the shadow to be fully black on the ground.
  114076. * 0.5 by default.
  114077. */
  114078. groundShadowLevel: number;
  114079. /**
  114080. * Creates a mirror texture attach to the ground.
  114081. * false by default.
  114082. */
  114083. enableGroundMirror: boolean;
  114084. /**
  114085. * Specifies the ground mirror size ratio.
  114086. * 0.3 by default as the default kernel is 64.
  114087. */
  114088. groundMirrorSizeRatio: number;
  114089. /**
  114090. * Specifies the ground mirror blur kernel size.
  114091. * 64 by default.
  114092. */
  114093. groundMirrorBlurKernel: number;
  114094. /**
  114095. * Specifies the ground mirror visibility amount.
  114096. * 1 by default
  114097. */
  114098. groundMirrorAmount: number;
  114099. /**
  114100. * Specifies the ground mirror reflectance weight.
  114101. * This uses the standard weight of the background material to setup the fresnel effect
  114102. * of the mirror.
  114103. * 1 by default.
  114104. */
  114105. groundMirrorFresnelWeight: number;
  114106. /**
  114107. * Specifies the ground mirror Falloff distance.
  114108. * This can helps reducing the size of the reflection.
  114109. * 0 by Default.
  114110. */
  114111. groundMirrorFallOffDistance: number;
  114112. /**
  114113. * Specifies the ground mirror texture type.
  114114. * Unsigned Int by Default.
  114115. */
  114116. groundMirrorTextureType: number;
  114117. /**
  114118. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  114119. * the shown objects.
  114120. */
  114121. groundYBias: number;
  114122. /**
  114123. * Specifies wether or not to create a skybox.
  114124. * True by default.
  114125. */
  114126. createSkybox: boolean;
  114127. /**
  114128. * Specifies the skybox size.
  114129. * 20 by default.
  114130. */
  114131. skyboxSize: number;
  114132. /**
  114133. * The texture used on the skybox for the main color.
  114134. * Comes from the BabylonJS CDN by default.
  114135. *
  114136. * Remarks: Can be either a texture or a url.
  114137. */
  114138. skyboxTexture: string | BaseTexture;
  114139. /**
  114140. * The color mixed in the skybox texture by default.
  114141. * BabylonJS clearColor by default.
  114142. */
  114143. skyboxColor: Color3;
  114144. /**
  114145. * The background rotation around the Y axis of the scene.
  114146. * This helps aligning the key lights of your scene with the background.
  114147. * 0 by default.
  114148. */
  114149. backgroundYRotation: number;
  114150. /**
  114151. * Compute automatically the size of the elements to best fit with the scene.
  114152. */
  114153. sizeAuto: boolean;
  114154. /**
  114155. * Default position of the rootMesh if autoSize is not true.
  114156. */
  114157. rootPosition: Vector3;
  114158. /**
  114159. * Sets up the image processing in the scene.
  114160. * true by default.
  114161. */
  114162. setupImageProcessing: boolean;
  114163. /**
  114164. * The texture used as your environment texture in the scene.
  114165. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  114166. *
  114167. * Remarks: Can be either a texture or a url.
  114168. */
  114169. environmentTexture: string | BaseTexture;
  114170. /**
  114171. * The value of the exposure to apply to the scene.
  114172. * 0.6 by default if setupImageProcessing is true.
  114173. */
  114174. cameraExposure: number;
  114175. /**
  114176. * The value of the contrast to apply to the scene.
  114177. * 1.6 by default if setupImageProcessing is true.
  114178. */
  114179. cameraContrast: number;
  114180. /**
  114181. * Specifies wether or not tonemapping should be enabled in the scene.
  114182. * true by default if setupImageProcessing is true.
  114183. */
  114184. toneMappingEnabled: boolean;
  114185. }
  114186. /**
  114187. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  114188. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  114189. * It also helps with the default setup of your imageProcessing configuration.
  114190. */
  114191. export class EnvironmentHelper {
  114192. /**
  114193. * Default ground texture URL.
  114194. */
  114195. private static _groundTextureCDNUrl;
  114196. /**
  114197. * Default skybox texture URL.
  114198. */
  114199. private static _skyboxTextureCDNUrl;
  114200. /**
  114201. * Default environment texture URL.
  114202. */
  114203. private static _environmentTextureCDNUrl;
  114204. /**
  114205. * Creates the default options for the helper.
  114206. */
  114207. private static _getDefaultOptions;
  114208. private _rootMesh;
  114209. /**
  114210. * Gets the root mesh created by the helper.
  114211. */
  114212. readonly rootMesh: Mesh;
  114213. private _skybox;
  114214. /**
  114215. * Gets the skybox created by the helper.
  114216. */
  114217. readonly skybox: Nullable<Mesh>;
  114218. private _skyboxTexture;
  114219. /**
  114220. * Gets the skybox texture created by the helper.
  114221. */
  114222. readonly skyboxTexture: Nullable<BaseTexture>;
  114223. private _skyboxMaterial;
  114224. /**
  114225. * Gets the skybox material created by the helper.
  114226. */
  114227. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  114228. private _ground;
  114229. /**
  114230. * Gets the ground mesh created by the helper.
  114231. */
  114232. readonly ground: Nullable<Mesh>;
  114233. private _groundTexture;
  114234. /**
  114235. * Gets the ground texture created by the helper.
  114236. */
  114237. readonly groundTexture: Nullable<BaseTexture>;
  114238. private _groundMirror;
  114239. /**
  114240. * Gets the ground mirror created by the helper.
  114241. */
  114242. readonly groundMirror: Nullable<MirrorTexture>;
  114243. /**
  114244. * Gets the ground mirror render list to helps pushing the meshes
  114245. * you wish in the ground reflection.
  114246. */
  114247. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  114248. private _groundMaterial;
  114249. /**
  114250. * Gets the ground material created by the helper.
  114251. */
  114252. readonly groundMaterial: Nullable<BackgroundMaterial>;
  114253. /**
  114254. * Stores the creation options.
  114255. */
  114256. private readonly _scene;
  114257. private _options;
  114258. /**
  114259. * This observable will be notified with any error during the creation of the environment,
  114260. * mainly texture creation errors.
  114261. */
  114262. onErrorObservable: Observable<{
  114263. message?: string;
  114264. exception?: any;
  114265. }>;
  114266. /**
  114267. * constructor
  114268. * @param options Defines the options we want to customize the helper
  114269. * @param scene The scene to add the material to
  114270. */
  114271. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  114272. /**
  114273. * Updates the background according to the new options
  114274. * @param options
  114275. */
  114276. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  114277. /**
  114278. * Sets the primary color of all the available elements.
  114279. * @param color the main color to affect to the ground and the background
  114280. */
  114281. setMainColor(color: Color3): void;
  114282. /**
  114283. * Setup the image processing according to the specified options.
  114284. */
  114285. private _setupImageProcessing;
  114286. /**
  114287. * Setup the environment texture according to the specified options.
  114288. */
  114289. private _setupEnvironmentTexture;
  114290. /**
  114291. * Setup the background according to the specified options.
  114292. */
  114293. private _setupBackground;
  114294. /**
  114295. * Get the scene sizes according to the setup.
  114296. */
  114297. private _getSceneSize;
  114298. /**
  114299. * Setup the ground according to the specified options.
  114300. */
  114301. private _setupGround;
  114302. /**
  114303. * Setup the ground material according to the specified options.
  114304. */
  114305. private _setupGroundMaterial;
  114306. /**
  114307. * Setup the ground diffuse texture according to the specified options.
  114308. */
  114309. private _setupGroundDiffuseTexture;
  114310. /**
  114311. * Setup the ground mirror texture according to the specified options.
  114312. */
  114313. private _setupGroundMirrorTexture;
  114314. /**
  114315. * Setup the ground to receive the mirror texture.
  114316. */
  114317. private _setupMirrorInGroundMaterial;
  114318. /**
  114319. * Setup the skybox according to the specified options.
  114320. */
  114321. private _setupSkybox;
  114322. /**
  114323. * Setup the skybox material according to the specified options.
  114324. */
  114325. private _setupSkyboxMaterial;
  114326. /**
  114327. * Setup the skybox reflection texture according to the specified options.
  114328. */
  114329. private _setupSkyboxReflectionTexture;
  114330. private _errorHandler;
  114331. /**
  114332. * Dispose all the elements created by the Helper.
  114333. */
  114334. dispose(): void;
  114335. }
  114336. }
  114337. declare module BABYLON {
  114338. /**
  114339. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  114340. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  114341. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  114342. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  114343. */
  114344. export class PhotoDome extends TransformNode {
  114345. /**
  114346. * Define the image as a Monoscopic panoramic 360 image.
  114347. */
  114348. static readonly MODE_MONOSCOPIC: number;
  114349. /**
  114350. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  114351. */
  114352. static readonly MODE_TOPBOTTOM: number;
  114353. /**
  114354. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  114355. */
  114356. static readonly MODE_SIDEBYSIDE: number;
  114357. private _useDirectMapping;
  114358. /**
  114359. * The texture being displayed on the sphere
  114360. */
  114361. protected _photoTexture: Texture;
  114362. /**
  114363. * Gets or sets the texture being displayed on the sphere
  114364. */
  114365. photoTexture: Texture;
  114366. /**
  114367. * Observable raised when an error occured while loading the 360 image
  114368. */
  114369. onLoadErrorObservable: Observable<string>;
  114370. /**
  114371. * The skybox material
  114372. */
  114373. protected _material: BackgroundMaterial;
  114374. /**
  114375. * The surface used for the skybox
  114376. */
  114377. protected _mesh: Mesh;
  114378. /**
  114379. * Gets the mesh used for the skybox.
  114380. */
  114381. readonly mesh: Mesh;
  114382. /**
  114383. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  114384. * Also see the options.resolution property.
  114385. */
  114386. fovMultiplier: number;
  114387. private _imageMode;
  114388. /**
  114389. * Gets or set the current video mode for the video. It can be:
  114390. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  114391. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  114392. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  114393. */
  114394. imageMode: number;
  114395. /**
  114396. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  114397. * @param name Element's name, child elements will append suffixes for their own names.
  114398. * @param urlsOfPhoto defines the url of the photo to display
  114399. * @param options defines an object containing optional or exposed sub element properties
  114400. * @param onError defines a callback called when an error occured while loading the texture
  114401. */
  114402. constructor(name: string, urlOfPhoto: string, options: {
  114403. resolution?: number;
  114404. size?: number;
  114405. useDirectMapping?: boolean;
  114406. faceForward?: boolean;
  114407. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  114408. private _onBeforeCameraRenderObserver;
  114409. private _changeImageMode;
  114410. /**
  114411. * Releases resources associated with this node.
  114412. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  114413. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  114414. */
  114415. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  114416. }
  114417. }
  114418. declare module BABYLON {
  114419. /**
  114420. * Class used to host RGBD texture specific utilities
  114421. */
  114422. export class RGBDTextureTools {
  114423. /**
  114424. * Expand the RGBD Texture from RGBD to Half Float if possible.
  114425. * @param texture the texture to expand.
  114426. */
  114427. static ExpandRGBDTexture(texture: Texture): void;
  114428. }
  114429. }
  114430. declare module BABYLON {
  114431. /**
  114432. * Class used to host texture specific utilities
  114433. */
  114434. export class BRDFTextureTools {
  114435. /**
  114436. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  114437. * @param scene defines the hosting scene
  114438. * @returns the environment BRDF texture
  114439. */
  114440. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  114441. private static _environmentBRDFBase64Texture;
  114442. }
  114443. }
  114444. declare module BABYLON {
  114445. /**
  114446. * @hidden
  114447. */
  114448. export interface IMaterialClearCoatDefines {
  114449. CLEARCOAT: boolean;
  114450. CLEARCOAT_DEFAULTIOR: boolean;
  114451. CLEARCOAT_TEXTURE: boolean;
  114452. CLEARCOAT_TEXTUREDIRECTUV: number;
  114453. CLEARCOAT_BUMP: boolean;
  114454. CLEARCOAT_BUMPDIRECTUV: number;
  114455. CLEARCOAT_TINT: boolean;
  114456. CLEARCOAT_TINT_TEXTURE: boolean;
  114457. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  114458. /** @hidden */
  114459. _areTexturesDirty: boolean;
  114460. }
  114461. /**
  114462. * Define the code related to the clear coat parameters of the pbr material.
  114463. */
  114464. export class PBRClearCoatConfiguration {
  114465. /**
  114466. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  114467. * The default fits with a polyurethane material.
  114468. */
  114469. private static readonly _DefaultIndexOfRefraction;
  114470. private _isEnabled;
  114471. /**
  114472. * Defines if the clear coat is enabled in the material.
  114473. */
  114474. isEnabled: boolean;
  114475. /**
  114476. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  114477. */
  114478. intensity: number;
  114479. /**
  114480. * Defines the clear coat layer roughness.
  114481. */
  114482. roughness: number;
  114483. private _indexOfRefraction;
  114484. /**
  114485. * Defines the index of refraction of the clear coat.
  114486. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  114487. * The default fits with a polyurethane material.
  114488. * Changing the default value is more performance intensive.
  114489. */
  114490. indexOfRefraction: number;
  114491. private _texture;
  114492. /**
  114493. * Stores the clear coat values in a texture.
  114494. */
  114495. texture: Nullable<BaseTexture>;
  114496. private _bumpTexture;
  114497. /**
  114498. * Define the clear coat specific bump texture.
  114499. */
  114500. bumpTexture: Nullable<BaseTexture>;
  114501. private _isTintEnabled;
  114502. /**
  114503. * Defines if the clear coat tint is enabled in the material.
  114504. */
  114505. isTintEnabled: boolean;
  114506. /**
  114507. * Defines the clear coat tint of the material.
  114508. * This is only use if tint is enabled
  114509. */
  114510. tintColor: Color3;
  114511. /**
  114512. * Defines the distance at which the tint color should be found in the
  114513. * clear coat media.
  114514. * This is only use if tint is enabled
  114515. */
  114516. tintColorAtDistance: number;
  114517. /**
  114518. * Defines the clear coat layer thickness.
  114519. * This is only use if tint is enabled
  114520. */
  114521. tintThickness: number;
  114522. private _tintTexture;
  114523. /**
  114524. * Stores the clear tint values in a texture.
  114525. * rgb is tint
  114526. * a is a thickness factor
  114527. */
  114528. tintTexture: Nullable<BaseTexture>;
  114529. /** @hidden */
  114530. private _internalMarkAllSubMeshesAsTexturesDirty;
  114531. /** @hidden */
  114532. _markAllSubMeshesAsTexturesDirty(): void;
  114533. /**
  114534. * Instantiate a new istance of clear coat configuration.
  114535. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  114536. */
  114537. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  114538. /**
  114539. * Gets wehter the submesh is ready to be used or not.
  114540. * @param defines the list of "defines" to update.
  114541. * @param scene defines the scene the material belongs to.
  114542. * @param engine defines the engine the material belongs to.
  114543. * @param disableBumpMap defines wether the material disables bump or not.
  114544. * @returns - boolean indicating that the submesh is ready or not.
  114545. */
  114546. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  114547. /**
  114548. * Checks to see if a texture is used in the material.
  114549. * @param defines the list of "defines" to update.
  114550. * @param scene defines the scene to the material belongs to.
  114551. */
  114552. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  114553. /**
  114554. * Binds the material data.
  114555. * @param uniformBuffer defines the Uniform buffer to fill in.
  114556. * @param scene defines the scene the material belongs to.
  114557. * @param engine defines the engine the material belongs to.
  114558. * @param disableBumpMap defines wether the material disables bump or not.
  114559. * @param isFrozen defines wether the material is frozen or not.
  114560. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  114561. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  114562. */
  114563. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  114564. /**
  114565. * Checks to see if a texture is used in the material.
  114566. * @param texture - Base texture to use.
  114567. * @returns - Boolean specifying if a texture is used in the material.
  114568. */
  114569. hasTexture(texture: BaseTexture): boolean;
  114570. /**
  114571. * Returns an array of the actively used textures.
  114572. * @param activeTextures Array of BaseTextures
  114573. */
  114574. getActiveTextures(activeTextures: BaseTexture[]): void;
  114575. /**
  114576. * Returns the animatable textures.
  114577. * @param animatables Array of animatable textures.
  114578. */
  114579. getAnimatables(animatables: IAnimatable[]): void;
  114580. /**
  114581. * Disposes the resources of the material.
  114582. * @param forceDisposeTextures - Forces the disposal of all textures.
  114583. */
  114584. dispose(forceDisposeTextures?: boolean): void;
  114585. /**
  114586. * Get the current class name of the texture useful for serialization or dynamic coding.
  114587. * @returns "PBRClearCoatConfiguration"
  114588. */
  114589. getClassName(): string;
  114590. /**
  114591. * Add fallbacks to the effect fallbacks list.
  114592. * @param defines defines the Base texture to use.
  114593. * @param fallbacks defines the current fallback list.
  114594. * @param currentRank defines the current fallback rank.
  114595. * @returns the new fallback rank.
  114596. */
  114597. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  114598. /**
  114599. * Add the required uniforms to the current list.
  114600. * @param uniforms defines the current uniform list.
  114601. */
  114602. static AddUniforms(uniforms: string[]): void;
  114603. /**
  114604. * Add the required samplers to the current list.
  114605. * @param samplers defines the current sampler list.
  114606. */
  114607. static AddSamplers(samplers: string[]): void;
  114608. /**
  114609. * Add the required uniforms to the current buffer.
  114610. * @param uniformBuffer defines the current uniform buffer.
  114611. */
  114612. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  114613. /**
  114614. * Makes a duplicate of the current configuration into another one.
  114615. * @param clearCoatConfiguration define the config where to copy the info
  114616. */
  114617. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  114618. /**
  114619. * Serializes this clear coat configuration.
  114620. * @returns - An object with the serialized config.
  114621. */
  114622. serialize(): any;
  114623. /**
  114624. * Parses a anisotropy Configuration from a serialized object.
  114625. * @param source - Serialized object.
  114626. * @param scene Defines the scene we are parsing for
  114627. * @param rootUrl Defines the rootUrl to load from
  114628. */
  114629. parse(source: any, scene: Scene, rootUrl: string): void;
  114630. }
  114631. }
  114632. declare module BABYLON {
  114633. /**
  114634. * @hidden
  114635. */
  114636. export interface IMaterialAnisotropicDefines {
  114637. ANISOTROPIC: boolean;
  114638. ANISOTROPIC_TEXTURE: boolean;
  114639. ANISOTROPIC_TEXTUREDIRECTUV: number;
  114640. MAINUV1: boolean;
  114641. _areTexturesDirty: boolean;
  114642. _needUVs: boolean;
  114643. }
  114644. /**
  114645. * Define the code related to the anisotropic parameters of the pbr material.
  114646. */
  114647. export class PBRAnisotropicConfiguration {
  114648. private _isEnabled;
  114649. /**
  114650. * Defines if the anisotropy is enabled in the material.
  114651. */
  114652. isEnabled: boolean;
  114653. /**
  114654. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  114655. */
  114656. intensity: number;
  114657. /**
  114658. * Defines if the effect is along the tangents, bitangents or in between.
  114659. * By default, the effect is "strectching" the highlights along the tangents.
  114660. */
  114661. direction: Vector2;
  114662. private _texture;
  114663. /**
  114664. * Stores the anisotropy values in a texture.
  114665. * rg is direction (like normal from -1 to 1)
  114666. * b is a intensity
  114667. */
  114668. texture: Nullable<BaseTexture>;
  114669. /** @hidden */
  114670. private _internalMarkAllSubMeshesAsTexturesDirty;
  114671. /** @hidden */
  114672. _markAllSubMeshesAsTexturesDirty(): void;
  114673. /**
  114674. * Instantiate a new istance of anisotropy configuration.
  114675. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  114676. */
  114677. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  114678. /**
  114679. * Specifies that the submesh is ready to be used.
  114680. * @param defines the list of "defines" to update.
  114681. * @param scene defines the scene the material belongs to.
  114682. * @returns - boolean indicating that the submesh is ready or not.
  114683. */
  114684. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  114685. /**
  114686. * Checks to see if a texture is used in the material.
  114687. * @param defines the list of "defines" to update.
  114688. * @param mesh the mesh we are preparing the defines for.
  114689. * @param scene defines the scene the material belongs to.
  114690. */
  114691. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  114692. /**
  114693. * Binds the material data.
  114694. * @param uniformBuffer defines the Uniform buffer to fill in.
  114695. * @param scene defines the scene the material belongs to.
  114696. * @param isFrozen defines wether the material is frozen or not.
  114697. */
  114698. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  114699. /**
  114700. * Checks to see if a texture is used in the material.
  114701. * @param texture - Base texture to use.
  114702. * @returns - Boolean specifying if a texture is used in the material.
  114703. */
  114704. hasTexture(texture: BaseTexture): boolean;
  114705. /**
  114706. * Returns an array of the actively used textures.
  114707. * @param activeTextures Array of BaseTextures
  114708. */
  114709. getActiveTextures(activeTextures: BaseTexture[]): void;
  114710. /**
  114711. * Returns the animatable textures.
  114712. * @param animatables Array of animatable textures.
  114713. */
  114714. getAnimatables(animatables: IAnimatable[]): void;
  114715. /**
  114716. * Disposes the resources of the material.
  114717. * @param forceDisposeTextures - Forces the disposal of all textures.
  114718. */
  114719. dispose(forceDisposeTextures?: boolean): void;
  114720. /**
  114721. * Get the current class name of the texture useful for serialization or dynamic coding.
  114722. * @returns "PBRAnisotropicConfiguration"
  114723. */
  114724. getClassName(): string;
  114725. /**
  114726. * Add fallbacks to the effect fallbacks list.
  114727. * @param defines defines the Base texture to use.
  114728. * @param fallbacks defines the current fallback list.
  114729. * @param currentRank defines the current fallback rank.
  114730. * @returns the new fallback rank.
  114731. */
  114732. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  114733. /**
  114734. * Add the required uniforms to the current list.
  114735. * @param uniforms defines the current uniform list.
  114736. */
  114737. static AddUniforms(uniforms: string[]): void;
  114738. /**
  114739. * Add the required uniforms to the current buffer.
  114740. * @param uniformBuffer defines the current uniform buffer.
  114741. */
  114742. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  114743. /**
  114744. * Add the required samplers to the current list.
  114745. * @param samplers defines the current sampler list.
  114746. */
  114747. static AddSamplers(samplers: string[]): void;
  114748. /**
  114749. * Makes a duplicate of the current configuration into another one.
  114750. * @param anisotropicConfiguration define the config where to copy the info
  114751. */
  114752. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  114753. /**
  114754. * Serializes this anisotropy configuration.
  114755. * @returns - An object with the serialized config.
  114756. */
  114757. serialize(): any;
  114758. /**
  114759. * Parses a anisotropy Configuration from a serialized object.
  114760. * @param source - Serialized object.
  114761. * @param scene Defines the scene we are parsing for
  114762. * @param rootUrl Defines the rootUrl to load from
  114763. */
  114764. parse(source: any, scene: Scene, rootUrl: string): void;
  114765. }
  114766. }
  114767. declare module BABYLON {
  114768. /**
  114769. * @hidden
  114770. */
  114771. export interface IMaterialBRDFDefines {
  114772. BRDF_V_HEIGHT_CORRELATED: boolean;
  114773. MS_BRDF_ENERGY_CONSERVATION: boolean;
  114774. SPHERICAL_HARMONICS: boolean;
  114775. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  114776. /** @hidden */
  114777. _areMiscDirty: boolean;
  114778. }
  114779. /**
  114780. * Define the code related to the BRDF parameters of the pbr material.
  114781. */
  114782. export class PBRBRDFConfiguration {
  114783. /**
  114784. * Default value used for the energy conservation.
  114785. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  114786. */
  114787. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  114788. /**
  114789. * Default value used for the Smith Visibility Height Correlated mode.
  114790. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  114791. */
  114792. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  114793. /**
  114794. * Default value used for the IBL diffuse part.
  114795. * This can help switching back to the polynomials mode globally which is a tiny bit
  114796. * less GPU intensive at the drawback of a lower quality.
  114797. */
  114798. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  114799. /**
  114800. * Default value used for activating energy conservation for the specular workflow.
  114801. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  114802. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  114803. */
  114804. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  114805. private _useEnergyConservation;
  114806. /**
  114807. * Defines if the material uses energy conservation.
  114808. */
  114809. useEnergyConservation: boolean;
  114810. private _useSmithVisibilityHeightCorrelated;
  114811. /**
  114812. * LEGACY Mode set to false
  114813. * Defines if the material uses height smith correlated visibility term.
  114814. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  114815. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  114816. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  114817. * Not relying on height correlated will also disable energy conservation.
  114818. */
  114819. useSmithVisibilityHeightCorrelated: boolean;
  114820. private _useSphericalHarmonics;
  114821. /**
  114822. * LEGACY Mode set to false
  114823. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  114824. * diffuse part of the IBL.
  114825. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  114826. * to the ground truth.
  114827. */
  114828. useSphericalHarmonics: boolean;
  114829. private _useSpecularGlossinessInputEnergyConservation;
  114830. /**
  114831. * Defines if the material uses energy conservation, when the specular workflow is active.
  114832. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  114833. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  114834. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  114835. */
  114836. useSpecularGlossinessInputEnergyConservation: boolean;
  114837. /** @hidden */
  114838. private _internalMarkAllSubMeshesAsMiscDirty;
  114839. /** @hidden */
  114840. _markAllSubMeshesAsMiscDirty(): void;
  114841. /**
  114842. * Instantiate a new istance of clear coat configuration.
  114843. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  114844. */
  114845. constructor(markAllSubMeshesAsMiscDirty: () => void);
  114846. /**
  114847. * Checks to see if a texture is used in the material.
  114848. * @param defines the list of "defines" to update.
  114849. */
  114850. prepareDefines(defines: IMaterialBRDFDefines): void;
  114851. /**
  114852. * Get the current class name of the texture useful for serialization or dynamic coding.
  114853. * @returns "PBRClearCoatConfiguration"
  114854. */
  114855. getClassName(): string;
  114856. /**
  114857. * Makes a duplicate of the current configuration into another one.
  114858. * @param brdfConfiguration define the config where to copy the info
  114859. */
  114860. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  114861. /**
  114862. * Serializes this BRDF configuration.
  114863. * @returns - An object with the serialized config.
  114864. */
  114865. serialize(): any;
  114866. /**
  114867. * Parses a anisotropy Configuration from a serialized object.
  114868. * @param source - Serialized object.
  114869. * @param scene Defines the scene we are parsing for
  114870. * @param rootUrl Defines the rootUrl to load from
  114871. */
  114872. parse(source: any, scene: Scene, rootUrl: string): void;
  114873. }
  114874. }
  114875. declare module BABYLON {
  114876. /**
  114877. * @hidden
  114878. */
  114879. export interface IMaterialSheenDefines {
  114880. SHEEN: boolean;
  114881. SHEEN_TEXTURE: boolean;
  114882. SHEEN_TEXTUREDIRECTUV: number;
  114883. SHEEN_LINKWITHALBEDO: boolean;
  114884. /** @hidden */
  114885. _areTexturesDirty: boolean;
  114886. }
  114887. /**
  114888. * Define the code related to the Sheen parameters of the pbr material.
  114889. */
  114890. export class PBRSheenConfiguration {
  114891. private _isEnabled;
  114892. /**
  114893. * Defines if the material uses sheen.
  114894. */
  114895. isEnabled: boolean;
  114896. private _linkSheenWithAlbedo;
  114897. /**
  114898. * Defines if the sheen is linked to the sheen color.
  114899. */
  114900. linkSheenWithAlbedo: boolean;
  114901. /**
  114902. * Defines the sheen intensity.
  114903. */
  114904. intensity: number;
  114905. /**
  114906. * Defines the sheen color.
  114907. */
  114908. color: Color3;
  114909. private _texture;
  114910. /**
  114911. * Stores the sheen tint values in a texture.
  114912. * rgb is tint
  114913. * a is a intensity
  114914. */
  114915. texture: Nullable<BaseTexture>;
  114916. /** @hidden */
  114917. private _internalMarkAllSubMeshesAsTexturesDirty;
  114918. /** @hidden */
  114919. _markAllSubMeshesAsTexturesDirty(): void;
  114920. /**
  114921. * Instantiate a new istance of clear coat configuration.
  114922. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  114923. */
  114924. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  114925. /**
  114926. * Specifies that the submesh is ready to be used.
  114927. * @param defines the list of "defines" to update.
  114928. * @param scene defines the scene the material belongs to.
  114929. * @returns - boolean indicating that the submesh is ready or not.
  114930. */
  114931. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  114932. /**
  114933. * Checks to see if a texture is used in the material.
  114934. * @param defines the list of "defines" to update.
  114935. * @param scene defines the scene the material belongs to.
  114936. */
  114937. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  114938. /**
  114939. * Binds the material data.
  114940. * @param uniformBuffer defines the Uniform buffer to fill in.
  114941. * @param scene defines the scene the material belongs to.
  114942. * @param isFrozen defines wether the material is frozen or not.
  114943. */
  114944. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  114945. /**
  114946. * Checks to see if a texture is used in the material.
  114947. * @param texture - Base texture to use.
  114948. * @returns - Boolean specifying if a texture is used in the material.
  114949. */
  114950. hasTexture(texture: BaseTexture): boolean;
  114951. /**
  114952. * Returns an array of the actively used textures.
  114953. * @param activeTextures Array of BaseTextures
  114954. */
  114955. getActiveTextures(activeTextures: BaseTexture[]): void;
  114956. /**
  114957. * Returns the animatable textures.
  114958. * @param animatables Array of animatable textures.
  114959. */
  114960. getAnimatables(animatables: IAnimatable[]): void;
  114961. /**
  114962. * Disposes the resources of the material.
  114963. * @param forceDisposeTextures - Forces the disposal of all textures.
  114964. */
  114965. dispose(forceDisposeTextures?: boolean): void;
  114966. /**
  114967. * Get the current class name of the texture useful for serialization or dynamic coding.
  114968. * @returns "PBRSheenConfiguration"
  114969. */
  114970. getClassName(): string;
  114971. /**
  114972. * Add fallbacks to the effect fallbacks list.
  114973. * @param defines defines the Base texture to use.
  114974. * @param fallbacks defines the current fallback list.
  114975. * @param currentRank defines the current fallback rank.
  114976. * @returns the new fallback rank.
  114977. */
  114978. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  114979. /**
  114980. * Add the required uniforms to the current list.
  114981. * @param uniforms defines the current uniform list.
  114982. */
  114983. static AddUniforms(uniforms: string[]): void;
  114984. /**
  114985. * Add the required uniforms to the current buffer.
  114986. * @param uniformBuffer defines the current uniform buffer.
  114987. */
  114988. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  114989. /**
  114990. * Add the required samplers to the current list.
  114991. * @param samplers defines the current sampler list.
  114992. */
  114993. static AddSamplers(samplers: string[]): void;
  114994. /**
  114995. * Makes a duplicate of the current configuration into another one.
  114996. * @param sheenConfiguration define the config where to copy the info
  114997. */
  114998. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  114999. /**
  115000. * Serializes this BRDF configuration.
  115001. * @returns - An object with the serialized config.
  115002. */
  115003. serialize(): any;
  115004. /**
  115005. * Parses a anisotropy Configuration from a serialized object.
  115006. * @param source - Serialized object.
  115007. * @param scene Defines the scene we are parsing for
  115008. * @param rootUrl Defines the rootUrl to load from
  115009. */
  115010. parse(source: any, scene: Scene, rootUrl: string): void;
  115011. }
  115012. }
  115013. declare module BABYLON {
  115014. /**
  115015. * @hidden
  115016. */
  115017. export interface IMaterialSubSurfaceDefines {
  115018. SUBSURFACE: boolean;
  115019. SS_REFRACTION: boolean;
  115020. SS_TRANSLUCENCY: boolean;
  115021. SS_SCATERRING: boolean;
  115022. SS_THICKNESSANDMASK_TEXTURE: boolean;
  115023. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  115024. SS_REFRACTIONMAP_3D: boolean;
  115025. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  115026. SS_LODINREFRACTIONALPHA: boolean;
  115027. SS_GAMMAREFRACTION: boolean;
  115028. SS_RGBDREFRACTION: boolean;
  115029. SS_LINEARSPECULARREFRACTION: boolean;
  115030. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  115031. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  115032. /** @hidden */
  115033. _areTexturesDirty: boolean;
  115034. }
  115035. /**
  115036. * Define the code related to the sub surface parameters of the pbr material.
  115037. */
  115038. export class PBRSubSurfaceConfiguration {
  115039. private _isRefractionEnabled;
  115040. /**
  115041. * Defines if the refraction is enabled in the material.
  115042. */
  115043. isRefractionEnabled: boolean;
  115044. private _isTranslucencyEnabled;
  115045. /**
  115046. * Defines if the translucency is enabled in the material.
  115047. */
  115048. isTranslucencyEnabled: boolean;
  115049. private _isScatteringEnabled;
  115050. /**
  115051. * Defines the refraction intensity of the material.
  115052. * The refraction when enabled replaces the Diffuse part of the material.
  115053. * The intensity helps transitionning between diffuse and refraction.
  115054. */
  115055. refractionIntensity: number;
  115056. /**
  115057. * Defines the translucency intensity of the material.
  115058. * When translucency has been enabled, this defines how much of the "translucency"
  115059. * is addded to the diffuse part of the material.
  115060. */
  115061. translucencyIntensity: number;
  115062. /**
  115063. * Defines the scattering intensity of the material.
  115064. * When scattering has been enabled, this defines how much of the "scattered light"
  115065. * is addded to the diffuse part of the material.
  115066. */
  115067. scatteringIntensity: number;
  115068. private _thicknessTexture;
  115069. /**
  115070. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  115071. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  115072. * 0 would mean minimumThickness
  115073. * 1 would mean maximumThickness
  115074. * The other channels might be use as a mask to vary the different effects intensity.
  115075. */
  115076. thicknessTexture: Nullable<BaseTexture>;
  115077. private _refractionTexture;
  115078. /**
  115079. * Defines the texture to use for refraction.
  115080. */
  115081. refractionTexture: Nullable<BaseTexture>;
  115082. private _indexOfRefraction;
  115083. /**
  115084. * Defines the index of refraction used in the material.
  115085. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  115086. */
  115087. indexOfRefraction: number;
  115088. private _invertRefractionY;
  115089. /**
  115090. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  115091. */
  115092. invertRefractionY: boolean;
  115093. private _linkRefractionWithTransparency;
  115094. /**
  115095. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  115096. * Materials half opaque for instance using refraction could benefit from this control.
  115097. */
  115098. linkRefractionWithTransparency: boolean;
  115099. /**
  115100. * Defines the minimum thickness stored in the thickness map.
  115101. * If no thickness map is defined, this value will be used to simulate thickness.
  115102. */
  115103. minimumThickness: number;
  115104. /**
  115105. * Defines the maximum thickness stored in the thickness map.
  115106. */
  115107. maximumThickness: number;
  115108. /**
  115109. * Defines the volume tint of the material.
  115110. * This is used for both translucency and scattering.
  115111. */
  115112. tintColor: Color3;
  115113. /**
  115114. * Defines the distance at which the tint color should be found in the media.
  115115. * This is used for refraction only.
  115116. */
  115117. tintColorAtDistance: number;
  115118. /**
  115119. * Defines how far each channel transmit through the media.
  115120. * It is defined as a color to simplify it selection.
  115121. */
  115122. diffusionDistance: Color3;
  115123. private _useMaskFromThicknessTexture;
  115124. /**
  115125. * Stores the intensity of the different subsurface effects in the thickness texture.
  115126. * * the green channel is the translucency intensity.
  115127. * * the blue channel is the scattering intensity.
  115128. * * the alpha channel is the refraction intensity.
  115129. */
  115130. useMaskFromThicknessTexture: boolean;
  115131. /** @hidden */
  115132. private _internalMarkAllSubMeshesAsTexturesDirty;
  115133. /** @hidden */
  115134. _markAllSubMeshesAsTexturesDirty(): void;
  115135. /**
  115136. * Instantiate a new istance of sub surface configuration.
  115137. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115138. */
  115139. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115140. /**
  115141. * Gets wehter the submesh is ready to be used or not.
  115142. * @param defines the list of "defines" to update.
  115143. * @param scene defines the scene the material belongs to.
  115144. * @returns - boolean indicating that the submesh is ready or not.
  115145. */
  115146. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  115147. /**
  115148. * Checks to see if a texture is used in the material.
  115149. * @param defines the list of "defines" to update.
  115150. * @param scene defines the scene to the material belongs to.
  115151. */
  115152. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  115153. /**
  115154. * Binds the material data.
  115155. * @param uniformBuffer defines the Uniform buffer to fill in.
  115156. * @param scene defines the scene the material belongs to.
  115157. * @param engine defines the engine the material belongs to.
  115158. * @param isFrozen defines wether the material is frozen or not.
  115159. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  115160. */
  115161. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  115162. /**
  115163. * Unbinds the material from the mesh.
  115164. * @param activeEffect defines the effect that should be unbound from.
  115165. * @returns true if unbound, otherwise false
  115166. */
  115167. unbind(activeEffect: Effect): boolean;
  115168. /**
  115169. * Returns the texture used for refraction or null if none is used.
  115170. * @param scene defines the scene the material belongs to.
  115171. * @returns - Refraction texture if present. If no refraction texture and refraction
  115172. * is linked with transparency, returns environment texture. Otherwise, returns null.
  115173. */
  115174. private _getRefractionTexture;
  115175. /**
  115176. * Returns true if alpha blending should be disabled.
  115177. */
  115178. readonly disableAlphaBlending: boolean;
  115179. /**
  115180. * Fills the list of render target textures.
  115181. * @param renderTargets the list of render targets to update
  115182. */
  115183. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  115184. /**
  115185. * Checks to see if a texture is used in the material.
  115186. * @param texture - Base texture to use.
  115187. * @returns - Boolean specifying if a texture is used in the material.
  115188. */
  115189. hasTexture(texture: BaseTexture): boolean;
  115190. /**
  115191. * Gets a boolean indicating that current material needs to register RTT
  115192. * @returns true if this uses a render target otherwise false.
  115193. */
  115194. hasRenderTargetTextures(): boolean;
  115195. /**
  115196. * Returns an array of the actively used textures.
  115197. * @param activeTextures Array of BaseTextures
  115198. */
  115199. getActiveTextures(activeTextures: BaseTexture[]): void;
  115200. /**
  115201. * Returns the animatable textures.
  115202. * @param animatables Array of animatable textures.
  115203. */
  115204. getAnimatables(animatables: IAnimatable[]): void;
  115205. /**
  115206. * Disposes the resources of the material.
  115207. * @param forceDisposeTextures - Forces the disposal of all textures.
  115208. */
  115209. dispose(forceDisposeTextures?: boolean): void;
  115210. /**
  115211. * Get the current class name of the texture useful for serialization or dynamic coding.
  115212. * @returns "PBRSubSurfaceConfiguration"
  115213. */
  115214. getClassName(): string;
  115215. /**
  115216. * Add fallbacks to the effect fallbacks list.
  115217. * @param defines defines the Base texture to use.
  115218. * @param fallbacks defines the current fallback list.
  115219. * @param currentRank defines the current fallback rank.
  115220. * @returns the new fallback rank.
  115221. */
  115222. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  115223. /**
  115224. * Add the required uniforms to the current list.
  115225. * @param uniforms defines the current uniform list.
  115226. */
  115227. static AddUniforms(uniforms: string[]): void;
  115228. /**
  115229. * Add the required samplers to the current list.
  115230. * @param samplers defines the current sampler list.
  115231. */
  115232. static AddSamplers(samplers: string[]): void;
  115233. /**
  115234. * Add the required uniforms to the current buffer.
  115235. * @param uniformBuffer defines the current uniform buffer.
  115236. */
  115237. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  115238. /**
  115239. * Makes a duplicate of the current configuration into another one.
  115240. * @param configuration define the config where to copy the info
  115241. */
  115242. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  115243. /**
  115244. * Serializes this Sub Surface configuration.
  115245. * @returns - An object with the serialized config.
  115246. */
  115247. serialize(): any;
  115248. /**
  115249. * Parses a anisotropy Configuration from a serialized object.
  115250. * @param source - Serialized object.
  115251. * @param scene Defines the scene we are parsing for
  115252. * @param rootUrl Defines the rootUrl to load from
  115253. */
  115254. parse(source: any, scene: Scene, rootUrl: string): void;
  115255. }
  115256. }
  115257. declare module BABYLON {
  115258. /** @hidden */
  115259. export var pbrFragmentDeclaration: {
  115260. name: string;
  115261. shader: string;
  115262. };
  115263. }
  115264. declare module BABYLON {
  115265. /** @hidden */
  115266. export var pbrUboDeclaration: {
  115267. name: string;
  115268. shader: string;
  115269. };
  115270. }
  115271. declare module BABYLON {
  115272. /** @hidden */
  115273. export var pbrFragmentExtraDeclaration: {
  115274. name: string;
  115275. shader: string;
  115276. };
  115277. }
  115278. declare module BABYLON {
  115279. /** @hidden */
  115280. export var pbrFragmentSamplersDeclaration: {
  115281. name: string;
  115282. shader: string;
  115283. };
  115284. }
  115285. declare module BABYLON {
  115286. /** @hidden */
  115287. export var pbrHelperFunctions: {
  115288. name: string;
  115289. shader: string;
  115290. };
  115291. }
  115292. declare module BABYLON {
  115293. /** @hidden */
  115294. export var harmonicsFunctions: {
  115295. name: string;
  115296. shader: string;
  115297. };
  115298. }
  115299. declare module BABYLON {
  115300. /** @hidden */
  115301. export var pbrDirectLightingSetupFunctions: {
  115302. name: string;
  115303. shader: string;
  115304. };
  115305. }
  115306. declare module BABYLON {
  115307. /** @hidden */
  115308. export var pbrDirectLightingFalloffFunctions: {
  115309. name: string;
  115310. shader: string;
  115311. };
  115312. }
  115313. declare module BABYLON {
  115314. /** @hidden */
  115315. export var pbrBRDFFunctions: {
  115316. name: string;
  115317. shader: string;
  115318. };
  115319. }
  115320. declare module BABYLON {
  115321. /** @hidden */
  115322. export var pbrDirectLightingFunctions: {
  115323. name: string;
  115324. shader: string;
  115325. };
  115326. }
  115327. declare module BABYLON {
  115328. /** @hidden */
  115329. export var pbrIBLFunctions: {
  115330. name: string;
  115331. shader: string;
  115332. };
  115333. }
  115334. declare module BABYLON {
  115335. /** @hidden */
  115336. export var pbrDebug: {
  115337. name: string;
  115338. shader: string;
  115339. };
  115340. }
  115341. declare module BABYLON {
  115342. /** @hidden */
  115343. export var pbrPixelShader: {
  115344. name: string;
  115345. shader: string;
  115346. };
  115347. }
  115348. declare module BABYLON {
  115349. /** @hidden */
  115350. export var pbrVertexDeclaration: {
  115351. name: string;
  115352. shader: string;
  115353. };
  115354. }
  115355. declare module BABYLON {
  115356. /** @hidden */
  115357. export var pbrVertexShader: {
  115358. name: string;
  115359. shader: string;
  115360. };
  115361. }
  115362. declare module BABYLON {
  115363. /**
  115364. * Manages the defines for the PBR Material.
  115365. * @hidden
  115366. */
  115367. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  115368. PBR: boolean;
  115369. MAINUV1: boolean;
  115370. MAINUV2: boolean;
  115371. UV1: boolean;
  115372. UV2: boolean;
  115373. ALBEDO: boolean;
  115374. ALBEDODIRECTUV: number;
  115375. VERTEXCOLOR: boolean;
  115376. AMBIENT: boolean;
  115377. AMBIENTDIRECTUV: number;
  115378. AMBIENTINGRAYSCALE: boolean;
  115379. OPACITY: boolean;
  115380. VERTEXALPHA: boolean;
  115381. OPACITYDIRECTUV: number;
  115382. OPACITYRGB: boolean;
  115383. ALPHATEST: boolean;
  115384. DEPTHPREPASS: boolean;
  115385. ALPHABLEND: boolean;
  115386. ALPHAFROMALBEDO: boolean;
  115387. ALPHATESTVALUE: string;
  115388. SPECULAROVERALPHA: boolean;
  115389. RADIANCEOVERALPHA: boolean;
  115390. ALPHAFRESNEL: boolean;
  115391. LINEARALPHAFRESNEL: boolean;
  115392. PREMULTIPLYALPHA: boolean;
  115393. EMISSIVE: boolean;
  115394. EMISSIVEDIRECTUV: number;
  115395. REFLECTIVITY: boolean;
  115396. REFLECTIVITYDIRECTUV: number;
  115397. SPECULARTERM: boolean;
  115398. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  115399. MICROSURFACEAUTOMATIC: boolean;
  115400. LODBASEDMICROSFURACE: boolean;
  115401. MICROSURFACEMAP: boolean;
  115402. MICROSURFACEMAPDIRECTUV: number;
  115403. METALLICWORKFLOW: boolean;
  115404. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  115405. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  115406. METALLNESSSTOREINMETALMAPBLUE: boolean;
  115407. AOSTOREINMETALMAPRED: boolean;
  115408. ENVIRONMENTBRDF: boolean;
  115409. ENVIRONMENTBRDF_RGBD: boolean;
  115410. NORMAL: boolean;
  115411. TANGENT: boolean;
  115412. BUMP: boolean;
  115413. BUMPDIRECTUV: number;
  115414. OBJECTSPACE_NORMALMAP: boolean;
  115415. PARALLAX: boolean;
  115416. PARALLAXOCCLUSION: boolean;
  115417. NORMALXYSCALE: boolean;
  115418. LIGHTMAP: boolean;
  115419. LIGHTMAPDIRECTUV: number;
  115420. USELIGHTMAPASSHADOWMAP: boolean;
  115421. GAMMALIGHTMAP: boolean;
  115422. RGBDLIGHTMAP: boolean;
  115423. REFLECTION: boolean;
  115424. REFLECTIONMAP_3D: boolean;
  115425. REFLECTIONMAP_SPHERICAL: boolean;
  115426. REFLECTIONMAP_PLANAR: boolean;
  115427. REFLECTIONMAP_CUBIC: boolean;
  115428. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  115429. REFLECTIONMAP_PROJECTION: boolean;
  115430. REFLECTIONMAP_SKYBOX: boolean;
  115431. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  115432. REFLECTIONMAP_EXPLICIT: boolean;
  115433. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  115434. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  115435. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  115436. INVERTCUBICMAP: boolean;
  115437. USESPHERICALFROMREFLECTIONMAP: boolean;
  115438. USEIRRADIANCEMAP: boolean;
  115439. SPHERICAL_HARMONICS: boolean;
  115440. USESPHERICALINVERTEX: boolean;
  115441. REFLECTIONMAP_OPPOSITEZ: boolean;
  115442. LODINREFLECTIONALPHA: boolean;
  115443. GAMMAREFLECTION: boolean;
  115444. RGBDREFLECTION: boolean;
  115445. LINEARSPECULARREFLECTION: boolean;
  115446. RADIANCEOCCLUSION: boolean;
  115447. HORIZONOCCLUSION: boolean;
  115448. INSTANCES: boolean;
  115449. NUM_BONE_INFLUENCERS: number;
  115450. BonesPerMesh: number;
  115451. BONETEXTURE: boolean;
  115452. NONUNIFORMSCALING: boolean;
  115453. MORPHTARGETS: boolean;
  115454. MORPHTARGETS_NORMAL: boolean;
  115455. MORPHTARGETS_TANGENT: boolean;
  115456. MORPHTARGETS_UV: boolean;
  115457. NUM_MORPH_INFLUENCERS: number;
  115458. IMAGEPROCESSING: boolean;
  115459. VIGNETTE: boolean;
  115460. VIGNETTEBLENDMODEMULTIPLY: boolean;
  115461. VIGNETTEBLENDMODEOPAQUE: boolean;
  115462. TONEMAPPING: boolean;
  115463. TONEMAPPING_ACES: boolean;
  115464. CONTRAST: boolean;
  115465. COLORCURVES: boolean;
  115466. COLORGRADING: boolean;
  115467. COLORGRADING3D: boolean;
  115468. SAMPLER3DGREENDEPTH: boolean;
  115469. SAMPLER3DBGRMAP: boolean;
  115470. IMAGEPROCESSINGPOSTPROCESS: boolean;
  115471. EXPOSURE: boolean;
  115472. MULTIVIEW: boolean;
  115473. USEPHYSICALLIGHTFALLOFF: boolean;
  115474. USEGLTFLIGHTFALLOFF: boolean;
  115475. TWOSIDEDLIGHTING: boolean;
  115476. SHADOWFLOAT: boolean;
  115477. CLIPPLANE: boolean;
  115478. CLIPPLANE2: boolean;
  115479. CLIPPLANE3: boolean;
  115480. CLIPPLANE4: boolean;
  115481. POINTSIZE: boolean;
  115482. FOG: boolean;
  115483. LOGARITHMICDEPTH: boolean;
  115484. FORCENORMALFORWARD: boolean;
  115485. SPECULARAA: boolean;
  115486. CLEARCOAT: boolean;
  115487. CLEARCOAT_DEFAULTIOR: boolean;
  115488. CLEARCOAT_TEXTURE: boolean;
  115489. CLEARCOAT_TEXTUREDIRECTUV: number;
  115490. CLEARCOAT_BUMP: boolean;
  115491. CLEARCOAT_BUMPDIRECTUV: number;
  115492. CLEARCOAT_TINT: boolean;
  115493. CLEARCOAT_TINT_TEXTURE: boolean;
  115494. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  115495. ANISOTROPIC: boolean;
  115496. ANISOTROPIC_TEXTURE: boolean;
  115497. ANISOTROPIC_TEXTUREDIRECTUV: number;
  115498. BRDF_V_HEIGHT_CORRELATED: boolean;
  115499. MS_BRDF_ENERGY_CONSERVATION: boolean;
  115500. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  115501. SHEEN: boolean;
  115502. SHEEN_TEXTURE: boolean;
  115503. SHEEN_TEXTUREDIRECTUV: number;
  115504. SHEEN_LINKWITHALBEDO: boolean;
  115505. SUBSURFACE: boolean;
  115506. SS_REFRACTION: boolean;
  115507. SS_TRANSLUCENCY: boolean;
  115508. SS_SCATERRING: boolean;
  115509. SS_THICKNESSANDMASK_TEXTURE: boolean;
  115510. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  115511. SS_REFRACTIONMAP_3D: boolean;
  115512. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  115513. SS_LODINREFRACTIONALPHA: boolean;
  115514. SS_GAMMAREFRACTION: boolean;
  115515. SS_RGBDREFRACTION: boolean;
  115516. SS_LINEARSPECULARREFRACTION: boolean;
  115517. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  115518. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  115519. UNLIT: boolean;
  115520. DEBUGMODE: number;
  115521. /**
  115522. * Initializes the PBR Material defines.
  115523. */
  115524. constructor();
  115525. /**
  115526. * Resets the PBR Material defines.
  115527. */
  115528. reset(): void;
  115529. }
  115530. /**
  115531. * The Physically based material base class of BJS.
  115532. *
  115533. * This offers the main features of a standard PBR material.
  115534. * For more information, please refer to the documentation :
  115535. * https://doc.babylonjs.com/how_to/physically_based_rendering
  115536. */
  115537. export abstract class PBRBaseMaterial extends PushMaterial {
  115538. /**
  115539. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  115540. */
  115541. static readonly PBRMATERIAL_OPAQUE: number;
  115542. /**
  115543. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  115544. */
  115545. static readonly PBRMATERIAL_ALPHATEST: number;
  115546. /**
  115547. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  115548. */
  115549. static readonly PBRMATERIAL_ALPHABLEND: number;
  115550. /**
  115551. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  115552. * They are also discarded below the alpha cutoff threshold to improve performances.
  115553. */
  115554. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  115555. /**
  115556. * Defines the default value of how much AO map is occluding the analytical lights
  115557. * (point spot...).
  115558. */
  115559. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  115560. /**
  115561. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  115562. */
  115563. static readonly LIGHTFALLOFF_PHYSICAL: number;
  115564. /**
  115565. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  115566. * to enhance interoperability with other engines.
  115567. */
  115568. static readonly LIGHTFALLOFF_GLTF: number;
  115569. /**
  115570. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  115571. * to enhance interoperability with other materials.
  115572. */
  115573. static readonly LIGHTFALLOFF_STANDARD: number;
  115574. /**
  115575. * Intensity of the direct lights e.g. the four lights available in your scene.
  115576. * This impacts both the direct diffuse and specular highlights.
  115577. */
  115578. protected _directIntensity: number;
  115579. /**
  115580. * Intensity of the emissive part of the material.
  115581. * This helps controlling the emissive effect without modifying the emissive color.
  115582. */
  115583. protected _emissiveIntensity: number;
  115584. /**
  115585. * Intensity of the environment e.g. how much the environment will light the object
  115586. * either through harmonics for rough material or through the refelction for shiny ones.
  115587. */
  115588. protected _environmentIntensity: number;
  115589. /**
  115590. * This is a special control allowing the reduction of the specular highlights coming from the
  115591. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  115592. */
  115593. protected _specularIntensity: number;
  115594. /**
  115595. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  115596. */
  115597. private _lightingInfos;
  115598. /**
  115599. * Debug Control allowing disabling the bump map on this material.
  115600. */
  115601. protected _disableBumpMap: boolean;
  115602. /**
  115603. * AKA Diffuse Texture in standard nomenclature.
  115604. */
  115605. protected _albedoTexture: Nullable<BaseTexture>;
  115606. /**
  115607. * AKA Occlusion Texture in other nomenclature.
  115608. */
  115609. protected _ambientTexture: Nullable<BaseTexture>;
  115610. /**
  115611. * AKA Occlusion Texture Intensity in other nomenclature.
  115612. */
  115613. protected _ambientTextureStrength: number;
  115614. /**
  115615. * Defines how much the AO map is occluding the analytical lights (point spot...).
  115616. * 1 means it completely occludes it
  115617. * 0 mean it has no impact
  115618. */
  115619. protected _ambientTextureImpactOnAnalyticalLights: number;
  115620. /**
  115621. * Stores the alpha values in a texture.
  115622. */
  115623. protected _opacityTexture: Nullable<BaseTexture>;
  115624. /**
  115625. * Stores the reflection values in a texture.
  115626. */
  115627. protected _reflectionTexture: Nullable<BaseTexture>;
  115628. /**
  115629. * Stores the emissive values in a texture.
  115630. */
  115631. protected _emissiveTexture: Nullable<BaseTexture>;
  115632. /**
  115633. * AKA Specular texture in other nomenclature.
  115634. */
  115635. protected _reflectivityTexture: Nullable<BaseTexture>;
  115636. /**
  115637. * Used to switch from specular/glossiness to metallic/roughness workflow.
  115638. */
  115639. protected _metallicTexture: Nullable<BaseTexture>;
  115640. /**
  115641. * Specifies the metallic scalar of the metallic/roughness workflow.
  115642. * Can also be used to scale the metalness values of the metallic texture.
  115643. */
  115644. protected _metallic: Nullable<number>;
  115645. /**
  115646. * Specifies the roughness scalar of the metallic/roughness workflow.
  115647. * Can also be used to scale the roughness values of the metallic texture.
  115648. */
  115649. protected _roughness: Nullable<number>;
  115650. /**
  115651. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  115652. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  115653. */
  115654. protected _microSurfaceTexture: Nullable<BaseTexture>;
  115655. /**
  115656. * Stores surface normal data used to displace a mesh in a texture.
  115657. */
  115658. protected _bumpTexture: Nullable<BaseTexture>;
  115659. /**
  115660. * Stores the pre-calculated light information of a mesh in a texture.
  115661. */
  115662. protected _lightmapTexture: Nullable<BaseTexture>;
  115663. /**
  115664. * The color of a material in ambient lighting.
  115665. */
  115666. protected _ambientColor: Color3;
  115667. /**
  115668. * AKA Diffuse Color in other nomenclature.
  115669. */
  115670. protected _albedoColor: Color3;
  115671. /**
  115672. * AKA Specular Color in other nomenclature.
  115673. */
  115674. protected _reflectivityColor: Color3;
  115675. /**
  115676. * The color applied when light is reflected from a material.
  115677. */
  115678. protected _reflectionColor: Color3;
  115679. /**
  115680. * The color applied when light is emitted from a material.
  115681. */
  115682. protected _emissiveColor: Color3;
  115683. /**
  115684. * AKA Glossiness in other nomenclature.
  115685. */
  115686. protected _microSurface: number;
  115687. /**
  115688. * Specifies that the material will use the light map as a show map.
  115689. */
  115690. protected _useLightmapAsShadowmap: boolean;
  115691. /**
  115692. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  115693. * makes the reflect vector face the model (under horizon).
  115694. */
  115695. protected _useHorizonOcclusion: boolean;
  115696. /**
  115697. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  115698. * too much the area relying on ambient texture to define their ambient occlusion.
  115699. */
  115700. protected _useRadianceOcclusion: boolean;
  115701. /**
  115702. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  115703. */
  115704. protected _useAlphaFromAlbedoTexture: boolean;
  115705. /**
  115706. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  115707. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  115708. */
  115709. protected _useSpecularOverAlpha: boolean;
  115710. /**
  115711. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  115712. */
  115713. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  115714. /**
  115715. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  115716. */
  115717. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  115718. /**
  115719. * Specifies if the metallic texture contains the roughness information in its green channel.
  115720. */
  115721. protected _useRoughnessFromMetallicTextureGreen: boolean;
  115722. /**
  115723. * Specifies if the metallic texture contains the metallness information in its blue channel.
  115724. */
  115725. protected _useMetallnessFromMetallicTextureBlue: boolean;
  115726. /**
  115727. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  115728. */
  115729. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  115730. /**
  115731. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  115732. */
  115733. protected _useAmbientInGrayScale: boolean;
  115734. /**
  115735. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  115736. * The material will try to infer what glossiness each pixel should be.
  115737. */
  115738. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  115739. /**
  115740. * Defines the falloff type used in this material.
  115741. * It by default is Physical.
  115742. */
  115743. protected _lightFalloff: number;
  115744. /**
  115745. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  115746. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  115747. */
  115748. protected _useRadianceOverAlpha: boolean;
  115749. /**
  115750. * Allows using an object space normal map (instead of tangent space).
  115751. */
  115752. protected _useObjectSpaceNormalMap: boolean;
  115753. /**
  115754. * Allows using the bump map in parallax mode.
  115755. */
  115756. protected _useParallax: boolean;
  115757. /**
  115758. * Allows using the bump map in parallax occlusion mode.
  115759. */
  115760. protected _useParallaxOcclusion: boolean;
  115761. /**
  115762. * Controls the scale bias of the parallax mode.
  115763. */
  115764. protected _parallaxScaleBias: number;
  115765. /**
  115766. * If sets to true, disables all the lights affecting the material.
  115767. */
  115768. protected _disableLighting: boolean;
  115769. /**
  115770. * Number of Simultaneous lights allowed on the material.
  115771. */
  115772. protected _maxSimultaneousLights: number;
  115773. /**
  115774. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  115775. */
  115776. protected _invertNormalMapX: boolean;
  115777. /**
  115778. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  115779. */
  115780. protected _invertNormalMapY: boolean;
  115781. /**
  115782. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  115783. */
  115784. protected _twoSidedLighting: boolean;
  115785. /**
  115786. * Defines the alpha limits in alpha test mode.
  115787. */
  115788. protected _alphaCutOff: number;
  115789. /**
  115790. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  115791. */
  115792. protected _forceAlphaTest: boolean;
  115793. /**
  115794. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  115795. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  115796. */
  115797. protected _useAlphaFresnel: boolean;
  115798. /**
  115799. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  115800. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  115801. */
  115802. protected _useLinearAlphaFresnel: boolean;
  115803. /**
  115804. * The transparency mode of the material.
  115805. */
  115806. protected _transparencyMode: Nullable<number>;
  115807. /**
  115808. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  115809. * from cos thetav and roughness:
  115810. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  115811. */
  115812. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  115813. /**
  115814. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  115815. */
  115816. protected _forceIrradianceInFragment: boolean;
  115817. /**
  115818. * Force normal to face away from face.
  115819. */
  115820. protected _forceNormalForward: boolean;
  115821. /**
  115822. * Enables specular anti aliasing in the PBR shader.
  115823. * It will both interacts on the Geometry for analytical and IBL lighting.
  115824. * It also prefilter the roughness map based on the bump values.
  115825. */
  115826. protected _enableSpecularAntiAliasing: boolean;
  115827. /**
  115828. * Default configuration related to image processing available in the PBR Material.
  115829. */
  115830. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  115831. /**
  115832. * Keep track of the image processing observer to allow dispose and replace.
  115833. */
  115834. private _imageProcessingObserver;
  115835. /**
  115836. * Attaches a new image processing configuration to the PBR Material.
  115837. * @param configuration
  115838. */
  115839. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  115840. /**
  115841. * Stores the available render targets.
  115842. */
  115843. private _renderTargets;
  115844. /**
  115845. * Sets the global ambient color for the material used in lighting calculations.
  115846. */
  115847. private _globalAmbientColor;
  115848. /**
  115849. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  115850. */
  115851. private _useLogarithmicDepth;
  115852. /**
  115853. * If set to true, no lighting calculations will be applied.
  115854. */
  115855. private _unlit;
  115856. private _debugMode;
  115857. /**
  115858. * @hidden
  115859. * This is reserved for the inspector.
  115860. * Defines the material debug mode.
  115861. * It helps seeing only some components of the material while troubleshooting.
  115862. */
  115863. debugMode: number;
  115864. /**
  115865. * @hidden
  115866. * This is reserved for the inspector.
  115867. * Specify from where on screen the debug mode should start.
  115868. * The value goes from -1 (full screen) to 1 (not visible)
  115869. * It helps with side by side comparison against the final render
  115870. * This defaults to -1
  115871. */
  115872. private debugLimit;
  115873. /**
  115874. * @hidden
  115875. * This is reserved for the inspector.
  115876. * As the default viewing range might not be enough (if the ambient is really small for instance)
  115877. * You can use the factor to better multiply the final value.
  115878. */
  115879. private debugFactor;
  115880. /**
  115881. * Defines the clear coat layer parameters for the material.
  115882. */
  115883. readonly clearCoat: PBRClearCoatConfiguration;
  115884. /**
  115885. * Defines the anisotropic parameters for the material.
  115886. */
  115887. readonly anisotropy: PBRAnisotropicConfiguration;
  115888. /**
  115889. * Defines the BRDF parameters for the material.
  115890. */
  115891. readonly brdf: PBRBRDFConfiguration;
  115892. /**
  115893. * Defines the Sheen parameters for the material.
  115894. */
  115895. readonly sheen: PBRSheenConfiguration;
  115896. /**
  115897. * Defines the SubSurface parameters for the material.
  115898. */
  115899. readonly subSurface: PBRSubSurfaceConfiguration;
  115900. /**
  115901. * Custom callback helping to override the default shader used in the material.
  115902. */
  115903. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  115904. protected _rebuildInParallel: boolean;
  115905. /**
  115906. * Instantiates a new PBRMaterial instance.
  115907. *
  115908. * @param name The material name
  115909. * @param scene The scene the material will be use in.
  115910. */
  115911. constructor(name: string, scene: Scene);
  115912. /**
  115913. * Gets a boolean indicating that current material needs to register RTT
  115914. */
  115915. readonly hasRenderTargetTextures: boolean;
  115916. /**
  115917. * Gets the name of the material class.
  115918. */
  115919. getClassName(): string;
  115920. /**
  115921. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  115922. */
  115923. /**
  115924. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  115925. */
  115926. useLogarithmicDepth: boolean;
  115927. /**
  115928. * Gets the current transparency mode.
  115929. */
  115930. /**
  115931. * Sets the transparency mode of the material.
  115932. *
  115933. * | Value | Type | Description |
  115934. * | ----- | ----------------------------------- | ----------- |
  115935. * | 0 | OPAQUE | |
  115936. * | 1 | ALPHATEST | |
  115937. * | 2 | ALPHABLEND | |
  115938. * | 3 | ALPHATESTANDBLEND | |
  115939. *
  115940. */
  115941. transparencyMode: Nullable<number>;
  115942. /**
  115943. * Returns true if alpha blending should be disabled.
  115944. */
  115945. private readonly _disableAlphaBlending;
  115946. /**
  115947. * Specifies whether or not this material should be rendered in alpha blend mode.
  115948. */
  115949. needAlphaBlending(): boolean;
  115950. /**
  115951. * Specifies if the mesh will require alpha blending.
  115952. * @param mesh - BJS mesh.
  115953. */
  115954. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  115955. /**
  115956. * Specifies whether or not this material should be rendered in alpha test mode.
  115957. */
  115958. needAlphaTesting(): boolean;
  115959. /**
  115960. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  115961. */
  115962. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  115963. /**
  115964. * Gets the texture used for the alpha test.
  115965. */
  115966. getAlphaTestTexture(): Nullable<BaseTexture>;
  115967. /**
  115968. * Specifies that the submesh is ready to be used.
  115969. * @param mesh - BJS mesh.
  115970. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  115971. * @param useInstances - Specifies that instances should be used.
  115972. * @returns - boolean indicating that the submesh is ready or not.
  115973. */
  115974. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  115975. /**
  115976. * Specifies if the material uses metallic roughness workflow.
  115977. * @returns boolean specifiying if the material uses metallic roughness workflow.
  115978. */
  115979. isMetallicWorkflow(): boolean;
  115980. private _prepareEffect;
  115981. private _prepareDefines;
  115982. /**
  115983. * Force shader compilation
  115984. */
  115985. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  115986. /**
  115987. * Initializes the uniform buffer layout for the shader.
  115988. */
  115989. buildUniformLayout(): void;
  115990. /**
  115991. * Unbinds the material from the mesh
  115992. */
  115993. unbind(): void;
  115994. /**
  115995. * Binds the submesh data.
  115996. * @param world - The world matrix.
  115997. * @param mesh - The BJS mesh.
  115998. * @param subMesh - A submesh of the BJS mesh.
  115999. */
  116000. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  116001. /**
  116002. * Returns the animatable textures.
  116003. * @returns - Array of animatable textures.
  116004. */
  116005. getAnimatables(): IAnimatable[];
  116006. /**
  116007. * Returns the texture used for reflections.
  116008. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  116009. */
  116010. private _getReflectionTexture;
  116011. /**
  116012. * Returns an array of the actively used textures.
  116013. * @returns - Array of BaseTextures
  116014. */
  116015. getActiveTextures(): BaseTexture[];
  116016. /**
  116017. * Checks to see if a texture is used in the material.
  116018. * @param texture - Base texture to use.
  116019. * @returns - Boolean specifying if a texture is used in the material.
  116020. */
  116021. hasTexture(texture: BaseTexture): boolean;
  116022. /**
  116023. * Disposes the resources of the material.
  116024. * @param forceDisposeEffect - Forces the disposal of effects.
  116025. * @param forceDisposeTextures - Forces the disposal of all textures.
  116026. */
  116027. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  116028. }
  116029. }
  116030. declare module BABYLON {
  116031. /**
  116032. * The Physically based material of BJS.
  116033. *
  116034. * This offers the main features of a standard PBR material.
  116035. * For more information, please refer to the documentation :
  116036. * https://doc.babylonjs.com/how_to/physically_based_rendering
  116037. */
  116038. export class PBRMaterial extends PBRBaseMaterial {
  116039. /**
  116040. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  116041. */
  116042. static readonly PBRMATERIAL_OPAQUE: number;
  116043. /**
  116044. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  116045. */
  116046. static readonly PBRMATERIAL_ALPHATEST: number;
  116047. /**
  116048. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116049. */
  116050. static readonly PBRMATERIAL_ALPHABLEND: number;
  116051. /**
  116052. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116053. * They are also discarded below the alpha cutoff threshold to improve performances.
  116054. */
  116055. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  116056. /**
  116057. * Defines the default value of how much AO map is occluding the analytical lights
  116058. * (point spot...).
  116059. */
  116060. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  116061. /**
  116062. * Intensity of the direct lights e.g. the four lights available in your scene.
  116063. * This impacts both the direct diffuse and specular highlights.
  116064. */
  116065. directIntensity: number;
  116066. /**
  116067. * Intensity of the emissive part of the material.
  116068. * This helps controlling the emissive effect without modifying the emissive color.
  116069. */
  116070. emissiveIntensity: number;
  116071. /**
  116072. * Intensity of the environment e.g. how much the environment will light the object
  116073. * either through harmonics for rough material or through the refelction for shiny ones.
  116074. */
  116075. environmentIntensity: number;
  116076. /**
  116077. * This is a special control allowing the reduction of the specular highlights coming from the
  116078. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  116079. */
  116080. specularIntensity: number;
  116081. /**
  116082. * Debug Control allowing disabling the bump map on this material.
  116083. */
  116084. disableBumpMap: boolean;
  116085. /**
  116086. * AKA Diffuse Texture in standard nomenclature.
  116087. */
  116088. albedoTexture: BaseTexture;
  116089. /**
  116090. * AKA Occlusion Texture in other nomenclature.
  116091. */
  116092. ambientTexture: BaseTexture;
  116093. /**
  116094. * AKA Occlusion Texture Intensity in other nomenclature.
  116095. */
  116096. ambientTextureStrength: number;
  116097. /**
  116098. * Defines how much the AO map is occluding the analytical lights (point spot...).
  116099. * 1 means it completely occludes it
  116100. * 0 mean it has no impact
  116101. */
  116102. ambientTextureImpactOnAnalyticalLights: number;
  116103. /**
  116104. * Stores the alpha values in a texture.
  116105. */
  116106. opacityTexture: BaseTexture;
  116107. /**
  116108. * Stores the reflection values in a texture.
  116109. */
  116110. reflectionTexture: Nullable<BaseTexture>;
  116111. /**
  116112. * Stores the emissive values in a texture.
  116113. */
  116114. emissiveTexture: BaseTexture;
  116115. /**
  116116. * AKA Specular texture in other nomenclature.
  116117. */
  116118. reflectivityTexture: BaseTexture;
  116119. /**
  116120. * Used to switch from specular/glossiness to metallic/roughness workflow.
  116121. */
  116122. metallicTexture: BaseTexture;
  116123. /**
  116124. * Specifies the metallic scalar of the metallic/roughness workflow.
  116125. * Can also be used to scale the metalness values of the metallic texture.
  116126. */
  116127. metallic: Nullable<number>;
  116128. /**
  116129. * Specifies the roughness scalar of the metallic/roughness workflow.
  116130. * Can also be used to scale the roughness values of the metallic texture.
  116131. */
  116132. roughness: Nullable<number>;
  116133. /**
  116134. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  116135. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  116136. */
  116137. microSurfaceTexture: BaseTexture;
  116138. /**
  116139. * Stores surface normal data used to displace a mesh in a texture.
  116140. */
  116141. bumpTexture: BaseTexture;
  116142. /**
  116143. * Stores the pre-calculated light information of a mesh in a texture.
  116144. */
  116145. lightmapTexture: BaseTexture;
  116146. /**
  116147. * Stores the refracted light information in a texture.
  116148. */
  116149. refractionTexture: Nullable<BaseTexture>;
  116150. /**
  116151. * The color of a material in ambient lighting.
  116152. */
  116153. ambientColor: Color3;
  116154. /**
  116155. * AKA Diffuse Color in other nomenclature.
  116156. */
  116157. albedoColor: Color3;
  116158. /**
  116159. * AKA Specular Color in other nomenclature.
  116160. */
  116161. reflectivityColor: Color3;
  116162. /**
  116163. * The color reflected from the material.
  116164. */
  116165. reflectionColor: Color3;
  116166. /**
  116167. * The color emitted from the material.
  116168. */
  116169. emissiveColor: Color3;
  116170. /**
  116171. * AKA Glossiness in other nomenclature.
  116172. */
  116173. microSurface: number;
  116174. /**
  116175. * source material index of refraction (IOR)' / 'destination material IOR.
  116176. */
  116177. indexOfRefraction: number;
  116178. /**
  116179. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  116180. */
  116181. invertRefractionY: boolean;
  116182. /**
  116183. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  116184. * Materials half opaque for instance using refraction could benefit from this control.
  116185. */
  116186. linkRefractionWithTransparency: boolean;
  116187. /**
  116188. * If true, the light map contains occlusion information instead of lighting info.
  116189. */
  116190. useLightmapAsShadowmap: boolean;
  116191. /**
  116192. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  116193. */
  116194. useAlphaFromAlbedoTexture: boolean;
  116195. /**
  116196. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  116197. */
  116198. forceAlphaTest: boolean;
  116199. /**
  116200. * Defines the alpha limits in alpha test mode.
  116201. */
  116202. alphaCutOff: number;
  116203. /**
  116204. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  116205. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  116206. */
  116207. useSpecularOverAlpha: boolean;
  116208. /**
  116209. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  116210. */
  116211. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  116212. /**
  116213. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  116214. */
  116215. useRoughnessFromMetallicTextureAlpha: boolean;
  116216. /**
  116217. * Specifies if the metallic texture contains the roughness information in its green channel.
  116218. */
  116219. useRoughnessFromMetallicTextureGreen: boolean;
  116220. /**
  116221. * Specifies if the metallic texture contains the metallness information in its blue channel.
  116222. */
  116223. useMetallnessFromMetallicTextureBlue: boolean;
  116224. /**
  116225. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  116226. */
  116227. useAmbientOcclusionFromMetallicTextureRed: boolean;
  116228. /**
  116229. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  116230. */
  116231. useAmbientInGrayScale: boolean;
  116232. /**
  116233. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  116234. * The material will try to infer what glossiness each pixel should be.
  116235. */
  116236. useAutoMicroSurfaceFromReflectivityMap: boolean;
  116237. /**
  116238. * BJS is using an harcoded light falloff based on a manually sets up range.
  116239. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  116240. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  116241. */
  116242. /**
  116243. * BJS is using an harcoded light falloff based on a manually sets up range.
  116244. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  116245. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  116246. */
  116247. usePhysicalLightFalloff: boolean;
  116248. /**
  116249. * In order to support the falloff compatibility with gltf, a special mode has been added
  116250. * to reproduce the gltf light falloff.
  116251. */
  116252. /**
  116253. * In order to support the falloff compatibility with gltf, a special mode has been added
  116254. * to reproduce the gltf light falloff.
  116255. */
  116256. useGLTFLightFalloff: boolean;
  116257. /**
  116258. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  116259. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  116260. */
  116261. useRadianceOverAlpha: boolean;
  116262. /**
  116263. * Allows using an object space normal map (instead of tangent space).
  116264. */
  116265. useObjectSpaceNormalMap: boolean;
  116266. /**
  116267. * Allows using the bump map in parallax mode.
  116268. */
  116269. useParallax: boolean;
  116270. /**
  116271. * Allows using the bump map in parallax occlusion mode.
  116272. */
  116273. useParallaxOcclusion: boolean;
  116274. /**
  116275. * Controls the scale bias of the parallax mode.
  116276. */
  116277. parallaxScaleBias: number;
  116278. /**
  116279. * If sets to true, disables all the lights affecting the material.
  116280. */
  116281. disableLighting: boolean;
  116282. /**
  116283. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  116284. */
  116285. forceIrradianceInFragment: boolean;
  116286. /**
  116287. * Number of Simultaneous lights allowed on the material.
  116288. */
  116289. maxSimultaneousLights: number;
  116290. /**
  116291. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  116292. */
  116293. invertNormalMapX: boolean;
  116294. /**
  116295. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  116296. */
  116297. invertNormalMapY: boolean;
  116298. /**
  116299. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  116300. */
  116301. twoSidedLighting: boolean;
  116302. /**
  116303. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  116304. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  116305. */
  116306. useAlphaFresnel: boolean;
  116307. /**
  116308. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  116309. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  116310. */
  116311. useLinearAlphaFresnel: boolean;
  116312. /**
  116313. * Let user defines the brdf lookup texture used for IBL.
  116314. * A default 8bit version is embedded but you could point at :
  116315. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  116316. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  116317. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  116318. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  116319. */
  116320. environmentBRDFTexture: Nullable<BaseTexture>;
  116321. /**
  116322. * Force normal to face away from face.
  116323. */
  116324. forceNormalForward: boolean;
  116325. /**
  116326. * Enables specular anti aliasing in the PBR shader.
  116327. * It will both interacts on the Geometry for analytical and IBL lighting.
  116328. * It also prefilter the roughness map based on the bump values.
  116329. */
  116330. enableSpecularAntiAliasing: boolean;
  116331. /**
  116332. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  116333. * makes the reflect vector face the model (under horizon).
  116334. */
  116335. useHorizonOcclusion: boolean;
  116336. /**
  116337. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  116338. * too much the area relying on ambient texture to define their ambient occlusion.
  116339. */
  116340. useRadianceOcclusion: boolean;
  116341. /**
  116342. * If set to true, no lighting calculations will be applied.
  116343. */
  116344. unlit: boolean;
  116345. /**
  116346. * Gets the image processing configuration used either in this material.
  116347. */
  116348. /**
  116349. * Sets the Default image processing configuration used either in the this material.
  116350. *
  116351. * If sets to null, the scene one is in use.
  116352. */
  116353. imageProcessingConfiguration: ImageProcessingConfiguration;
  116354. /**
  116355. * Gets wether the color curves effect is enabled.
  116356. */
  116357. /**
  116358. * Sets wether the color curves effect is enabled.
  116359. */
  116360. cameraColorCurvesEnabled: boolean;
  116361. /**
  116362. * Gets wether the color grading effect is enabled.
  116363. */
  116364. /**
  116365. * Gets wether the color grading effect is enabled.
  116366. */
  116367. cameraColorGradingEnabled: boolean;
  116368. /**
  116369. * Gets wether tonemapping is enabled or not.
  116370. */
  116371. /**
  116372. * Sets wether tonemapping is enabled or not
  116373. */
  116374. cameraToneMappingEnabled: boolean;
  116375. /**
  116376. * The camera exposure used on this material.
  116377. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  116378. * This corresponds to a photographic exposure.
  116379. */
  116380. /**
  116381. * The camera exposure used on this material.
  116382. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  116383. * This corresponds to a photographic exposure.
  116384. */
  116385. cameraExposure: number;
  116386. /**
  116387. * Gets The camera contrast used on this material.
  116388. */
  116389. /**
  116390. * Sets The camera contrast used on this material.
  116391. */
  116392. cameraContrast: number;
  116393. /**
  116394. * Gets the Color Grading 2D Lookup Texture.
  116395. */
  116396. /**
  116397. * Sets the Color Grading 2D Lookup Texture.
  116398. */
  116399. cameraColorGradingTexture: Nullable<BaseTexture>;
  116400. /**
  116401. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  116402. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  116403. * 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;
  116404. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  116405. */
  116406. /**
  116407. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  116408. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  116409. * 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;
  116410. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  116411. */
  116412. cameraColorCurves: Nullable<ColorCurves>;
  116413. /**
  116414. * Instantiates a new PBRMaterial instance.
  116415. *
  116416. * @param name The material name
  116417. * @param scene The scene the material will be use in.
  116418. */
  116419. constructor(name: string, scene: Scene);
  116420. /**
  116421. * Returns the name of this material class.
  116422. */
  116423. getClassName(): string;
  116424. /**
  116425. * Makes a duplicate of the current material.
  116426. * @param name - name to use for the new material.
  116427. */
  116428. clone(name: string): PBRMaterial;
  116429. /**
  116430. * Serializes this PBR Material.
  116431. * @returns - An object with the serialized material.
  116432. */
  116433. serialize(): any;
  116434. /**
  116435. * Parses a PBR Material from a serialized object.
  116436. * @param source - Serialized object.
  116437. * @param scene - BJS scene instance.
  116438. * @param rootUrl - url for the scene object
  116439. * @returns - PBRMaterial
  116440. */
  116441. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  116442. }
  116443. }
  116444. declare module BABYLON {
  116445. /**
  116446. * Direct draw surface info
  116447. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  116448. */
  116449. export interface DDSInfo {
  116450. /**
  116451. * Width of the texture
  116452. */
  116453. width: number;
  116454. /**
  116455. * Width of the texture
  116456. */
  116457. height: number;
  116458. /**
  116459. * Number of Mipmaps for the texture
  116460. * @see https://en.wikipedia.org/wiki/Mipmap
  116461. */
  116462. mipmapCount: number;
  116463. /**
  116464. * If the textures format is a known fourCC format
  116465. * @see https://www.fourcc.org/
  116466. */
  116467. isFourCC: boolean;
  116468. /**
  116469. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  116470. */
  116471. isRGB: boolean;
  116472. /**
  116473. * If the texture is a lumincance format
  116474. */
  116475. isLuminance: boolean;
  116476. /**
  116477. * If this is a cube texture
  116478. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  116479. */
  116480. isCube: boolean;
  116481. /**
  116482. * If the texture is a compressed format eg. FOURCC_DXT1
  116483. */
  116484. isCompressed: boolean;
  116485. /**
  116486. * The dxgiFormat of the texture
  116487. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  116488. */
  116489. dxgiFormat: number;
  116490. /**
  116491. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  116492. */
  116493. textureType: number;
  116494. /**
  116495. * Sphericle polynomial created for the dds texture
  116496. */
  116497. sphericalPolynomial?: SphericalPolynomial;
  116498. }
  116499. /**
  116500. * Class used to provide DDS decompression tools
  116501. */
  116502. export class DDSTools {
  116503. /**
  116504. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  116505. */
  116506. static StoreLODInAlphaChannel: boolean;
  116507. /**
  116508. * Gets DDS information from an array buffer
  116509. * @param arrayBuffer defines the array buffer to read data from
  116510. * @returns the DDS information
  116511. */
  116512. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  116513. private static _FloatView;
  116514. private static _Int32View;
  116515. private static _ToHalfFloat;
  116516. private static _FromHalfFloat;
  116517. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  116518. private static _GetHalfFloatRGBAArrayBuffer;
  116519. private static _GetFloatRGBAArrayBuffer;
  116520. private static _GetFloatAsUIntRGBAArrayBuffer;
  116521. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  116522. private static _GetRGBAArrayBuffer;
  116523. private static _ExtractLongWordOrder;
  116524. private static _GetRGBArrayBuffer;
  116525. private static _GetLuminanceArrayBuffer;
  116526. /**
  116527. * Uploads DDS Levels to a Babylon Texture
  116528. * @hidden
  116529. */
  116530. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  116531. }
  116532. interface ThinEngine {
  116533. /**
  116534. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  116535. * @param rootUrl defines the url where the file to load is located
  116536. * @param scene defines the current scene
  116537. * @param lodScale defines scale to apply to the mip map selection
  116538. * @param lodOffset defines offset to apply to the mip map selection
  116539. * @param onLoad defines an optional callback raised when the texture is loaded
  116540. * @param onError defines an optional callback raised if there is an issue to load the texture
  116541. * @param format defines the format of the data
  116542. * @param forcedExtension defines the extension to use to pick the right loader
  116543. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  116544. * @returns the cube texture as an InternalTexture
  116545. */
  116546. 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;
  116547. }
  116548. }
  116549. declare module BABYLON {
  116550. /**
  116551. * Implementation of the DDS Texture Loader.
  116552. * @hidden
  116553. */
  116554. export class _DDSTextureLoader implements IInternalTextureLoader {
  116555. /**
  116556. * Defines wether the loader supports cascade loading the different faces.
  116557. */
  116558. readonly supportCascades: boolean;
  116559. /**
  116560. * This returns if the loader support the current file information.
  116561. * @param extension defines the file extension of the file being loaded
  116562. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116563. * @param fallback defines the fallback internal texture if any
  116564. * @param isBase64 defines whether the texture is encoded as a base64
  116565. * @param isBuffer defines whether the texture data are stored as a buffer
  116566. * @returns true if the loader can load the specified file
  116567. */
  116568. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  116569. /**
  116570. * Transform the url before loading if required.
  116571. * @param rootUrl the url of the texture
  116572. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116573. * @returns the transformed texture
  116574. */
  116575. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  116576. /**
  116577. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  116578. * @param rootUrl the url of the texture
  116579. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116580. * @returns the fallback texture
  116581. */
  116582. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  116583. /**
  116584. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  116585. * @param data contains the texture data
  116586. * @param texture defines the BabylonJS internal texture
  116587. * @param createPolynomials will be true if polynomials have been requested
  116588. * @param onLoad defines the callback to trigger once the texture is ready
  116589. * @param onError defines the callback to trigger in case of error
  116590. */
  116591. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  116592. /**
  116593. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  116594. * @param data contains the texture data
  116595. * @param texture defines the BabylonJS internal texture
  116596. * @param callback defines the method to call once ready to upload
  116597. */
  116598. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  116599. }
  116600. }
  116601. declare module BABYLON {
  116602. /**
  116603. * Implementation of the ENV Texture Loader.
  116604. * @hidden
  116605. */
  116606. export class _ENVTextureLoader implements IInternalTextureLoader {
  116607. /**
  116608. * Defines wether the loader supports cascade loading the different faces.
  116609. */
  116610. readonly supportCascades: boolean;
  116611. /**
  116612. * This returns if the loader support the current file information.
  116613. * @param extension defines the file extension of the file being loaded
  116614. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116615. * @param fallback defines the fallback internal texture if any
  116616. * @param isBase64 defines whether the texture is encoded as a base64
  116617. * @param isBuffer defines whether the texture data are stored as a buffer
  116618. * @returns true if the loader can load the specified file
  116619. */
  116620. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  116621. /**
  116622. * Transform the url before loading if required.
  116623. * @param rootUrl the url of the texture
  116624. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116625. * @returns the transformed texture
  116626. */
  116627. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  116628. /**
  116629. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  116630. * @param rootUrl the url of the texture
  116631. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116632. * @returns the fallback texture
  116633. */
  116634. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  116635. /**
  116636. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  116637. * @param data contains the texture data
  116638. * @param texture defines the BabylonJS internal texture
  116639. * @param createPolynomials will be true if polynomials have been requested
  116640. * @param onLoad defines the callback to trigger once the texture is ready
  116641. * @param onError defines the callback to trigger in case of error
  116642. */
  116643. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  116644. /**
  116645. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  116646. * @param data contains the texture data
  116647. * @param texture defines the BabylonJS internal texture
  116648. * @param callback defines the method to call once ready to upload
  116649. */
  116650. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  116651. }
  116652. }
  116653. declare module BABYLON {
  116654. /**
  116655. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  116656. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  116657. */
  116658. export class KhronosTextureContainer {
  116659. /** contents of the KTX container file */
  116660. arrayBuffer: any;
  116661. private static HEADER_LEN;
  116662. private static COMPRESSED_2D;
  116663. private static COMPRESSED_3D;
  116664. private static TEX_2D;
  116665. private static TEX_3D;
  116666. /**
  116667. * Gets the openGL type
  116668. */
  116669. glType: number;
  116670. /**
  116671. * Gets the openGL type size
  116672. */
  116673. glTypeSize: number;
  116674. /**
  116675. * Gets the openGL format
  116676. */
  116677. glFormat: number;
  116678. /**
  116679. * Gets the openGL internal format
  116680. */
  116681. glInternalFormat: number;
  116682. /**
  116683. * Gets the base internal format
  116684. */
  116685. glBaseInternalFormat: number;
  116686. /**
  116687. * Gets image width in pixel
  116688. */
  116689. pixelWidth: number;
  116690. /**
  116691. * Gets image height in pixel
  116692. */
  116693. pixelHeight: number;
  116694. /**
  116695. * Gets image depth in pixels
  116696. */
  116697. pixelDepth: number;
  116698. /**
  116699. * Gets the number of array elements
  116700. */
  116701. numberOfArrayElements: number;
  116702. /**
  116703. * Gets the number of faces
  116704. */
  116705. numberOfFaces: number;
  116706. /**
  116707. * Gets the number of mipmap levels
  116708. */
  116709. numberOfMipmapLevels: number;
  116710. /**
  116711. * Gets the bytes of key value data
  116712. */
  116713. bytesOfKeyValueData: number;
  116714. /**
  116715. * Gets the load type
  116716. */
  116717. loadType: number;
  116718. /**
  116719. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  116720. */
  116721. isInvalid: boolean;
  116722. /**
  116723. * Creates a new KhronosTextureContainer
  116724. * @param arrayBuffer contents of the KTX container file
  116725. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  116726. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  116727. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  116728. */
  116729. constructor(
  116730. /** contents of the KTX container file */
  116731. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  116732. /**
  116733. * Uploads KTX content to a Babylon Texture.
  116734. * It is assumed that the texture has already been created & is currently bound
  116735. * @hidden
  116736. */
  116737. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  116738. private _upload2DCompressedLevels;
  116739. }
  116740. }
  116741. declare module BABYLON {
  116742. /**
  116743. * Implementation of the KTX Texture Loader.
  116744. * @hidden
  116745. */
  116746. export class _KTXTextureLoader implements IInternalTextureLoader {
  116747. /**
  116748. * Defines wether the loader supports cascade loading the different faces.
  116749. */
  116750. readonly supportCascades: boolean;
  116751. /**
  116752. * This returns if the loader support the current file information.
  116753. * @param extension defines the file extension of the file being loaded
  116754. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116755. * @param fallback defines the fallback internal texture if any
  116756. * @param isBase64 defines whether the texture is encoded as a base64
  116757. * @param isBuffer defines whether the texture data are stored as a buffer
  116758. * @returns true if the loader can load the specified file
  116759. */
  116760. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  116761. /**
  116762. * Transform the url before loading if required.
  116763. * @param rootUrl the url of the texture
  116764. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116765. * @returns the transformed texture
  116766. */
  116767. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  116768. /**
  116769. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  116770. * @param rootUrl the url of the texture
  116771. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116772. * @returns the fallback texture
  116773. */
  116774. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  116775. /**
  116776. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  116777. * @param data contains the texture data
  116778. * @param texture defines the BabylonJS internal texture
  116779. * @param createPolynomials will be true if polynomials have been requested
  116780. * @param onLoad defines the callback to trigger once the texture is ready
  116781. * @param onError defines the callback to trigger in case of error
  116782. */
  116783. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  116784. /**
  116785. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  116786. * @param data contains the texture data
  116787. * @param texture defines the BabylonJS internal texture
  116788. * @param callback defines the method to call once ready to upload
  116789. */
  116790. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  116791. }
  116792. }
  116793. declare module BABYLON {
  116794. /**
  116795. * Options for the default xr helper
  116796. */
  116797. export class WebXRDefaultExperienceOptions {
  116798. /**
  116799. * Floor meshes that should be used for teleporting
  116800. */
  116801. floorMeshes: Array<AbstractMesh>;
  116802. /**
  116803. * Enable or disable default UI to enter XR
  116804. */
  116805. disableDefaultUI: boolean;
  116806. }
  116807. /**
  116808. * Default experience which provides a similar setup to the previous webVRExperience
  116809. */
  116810. export class WebXRDefaultExperience {
  116811. /**
  116812. * Base experience
  116813. */
  116814. baseExperience: WebXRExperienceHelper;
  116815. /**
  116816. * Input experience extension
  116817. */
  116818. input: WebXRInput;
  116819. /**
  116820. * Loads the controller models
  116821. */
  116822. controllerModelLoader: WebXRControllerModelLoader;
  116823. /**
  116824. * Enables laser pointer and selection
  116825. */
  116826. pointerSelection: WebXRControllerPointerSelection;
  116827. /**
  116828. * Enables teleportation
  116829. */
  116830. teleportation: WebXRControllerTeleportation;
  116831. /**
  116832. * Enables ui for enetering/exiting xr
  116833. */
  116834. enterExitUI: WebXREnterExitUI;
  116835. /**
  116836. * Default target xr should render to
  116837. */
  116838. renderTarget: WebXRRenderTarget;
  116839. /**
  116840. * Creates the default xr experience
  116841. * @param scene scene
  116842. * @param options options for basic configuration
  116843. * @returns resulting WebXRDefaultExperience
  116844. */
  116845. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  116846. private constructor();
  116847. /**
  116848. * DIsposes of the experience helper
  116849. */
  116850. dispose(): void;
  116851. }
  116852. }
  116853. declare module BABYLON {
  116854. /** @hidden */
  116855. export var _forceSceneHelpersToBundle: boolean;
  116856. interface Scene {
  116857. /**
  116858. * Creates a default light for the scene.
  116859. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  116860. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  116861. */
  116862. createDefaultLight(replace?: boolean): void;
  116863. /**
  116864. * Creates a default camera for the scene.
  116865. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  116866. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  116867. * @param replace has default false, when true replaces the active camera in the scene
  116868. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  116869. */
  116870. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  116871. /**
  116872. * Creates a default camera and a default light.
  116873. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  116874. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  116875. * @param replace has the default false, when true replaces the active camera/light in the scene
  116876. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  116877. */
  116878. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  116879. /**
  116880. * Creates a new sky box
  116881. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  116882. * @param environmentTexture defines the texture to use as environment texture
  116883. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  116884. * @param scale defines the overall scale of the skybox
  116885. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  116886. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  116887. * @returns a new mesh holding the sky box
  116888. */
  116889. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  116890. /**
  116891. * Creates a new environment
  116892. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  116893. * @param options defines the options you can use to configure the environment
  116894. * @returns the new EnvironmentHelper
  116895. */
  116896. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  116897. /**
  116898. * Creates a new VREXperienceHelper
  116899. * @see http://doc.babylonjs.com/how_to/webvr_helper
  116900. * @param webVROptions defines the options used to create the new VREXperienceHelper
  116901. * @returns a new VREXperienceHelper
  116902. */
  116903. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  116904. /**
  116905. * Creates a new WebXRDefaultExperience
  116906. * @see http://doc.babylonjs.com/how_to/webxr
  116907. * @param options experience options
  116908. * @returns a promise for a new WebXRDefaultExperience
  116909. */
  116910. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  116911. }
  116912. }
  116913. declare module BABYLON {
  116914. /**
  116915. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  116916. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  116917. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  116918. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  116919. */
  116920. export class VideoDome extends TransformNode {
  116921. /**
  116922. * Define the video source as a Monoscopic panoramic 360 video.
  116923. */
  116924. static readonly MODE_MONOSCOPIC: number;
  116925. /**
  116926. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  116927. */
  116928. static readonly MODE_TOPBOTTOM: number;
  116929. /**
  116930. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  116931. */
  116932. static readonly MODE_SIDEBYSIDE: number;
  116933. private _halfDome;
  116934. private _useDirectMapping;
  116935. /**
  116936. * The video texture being displayed on the sphere
  116937. */
  116938. protected _videoTexture: VideoTexture;
  116939. /**
  116940. * Gets the video texture being displayed on the sphere
  116941. */
  116942. readonly videoTexture: VideoTexture;
  116943. /**
  116944. * The skybox material
  116945. */
  116946. protected _material: BackgroundMaterial;
  116947. /**
  116948. * The surface used for the skybox
  116949. */
  116950. protected _mesh: Mesh;
  116951. /**
  116952. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  116953. */
  116954. private _halfDomeMask;
  116955. /**
  116956. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  116957. * Also see the options.resolution property.
  116958. */
  116959. fovMultiplier: number;
  116960. private _videoMode;
  116961. /**
  116962. * Gets or set the current video mode for the video. It can be:
  116963. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  116964. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  116965. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  116966. */
  116967. videoMode: number;
  116968. /**
  116969. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  116970. *
  116971. */
  116972. /**
  116973. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  116974. */
  116975. halfDome: boolean;
  116976. /**
  116977. * Oberserver used in Stereoscopic VR Mode.
  116978. */
  116979. private _onBeforeCameraRenderObserver;
  116980. /**
  116981. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  116982. * @param name Element's name, child elements will append suffixes for their own names.
  116983. * @param urlsOrVideo defines the url(s) or the video element to use
  116984. * @param options An object containing optional or exposed sub element properties
  116985. */
  116986. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  116987. resolution?: number;
  116988. clickToPlay?: boolean;
  116989. autoPlay?: boolean;
  116990. loop?: boolean;
  116991. size?: number;
  116992. poster?: string;
  116993. faceForward?: boolean;
  116994. useDirectMapping?: boolean;
  116995. halfDomeMode?: boolean;
  116996. }, scene: Scene);
  116997. private _changeVideoMode;
  116998. /**
  116999. * Releases resources associated with this node.
  117000. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  117001. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  117002. */
  117003. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  117004. }
  117005. }
  117006. declare module BABYLON {
  117007. /**
  117008. * This class can be used to get instrumentation data from a Babylon engine
  117009. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117010. */
  117011. export class EngineInstrumentation implements IDisposable {
  117012. /**
  117013. * Define the instrumented engine.
  117014. */
  117015. engine: Engine;
  117016. private _captureGPUFrameTime;
  117017. private _gpuFrameTimeToken;
  117018. private _gpuFrameTime;
  117019. private _captureShaderCompilationTime;
  117020. private _shaderCompilationTime;
  117021. private _onBeginFrameObserver;
  117022. private _onEndFrameObserver;
  117023. private _onBeforeShaderCompilationObserver;
  117024. private _onAfterShaderCompilationObserver;
  117025. /**
  117026. * Gets the perf counter used for GPU frame time
  117027. */
  117028. readonly gpuFrameTimeCounter: PerfCounter;
  117029. /**
  117030. * Gets the GPU frame time capture status
  117031. */
  117032. /**
  117033. * Enable or disable the GPU frame time capture
  117034. */
  117035. captureGPUFrameTime: boolean;
  117036. /**
  117037. * Gets the perf counter used for shader compilation time
  117038. */
  117039. readonly shaderCompilationTimeCounter: PerfCounter;
  117040. /**
  117041. * Gets the shader compilation time capture status
  117042. */
  117043. /**
  117044. * Enable or disable the shader compilation time capture
  117045. */
  117046. captureShaderCompilationTime: boolean;
  117047. /**
  117048. * Instantiates a new engine instrumentation.
  117049. * This class can be used to get instrumentation data from a Babylon engine
  117050. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117051. * @param engine Defines the engine to instrument
  117052. */
  117053. constructor(
  117054. /**
  117055. * Define the instrumented engine.
  117056. */
  117057. engine: Engine);
  117058. /**
  117059. * Dispose and release associated resources.
  117060. */
  117061. dispose(): void;
  117062. }
  117063. }
  117064. declare module BABYLON {
  117065. /**
  117066. * This class can be used to get instrumentation data from a Babylon engine
  117067. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117068. */
  117069. export class SceneInstrumentation implements IDisposable {
  117070. /**
  117071. * Defines the scene to instrument
  117072. */
  117073. scene: Scene;
  117074. private _captureActiveMeshesEvaluationTime;
  117075. private _activeMeshesEvaluationTime;
  117076. private _captureRenderTargetsRenderTime;
  117077. private _renderTargetsRenderTime;
  117078. private _captureFrameTime;
  117079. private _frameTime;
  117080. private _captureRenderTime;
  117081. private _renderTime;
  117082. private _captureInterFrameTime;
  117083. private _interFrameTime;
  117084. private _captureParticlesRenderTime;
  117085. private _particlesRenderTime;
  117086. private _captureSpritesRenderTime;
  117087. private _spritesRenderTime;
  117088. private _capturePhysicsTime;
  117089. private _physicsTime;
  117090. private _captureAnimationsTime;
  117091. private _animationsTime;
  117092. private _captureCameraRenderTime;
  117093. private _cameraRenderTime;
  117094. private _onBeforeActiveMeshesEvaluationObserver;
  117095. private _onAfterActiveMeshesEvaluationObserver;
  117096. private _onBeforeRenderTargetsRenderObserver;
  117097. private _onAfterRenderTargetsRenderObserver;
  117098. private _onAfterRenderObserver;
  117099. private _onBeforeDrawPhaseObserver;
  117100. private _onAfterDrawPhaseObserver;
  117101. private _onBeforeAnimationsObserver;
  117102. private _onBeforeParticlesRenderingObserver;
  117103. private _onAfterParticlesRenderingObserver;
  117104. private _onBeforeSpritesRenderingObserver;
  117105. private _onAfterSpritesRenderingObserver;
  117106. private _onBeforePhysicsObserver;
  117107. private _onAfterPhysicsObserver;
  117108. private _onAfterAnimationsObserver;
  117109. private _onBeforeCameraRenderObserver;
  117110. private _onAfterCameraRenderObserver;
  117111. /**
  117112. * Gets the perf counter used for active meshes evaluation time
  117113. */
  117114. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  117115. /**
  117116. * Gets the active meshes evaluation time capture status
  117117. */
  117118. /**
  117119. * Enable or disable the active meshes evaluation time capture
  117120. */
  117121. captureActiveMeshesEvaluationTime: boolean;
  117122. /**
  117123. * Gets the perf counter used for render targets render time
  117124. */
  117125. readonly renderTargetsRenderTimeCounter: PerfCounter;
  117126. /**
  117127. * Gets the render targets render time capture status
  117128. */
  117129. /**
  117130. * Enable or disable the render targets render time capture
  117131. */
  117132. captureRenderTargetsRenderTime: boolean;
  117133. /**
  117134. * Gets the perf counter used for particles render time
  117135. */
  117136. readonly particlesRenderTimeCounter: PerfCounter;
  117137. /**
  117138. * Gets the particles render time capture status
  117139. */
  117140. /**
  117141. * Enable or disable the particles render time capture
  117142. */
  117143. captureParticlesRenderTime: boolean;
  117144. /**
  117145. * Gets the perf counter used for sprites render time
  117146. */
  117147. readonly spritesRenderTimeCounter: PerfCounter;
  117148. /**
  117149. * Gets the sprites render time capture status
  117150. */
  117151. /**
  117152. * Enable or disable the sprites render time capture
  117153. */
  117154. captureSpritesRenderTime: boolean;
  117155. /**
  117156. * Gets the perf counter used for physics time
  117157. */
  117158. readonly physicsTimeCounter: PerfCounter;
  117159. /**
  117160. * Gets the physics time capture status
  117161. */
  117162. /**
  117163. * Enable or disable the physics time capture
  117164. */
  117165. capturePhysicsTime: boolean;
  117166. /**
  117167. * Gets the perf counter used for animations time
  117168. */
  117169. readonly animationsTimeCounter: PerfCounter;
  117170. /**
  117171. * Gets the animations time capture status
  117172. */
  117173. /**
  117174. * Enable or disable the animations time capture
  117175. */
  117176. captureAnimationsTime: boolean;
  117177. /**
  117178. * Gets the perf counter used for frame time capture
  117179. */
  117180. readonly frameTimeCounter: PerfCounter;
  117181. /**
  117182. * Gets the frame time capture status
  117183. */
  117184. /**
  117185. * Enable or disable the frame time capture
  117186. */
  117187. captureFrameTime: boolean;
  117188. /**
  117189. * Gets the perf counter used for inter-frames time capture
  117190. */
  117191. readonly interFrameTimeCounter: PerfCounter;
  117192. /**
  117193. * Gets the inter-frames time capture status
  117194. */
  117195. /**
  117196. * Enable or disable the inter-frames time capture
  117197. */
  117198. captureInterFrameTime: boolean;
  117199. /**
  117200. * Gets the perf counter used for render time capture
  117201. */
  117202. readonly renderTimeCounter: PerfCounter;
  117203. /**
  117204. * Gets the render time capture status
  117205. */
  117206. /**
  117207. * Enable or disable the render time capture
  117208. */
  117209. captureRenderTime: boolean;
  117210. /**
  117211. * Gets the perf counter used for camera render time capture
  117212. */
  117213. readonly cameraRenderTimeCounter: PerfCounter;
  117214. /**
  117215. * Gets the camera render time capture status
  117216. */
  117217. /**
  117218. * Enable or disable the camera render time capture
  117219. */
  117220. captureCameraRenderTime: boolean;
  117221. /**
  117222. * Gets the perf counter used for draw calls
  117223. */
  117224. readonly drawCallsCounter: PerfCounter;
  117225. /**
  117226. * Instantiates a new scene instrumentation.
  117227. * This class can be used to get instrumentation data from a Babylon engine
  117228. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117229. * @param scene Defines the scene to instrument
  117230. */
  117231. constructor(
  117232. /**
  117233. * Defines the scene to instrument
  117234. */
  117235. scene: Scene);
  117236. /**
  117237. * Dispose and release associated resources.
  117238. */
  117239. dispose(): void;
  117240. }
  117241. }
  117242. declare module BABYLON {
  117243. /** @hidden */
  117244. export var glowMapGenerationPixelShader: {
  117245. name: string;
  117246. shader: string;
  117247. };
  117248. }
  117249. declare module BABYLON {
  117250. /** @hidden */
  117251. export var glowMapGenerationVertexShader: {
  117252. name: string;
  117253. shader: string;
  117254. };
  117255. }
  117256. declare module BABYLON {
  117257. /**
  117258. * Effect layer options. This helps customizing the behaviour
  117259. * of the effect layer.
  117260. */
  117261. export interface IEffectLayerOptions {
  117262. /**
  117263. * Multiplication factor apply to the canvas size to compute the render target size
  117264. * used to generated the objects (the smaller the faster).
  117265. */
  117266. mainTextureRatio: number;
  117267. /**
  117268. * Enforces a fixed size texture to ensure effect stability across devices.
  117269. */
  117270. mainTextureFixedSize?: number;
  117271. /**
  117272. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  117273. */
  117274. alphaBlendingMode: number;
  117275. /**
  117276. * The camera attached to the layer.
  117277. */
  117278. camera: Nullable<Camera>;
  117279. /**
  117280. * The rendering group to draw the layer in.
  117281. */
  117282. renderingGroupId: number;
  117283. }
  117284. /**
  117285. * The effect layer Helps adding post process effect blended with the main pass.
  117286. *
  117287. * This can be for instance use to generate glow or higlight effects on the scene.
  117288. *
  117289. * The effect layer class can not be used directly and is intented to inherited from to be
  117290. * customized per effects.
  117291. */
  117292. export abstract class EffectLayer {
  117293. private _vertexBuffers;
  117294. private _indexBuffer;
  117295. private _cachedDefines;
  117296. private _effectLayerMapGenerationEffect;
  117297. private _effectLayerOptions;
  117298. private _mergeEffect;
  117299. protected _scene: Scene;
  117300. protected _engine: Engine;
  117301. protected _maxSize: number;
  117302. protected _mainTextureDesiredSize: ISize;
  117303. protected _mainTexture: RenderTargetTexture;
  117304. protected _shouldRender: boolean;
  117305. protected _postProcesses: PostProcess[];
  117306. protected _textures: BaseTexture[];
  117307. protected _emissiveTextureAndColor: {
  117308. texture: Nullable<BaseTexture>;
  117309. color: Color4;
  117310. };
  117311. /**
  117312. * The name of the layer
  117313. */
  117314. name: string;
  117315. /**
  117316. * The clear color of the texture used to generate the glow map.
  117317. */
  117318. neutralColor: Color4;
  117319. /**
  117320. * Specifies wether the highlight layer is enabled or not.
  117321. */
  117322. isEnabled: boolean;
  117323. /**
  117324. * Gets the camera attached to the layer.
  117325. */
  117326. readonly camera: Nullable<Camera>;
  117327. /**
  117328. * Gets the rendering group id the layer should render in.
  117329. */
  117330. renderingGroupId: number;
  117331. /**
  117332. * An event triggered when the effect layer has been disposed.
  117333. */
  117334. onDisposeObservable: Observable<EffectLayer>;
  117335. /**
  117336. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  117337. */
  117338. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  117339. /**
  117340. * An event triggered when the generated texture is being merged in the scene.
  117341. */
  117342. onBeforeComposeObservable: Observable<EffectLayer>;
  117343. /**
  117344. * An event triggered when the mesh is rendered into the effect render target.
  117345. */
  117346. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  117347. /**
  117348. * An event triggered after the mesh has been rendered into the effect render target.
  117349. */
  117350. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  117351. /**
  117352. * An event triggered when the generated texture has been merged in the scene.
  117353. */
  117354. onAfterComposeObservable: Observable<EffectLayer>;
  117355. /**
  117356. * An event triggered when the efffect layer changes its size.
  117357. */
  117358. onSizeChangedObservable: Observable<EffectLayer>;
  117359. /** @hidden */
  117360. static _SceneComponentInitialization: (scene: Scene) => void;
  117361. /**
  117362. * Instantiates a new effect Layer and references it in the scene.
  117363. * @param name The name of the layer
  117364. * @param scene The scene to use the layer in
  117365. */
  117366. constructor(
  117367. /** The Friendly of the effect in the scene */
  117368. name: string, scene: Scene);
  117369. /**
  117370. * Get the effect name of the layer.
  117371. * @return The effect name
  117372. */
  117373. abstract getEffectName(): string;
  117374. /**
  117375. * Checks for the readiness of the element composing the layer.
  117376. * @param subMesh the mesh to check for
  117377. * @param useInstances specify wether or not to use instances to render the mesh
  117378. * @return true if ready otherwise, false
  117379. */
  117380. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  117381. /**
  117382. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  117383. * @returns true if the effect requires stencil during the main canvas render pass.
  117384. */
  117385. abstract needStencil(): boolean;
  117386. /**
  117387. * Create the merge effect. This is the shader use to blit the information back
  117388. * to the main canvas at the end of the scene rendering.
  117389. * @returns The effect containing the shader used to merge the effect on the main canvas
  117390. */
  117391. protected abstract _createMergeEffect(): Effect;
  117392. /**
  117393. * Creates the render target textures and post processes used in the effect layer.
  117394. */
  117395. protected abstract _createTextureAndPostProcesses(): void;
  117396. /**
  117397. * Implementation specific of rendering the generating effect on the main canvas.
  117398. * @param effect The effect used to render through
  117399. */
  117400. protected abstract _internalRender(effect: Effect): void;
  117401. /**
  117402. * Sets the required values for both the emissive texture and and the main color.
  117403. */
  117404. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  117405. /**
  117406. * Free any resources and references associated to a mesh.
  117407. * Internal use
  117408. * @param mesh The mesh to free.
  117409. */
  117410. abstract _disposeMesh(mesh: Mesh): void;
  117411. /**
  117412. * Serializes this layer (Glow or Highlight for example)
  117413. * @returns a serialized layer object
  117414. */
  117415. abstract serialize?(): any;
  117416. /**
  117417. * Initializes the effect layer with the required options.
  117418. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  117419. */
  117420. protected _init(options: Partial<IEffectLayerOptions>): void;
  117421. /**
  117422. * Generates the index buffer of the full screen quad blending to the main canvas.
  117423. */
  117424. private _generateIndexBuffer;
  117425. /**
  117426. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  117427. */
  117428. private _generateVertexBuffer;
  117429. /**
  117430. * Sets the main texture desired size which is the closest power of two
  117431. * of the engine canvas size.
  117432. */
  117433. private _setMainTextureSize;
  117434. /**
  117435. * Creates the main texture for the effect layer.
  117436. */
  117437. protected _createMainTexture(): void;
  117438. /**
  117439. * Adds specific effects defines.
  117440. * @param defines The defines to add specifics to.
  117441. */
  117442. protected _addCustomEffectDefines(defines: string[]): void;
  117443. /**
  117444. * Checks for the readiness of the element composing the layer.
  117445. * @param subMesh the mesh to check for
  117446. * @param useInstances specify wether or not to use instances to render the mesh
  117447. * @param emissiveTexture the associated emissive texture used to generate the glow
  117448. * @return true if ready otherwise, false
  117449. */
  117450. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  117451. /**
  117452. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  117453. */
  117454. render(): void;
  117455. /**
  117456. * Determine if a given mesh will be used in the current effect.
  117457. * @param mesh mesh to test
  117458. * @returns true if the mesh will be used
  117459. */
  117460. hasMesh(mesh: AbstractMesh): boolean;
  117461. /**
  117462. * Returns true if the layer contains information to display, otherwise false.
  117463. * @returns true if the glow layer should be rendered
  117464. */
  117465. shouldRender(): boolean;
  117466. /**
  117467. * Returns true if the mesh should render, otherwise false.
  117468. * @param mesh The mesh to render
  117469. * @returns true if it should render otherwise false
  117470. */
  117471. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  117472. /**
  117473. * Returns true if the mesh can be rendered, otherwise false.
  117474. * @param mesh The mesh to render
  117475. * @param material The material used on the mesh
  117476. * @returns true if it can be rendered otherwise false
  117477. */
  117478. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  117479. /**
  117480. * Returns true if the mesh should render, otherwise false.
  117481. * @param mesh The mesh to render
  117482. * @returns true if it should render otherwise false
  117483. */
  117484. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  117485. /**
  117486. * Renders the submesh passed in parameter to the generation map.
  117487. */
  117488. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  117489. /**
  117490. * Defines wether the current material of the mesh should be use to render the effect.
  117491. * @param mesh defines the current mesh to render
  117492. */
  117493. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  117494. /**
  117495. * Rebuild the required buffers.
  117496. * @hidden Internal use only.
  117497. */
  117498. _rebuild(): void;
  117499. /**
  117500. * Dispose only the render target textures and post process.
  117501. */
  117502. private _disposeTextureAndPostProcesses;
  117503. /**
  117504. * Dispose the highlight layer and free resources.
  117505. */
  117506. dispose(): void;
  117507. /**
  117508. * Gets the class name of the effect layer
  117509. * @returns the string with the class name of the effect layer
  117510. */
  117511. getClassName(): string;
  117512. /**
  117513. * Creates an effect layer from parsed effect layer data
  117514. * @param parsedEffectLayer defines effect layer data
  117515. * @param scene defines the current scene
  117516. * @param rootUrl defines the root URL containing the effect layer information
  117517. * @returns a parsed effect Layer
  117518. */
  117519. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  117520. }
  117521. }
  117522. declare module BABYLON {
  117523. interface AbstractScene {
  117524. /**
  117525. * The list of effect layers (highlights/glow) added to the scene
  117526. * @see http://doc.babylonjs.com/how_to/highlight_layer
  117527. * @see http://doc.babylonjs.com/how_to/glow_layer
  117528. */
  117529. effectLayers: Array<EffectLayer>;
  117530. /**
  117531. * Removes the given effect layer from this scene.
  117532. * @param toRemove defines the effect layer to remove
  117533. * @returns the index of the removed effect layer
  117534. */
  117535. removeEffectLayer(toRemove: EffectLayer): number;
  117536. /**
  117537. * Adds the given effect layer to this scene
  117538. * @param newEffectLayer defines the effect layer to add
  117539. */
  117540. addEffectLayer(newEffectLayer: EffectLayer): void;
  117541. }
  117542. /**
  117543. * Defines the layer scene component responsible to manage any effect layers
  117544. * in a given scene.
  117545. */
  117546. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  117547. /**
  117548. * The component name helpfull to identify the component in the list of scene components.
  117549. */
  117550. readonly name: string;
  117551. /**
  117552. * The scene the component belongs to.
  117553. */
  117554. scene: Scene;
  117555. private _engine;
  117556. private _renderEffects;
  117557. private _needStencil;
  117558. private _previousStencilState;
  117559. /**
  117560. * Creates a new instance of the component for the given scene
  117561. * @param scene Defines the scene to register the component in
  117562. */
  117563. constructor(scene: Scene);
  117564. /**
  117565. * Registers the component in a given scene
  117566. */
  117567. register(): void;
  117568. /**
  117569. * Rebuilds the elements related to this component in case of
  117570. * context lost for instance.
  117571. */
  117572. rebuild(): void;
  117573. /**
  117574. * Serializes the component data to the specified json object
  117575. * @param serializationObject The object to serialize to
  117576. */
  117577. serialize(serializationObject: any): void;
  117578. /**
  117579. * Adds all the elements from the container to the scene
  117580. * @param container the container holding the elements
  117581. */
  117582. addFromContainer(container: AbstractScene): void;
  117583. /**
  117584. * Removes all the elements in the container from the scene
  117585. * @param container contains the elements to remove
  117586. * @param dispose if the removed element should be disposed (default: false)
  117587. */
  117588. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  117589. /**
  117590. * Disposes the component and the associated ressources.
  117591. */
  117592. dispose(): void;
  117593. private _isReadyForMesh;
  117594. private _renderMainTexture;
  117595. private _setStencil;
  117596. private _setStencilBack;
  117597. private _draw;
  117598. private _drawCamera;
  117599. private _drawRenderingGroup;
  117600. }
  117601. }
  117602. declare module BABYLON {
  117603. /** @hidden */
  117604. export var glowMapMergePixelShader: {
  117605. name: string;
  117606. shader: string;
  117607. };
  117608. }
  117609. declare module BABYLON {
  117610. /** @hidden */
  117611. export var glowMapMergeVertexShader: {
  117612. name: string;
  117613. shader: string;
  117614. };
  117615. }
  117616. declare module BABYLON {
  117617. interface AbstractScene {
  117618. /**
  117619. * Return a the first highlight layer of the scene with a given name.
  117620. * @param name The name of the highlight layer to look for.
  117621. * @return The highlight layer if found otherwise null.
  117622. */
  117623. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  117624. }
  117625. /**
  117626. * Glow layer options. This helps customizing the behaviour
  117627. * of the glow layer.
  117628. */
  117629. export interface IGlowLayerOptions {
  117630. /**
  117631. * Multiplication factor apply to the canvas size to compute the render target size
  117632. * used to generated the glowing objects (the smaller the faster).
  117633. */
  117634. mainTextureRatio: number;
  117635. /**
  117636. * Enforces a fixed size texture to ensure resize independant blur.
  117637. */
  117638. mainTextureFixedSize?: number;
  117639. /**
  117640. * How big is the kernel of the blur texture.
  117641. */
  117642. blurKernelSize: number;
  117643. /**
  117644. * The camera attached to the layer.
  117645. */
  117646. camera: Nullable<Camera>;
  117647. /**
  117648. * Enable MSAA by chosing the number of samples.
  117649. */
  117650. mainTextureSamples?: number;
  117651. /**
  117652. * The rendering group to draw the layer in.
  117653. */
  117654. renderingGroupId: number;
  117655. }
  117656. /**
  117657. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  117658. *
  117659. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  117660. *
  117661. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  117662. */
  117663. export class GlowLayer extends EffectLayer {
  117664. /**
  117665. * Effect Name of the layer.
  117666. */
  117667. static readonly EffectName: string;
  117668. /**
  117669. * The default blur kernel size used for the glow.
  117670. */
  117671. static DefaultBlurKernelSize: number;
  117672. /**
  117673. * The default texture size ratio used for the glow.
  117674. */
  117675. static DefaultTextureRatio: number;
  117676. /**
  117677. * Sets the kernel size of the blur.
  117678. */
  117679. /**
  117680. * Gets the kernel size of the blur.
  117681. */
  117682. blurKernelSize: number;
  117683. /**
  117684. * Sets the glow intensity.
  117685. */
  117686. /**
  117687. * Gets the glow intensity.
  117688. */
  117689. intensity: number;
  117690. private _options;
  117691. private _intensity;
  117692. private _horizontalBlurPostprocess1;
  117693. private _verticalBlurPostprocess1;
  117694. private _horizontalBlurPostprocess2;
  117695. private _verticalBlurPostprocess2;
  117696. private _blurTexture1;
  117697. private _blurTexture2;
  117698. private _postProcesses1;
  117699. private _postProcesses2;
  117700. private _includedOnlyMeshes;
  117701. private _excludedMeshes;
  117702. private _meshesUsingTheirOwnMaterials;
  117703. /**
  117704. * Callback used to let the user override the color selection on a per mesh basis
  117705. */
  117706. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  117707. /**
  117708. * Callback used to let the user override the texture selection on a per mesh basis
  117709. */
  117710. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  117711. /**
  117712. * Instantiates a new glow Layer and references it to the scene.
  117713. * @param name The name of the layer
  117714. * @param scene The scene to use the layer in
  117715. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  117716. */
  117717. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  117718. /**
  117719. * Get the effect name of the layer.
  117720. * @return The effect name
  117721. */
  117722. getEffectName(): string;
  117723. /**
  117724. * Create the merge effect. This is the shader use to blit the information back
  117725. * to the main canvas at the end of the scene rendering.
  117726. */
  117727. protected _createMergeEffect(): Effect;
  117728. /**
  117729. * Creates the render target textures and post processes used in the glow layer.
  117730. */
  117731. protected _createTextureAndPostProcesses(): void;
  117732. /**
  117733. * Checks for the readiness of the element composing the layer.
  117734. * @param subMesh the mesh to check for
  117735. * @param useInstances specify wether or not to use instances to render the mesh
  117736. * @param emissiveTexture the associated emissive texture used to generate the glow
  117737. * @return true if ready otherwise, false
  117738. */
  117739. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  117740. /**
  117741. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  117742. */
  117743. needStencil(): boolean;
  117744. /**
  117745. * Returns true if the mesh can be rendered, otherwise false.
  117746. * @param mesh The mesh to render
  117747. * @param material The material used on the mesh
  117748. * @returns true if it can be rendered otherwise false
  117749. */
  117750. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  117751. /**
  117752. * Implementation specific of rendering the generating effect on the main canvas.
  117753. * @param effect The effect used to render through
  117754. */
  117755. protected _internalRender(effect: Effect): void;
  117756. /**
  117757. * Sets the required values for both the emissive texture and and the main color.
  117758. */
  117759. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  117760. /**
  117761. * Returns true if the mesh should render, otherwise false.
  117762. * @param mesh The mesh to render
  117763. * @returns true if it should render otherwise false
  117764. */
  117765. protected _shouldRenderMesh(mesh: Mesh): boolean;
  117766. /**
  117767. * Adds specific effects defines.
  117768. * @param defines The defines to add specifics to.
  117769. */
  117770. protected _addCustomEffectDefines(defines: string[]): void;
  117771. /**
  117772. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  117773. * @param mesh The mesh to exclude from the glow layer
  117774. */
  117775. addExcludedMesh(mesh: Mesh): void;
  117776. /**
  117777. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  117778. * @param mesh The mesh to remove
  117779. */
  117780. removeExcludedMesh(mesh: Mesh): void;
  117781. /**
  117782. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  117783. * @param mesh The mesh to include in the glow layer
  117784. */
  117785. addIncludedOnlyMesh(mesh: Mesh): void;
  117786. /**
  117787. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  117788. * @param mesh The mesh to remove
  117789. */
  117790. removeIncludedOnlyMesh(mesh: Mesh): void;
  117791. /**
  117792. * Determine if a given mesh will be used in the glow layer
  117793. * @param mesh The mesh to test
  117794. * @returns true if the mesh will be highlighted by the current glow layer
  117795. */
  117796. hasMesh(mesh: AbstractMesh): boolean;
  117797. /**
  117798. * Defines wether the current material of the mesh should be use to render the effect.
  117799. * @param mesh defines the current mesh to render
  117800. */
  117801. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  117802. /**
  117803. * Add a mesh to be rendered through its own material and not with emissive only.
  117804. * @param mesh The mesh for which we need to use its material
  117805. */
  117806. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  117807. /**
  117808. * Remove a mesh from being rendered through its own material and not with emissive only.
  117809. * @param mesh The mesh for which we need to not use its material
  117810. */
  117811. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  117812. /**
  117813. * Free any resources and references associated to a mesh.
  117814. * Internal use
  117815. * @param mesh The mesh to free.
  117816. * @hidden
  117817. */
  117818. _disposeMesh(mesh: Mesh): void;
  117819. /**
  117820. * Gets the class name of the effect layer
  117821. * @returns the string with the class name of the effect layer
  117822. */
  117823. getClassName(): string;
  117824. /**
  117825. * Serializes this glow layer
  117826. * @returns a serialized glow layer object
  117827. */
  117828. serialize(): any;
  117829. /**
  117830. * Creates a Glow Layer from parsed glow layer data
  117831. * @param parsedGlowLayer defines glow layer data
  117832. * @param scene defines the current scene
  117833. * @param rootUrl defines the root URL containing the glow layer information
  117834. * @returns a parsed Glow Layer
  117835. */
  117836. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  117837. }
  117838. }
  117839. declare module BABYLON {
  117840. /** @hidden */
  117841. export var glowBlurPostProcessPixelShader: {
  117842. name: string;
  117843. shader: string;
  117844. };
  117845. }
  117846. declare module BABYLON {
  117847. interface AbstractScene {
  117848. /**
  117849. * Return a the first highlight layer of the scene with a given name.
  117850. * @param name The name of the highlight layer to look for.
  117851. * @return The highlight layer if found otherwise null.
  117852. */
  117853. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  117854. }
  117855. /**
  117856. * Highlight layer options. This helps customizing the behaviour
  117857. * of the highlight layer.
  117858. */
  117859. export interface IHighlightLayerOptions {
  117860. /**
  117861. * Multiplication factor apply to the canvas size to compute the render target size
  117862. * used to generated the glowing objects (the smaller the faster).
  117863. */
  117864. mainTextureRatio: number;
  117865. /**
  117866. * Enforces a fixed size texture to ensure resize independant blur.
  117867. */
  117868. mainTextureFixedSize?: number;
  117869. /**
  117870. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  117871. * of the picture to blur (the smaller the faster).
  117872. */
  117873. blurTextureSizeRatio: number;
  117874. /**
  117875. * How big in texel of the blur texture is the vertical blur.
  117876. */
  117877. blurVerticalSize: number;
  117878. /**
  117879. * How big in texel of the blur texture is the horizontal blur.
  117880. */
  117881. blurHorizontalSize: number;
  117882. /**
  117883. * Alpha blending mode used to apply the blur. Default is combine.
  117884. */
  117885. alphaBlendingMode: number;
  117886. /**
  117887. * The camera attached to the layer.
  117888. */
  117889. camera: Nullable<Camera>;
  117890. /**
  117891. * Should we display highlight as a solid stroke?
  117892. */
  117893. isStroke?: boolean;
  117894. /**
  117895. * The rendering group to draw the layer in.
  117896. */
  117897. renderingGroupId: number;
  117898. }
  117899. /**
  117900. * The highlight layer Helps adding a glow effect around a mesh.
  117901. *
  117902. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  117903. * glowy meshes to your scene.
  117904. *
  117905. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  117906. */
  117907. export class HighlightLayer extends EffectLayer {
  117908. name: string;
  117909. /**
  117910. * Effect Name of the highlight layer.
  117911. */
  117912. static readonly EffectName: string;
  117913. /**
  117914. * The neutral color used during the preparation of the glow effect.
  117915. * This is black by default as the blend operation is a blend operation.
  117916. */
  117917. static NeutralColor: Color4;
  117918. /**
  117919. * Stencil value used for glowing meshes.
  117920. */
  117921. static GlowingMeshStencilReference: number;
  117922. /**
  117923. * Stencil value used for the other meshes in the scene.
  117924. */
  117925. static NormalMeshStencilReference: number;
  117926. /**
  117927. * Specifies whether or not the inner glow is ACTIVE in the layer.
  117928. */
  117929. innerGlow: boolean;
  117930. /**
  117931. * Specifies whether or not the outer glow is ACTIVE in the layer.
  117932. */
  117933. outerGlow: boolean;
  117934. /**
  117935. * Specifies the horizontal size of the blur.
  117936. */
  117937. /**
  117938. * Gets the horizontal size of the blur.
  117939. */
  117940. blurHorizontalSize: number;
  117941. /**
  117942. * Specifies the vertical size of the blur.
  117943. */
  117944. /**
  117945. * Gets the vertical size of the blur.
  117946. */
  117947. blurVerticalSize: number;
  117948. /**
  117949. * An event triggered when the highlight layer is being blurred.
  117950. */
  117951. onBeforeBlurObservable: Observable<HighlightLayer>;
  117952. /**
  117953. * An event triggered when the highlight layer has been blurred.
  117954. */
  117955. onAfterBlurObservable: Observable<HighlightLayer>;
  117956. private _instanceGlowingMeshStencilReference;
  117957. private _options;
  117958. private _downSamplePostprocess;
  117959. private _horizontalBlurPostprocess;
  117960. private _verticalBlurPostprocess;
  117961. private _blurTexture;
  117962. private _meshes;
  117963. private _excludedMeshes;
  117964. /**
  117965. * Instantiates a new highlight Layer and references it to the scene..
  117966. * @param name The name of the layer
  117967. * @param scene The scene to use the layer in
  117968. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  117969. */
  117970. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  117971. /**
  117972. * Get the effect name of the layer.
  117973. * @return The effect name
  117974. */
  117975. getEffectName(): string;
  117976. /**
  117977. * Create the merge effect. This is the shader use to blit the information back
  117978. * to the main canvas at the end of the scene rendering.
  117979. */
  117980. protected _createMergeEffect(): Effect;
  117981. /**
  117982. * Creates the render target textures and post processes used in the highlight layer.
  117983. */
  117984. protected _createTextureAndPostProcesses(): void;
  117985. /**
  117986. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  117987. */
  117988. needStencil(): boolean;
  117989. /**
  117990. * Checks for the readiness of the element composing the layer.
  117991. * @param subMesh the mesh to check for
  117992. * @param useInstances specify wether or not to use instances to render the mesh
  117993. * @param emissiveTexture the associated emissive texture used to generate the glow
  117994. * @return true if ready otherwise, false
  117995. */
  117996. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  117997. /**
  117998. * Implementation specific of rendering the generating effect on the main canvas.
  117999. * @param effect The effect used to render through
  118000. */
  118001. protected _internalRender(effect: Effect): void;
  118002. /**
  118003. * Returns true if the layer contains information to display, otherwise false.
  118004. */
  118005. shouldRender(): boolean;
  118006. /**
  118007. * Returns true if the mesh should render, otherwise false.
  118008. * @param mesh The mesh to render
  118009. * @returns true if it should render otherwise false
  118010. */
  118011. protected _shouldRenderMesh(mesh: Mesh): boolean;
  118012. /**
  118013. * Sets the required values for both the emissive texture and and the main color.
  118014. */
  118015. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  118016. /**
  118017. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  118018. * @param mesh The mesh to exclude from the highlight layer
  118019. */
  118020. addExcludedMesh(mesh: Mesh): void;
  118021. /**
  118022. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  118023. * @param mesh The mesh to highlight
  118024. */
  118025. removeExcludedMesh(mesh: Mesh): void;
  118026. /**
  118027. * Determine if a given mesh will be highlighted by the current HighlightLayer
  118028. * @param mesh mesh to test
  118029. * @returns true if the mesh will be highlighted by the current HighlightLayer
  118030. */
  118031. hasMesh(mesh: AbstractMesh): boolean;
  118032. /**
  118033. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  118034. * @param mesh The mesh to highlight
  118035. * @param color The color of the highlight
  118036. * @param glowEmissiveOnly Extract the glow from the emissive texture
  118037. */
  118038. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  118039. /**
  118040. * Remove a mesh from the highlight layer in order to make it stop glowing.
  118041. * @param mesh The mesh to highlight
  118042. */
  118043. removeMesh(mesh: Mesh): void;
  118044. /**
  118045. * Force the stencil to the normal expected value for none glowing parts
  118046. */
  118047. private _defaultStencilReference;
  118048. /**
  118049. * Free any resources and references associated to a mesh.
  118050. * Internal use
  118051. * @param mesh The mesh to free.
  118052. * @hidden
  118053. */
  118054. _disposeMesh(mesh: Mesh): void;
  118055. /**
  118056. * Dispose the highlight layer and free resources.
  118057. */
  118058. dispose(): void;
  118059. /**
  118060. * Gets the class name of the effect layer
  118061. * @returns the string with the class name of the effect layer
  118062. */
  118063. getClassName(): string;
  118064. /**
  118065. * Serializes this Highlight layer
  118066. * @returns a serialized Highlight layer object
  118067. */
  118068. serialize(): any;
  118069. /**
  118070. * Creates a Highlight layer from parsed Highlight layer data
  118071. * @param parsedHightlightLayer defines the Highlight layer data
  118072. * @param scene defines the current scene
  118073. * @param rootUrl defines the root URL containing the Highlight layer information
  118074. * @returns a parsed Highlight layer
  118075. */
  118076. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  118077. }
  118078. }
  118079. declare module BABYLON {
  118080. interface AbstractScene {
  118081. /**
  118082. * The list of layers (background and foreground) of the scene
  118083. */
  118084. layers: Array<Layer>;
  118085. }
  118086. /**
  118087. * Defines the layer scene component responsible to manage any layers
  118088. * in a given scene.
  118089. */
  118090. export class LayerSceneComponent implements ISceneComponent {
  118091. /**
  118092. * The component name helpfull to identify the component in the list of scene components.
  118093. */
  118094. readonly name: string;
  118095. /**
  118096. * The scene the component belongs to.
  118097. */
  118098. scene: Scene;
  118099. private _engine;
  118100. /**
  118101. * Creates a new instance of the component for the given scene
  118102. * @param scene Defines the scene to register the component in
  118103. */
  118104. constructor(scene: Scene);
  118105. /**
  118106. * Registers the component in a given scene
  118107. */
  118108. register(): void;
  118109. /**
  118110. * Rebuilds the elements related to this component in case of
  118111. * context lost for instance.
  118112. */
  118113. rebuild(): void;
  118114. /**
  118115. * Disposes the component and the associated ressources.
  118116. */
  118117. dispose(): void;
  118118. private _draw;
  118119. private _drawCameraPredicate;
  118120. private _drawCameraBackground;
  118121. private _drawCameraForeground;
  118122. private _drawRenderTargetPredicate;
  118123. private _drawRenderTargetBackground;
  118124. private _drawRenderTargetForeground;
  118125. /**
  118126. * Adds all the elements from the container to the scene
  118127. * @param container the container holding the elements
  118128. */
  118129. addFromContainer(container: AbstractScene): void;
  118130. /**
  118131. * Removes all the elements in the container from the scene
  118132. * @param container contains the elements to remove
  118133. * @param dispose if the removed element should be disposed (default: false)
  118134. */
  118135. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118136. }
  118137. }
  118138. declare module BABYLON {
  118139. /** @hidden */
  118140. export var layerPixelShader: {
  118141. name: string;
  118142. shader: string;
  118143. };
  118144. }
  118145. declare module BABYLON {
  118146. /** @hidden */
  118147. export var layerVertexShader: {
  118148. name: string;
  118149. shader: string;
  118150. };
  118151. }
  118152. declare module BABYLON {
  118153. /**
  118154. * This represents a full screen 2d layer.
  118155. * This can be useful to display a picture in the background of your scene for instance.
  118156. * @see https://www.babylonjs-playground.com/#08A2BS#1
  118157. */
  118158. export class Layer {
  118159. /**
  118160. * Define the name of the layer.
  118161. */
  118162. name: string;
  118163. /**
  118164. * Define the texture the layer should display.
  118165. */
  118166. texture: Nullable<Texture>;
  118167. /**
  118168. * Is the layer in background or foreground.
  118169. */
  118170. isBackground: boolean;
  118171. /**
  118172. * Define the color of the layer (instead of texture).
  118173. */
  118174. color: Color4;
  118175. /**
  118176. * Define the scale of the layer in order to zoom in out of the texture.
  118177. */
  118178. scale: Vector2;
  118179. /**
  118180. * Define an offset for the layer in order to shift the texture.
  118181. */
  118182. offset: Vector2;
  118183. /**
  118184. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  118185. */
  118186. alphaBlendingMode: number;
  118187. /**
  118188. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  118189. * Alpha test will not mix with the background color in case of transparency.
  118190. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  118191. */
  118192. alphaTest: boolean;
  118193. /**
  118194. * Define a mask to restrict the layer to only some of the scene cameras.
  118195. */
  118196. layerMask: number;
  118197. /**
  118198. * Define the list of render target the layer is visible into.
  118199. */
  118200. renderTargetTextures: RenderTargetTexture[];
  118201. /**
  118202. * Define if the layer is only used in renderTarget or if it also
  118203. * renders in the main frame buffer of the canvas.
  118204. */
  118205. renderOnlyInRenderTargetTextures: boolean;
  118206. private _scene;
  118207. private _vertexBuffers;
  118208. private _indexBuffer;
  118209. private _effect;
  118210. private _alphaTestEffect;
  118211. /**
  118212. * An event triggered when the layer is disposed.
  118213. */
  118214. onDisposeObservable: Observable<Layer>;
  118215. private _onDisposeObserver;
  118216. /**
  118217. * Back compatibility with callback before the onDisposeObservable existed.
  118218. * The set callback will be triggered when the layer has been disposed.
  118219. */
  118220. onDispose: () => void;
  118221. /**
  118222. * An event triggered before rendering the scene
  118223. */
  118224. onBeforeRenderObservable: Observable<Layer>;
  118225. private _onBeforeRenderObserver;
  118226. /**
  118227. * Back compatibility with callback before the onBeforeRenderObservable existed.
  118228. * The set callback will be triggered just before rendering the layer.
  118229. */
  118230. onBeforeRender: () => void;
  118231. /**
  118232. * An event triggered after rendering the scene
  118233. */
  118234. onAfterRenderObservable: Observable<Layer>;
  118235. private _onAfterRenderObserver;
  118236. /**
  118237. * Back compatibility with callback before the onAfterRenderObservable existed.
  118238. * The set callback will be triggered just after rendering the layer.
  118239. */
  118240. onAfterRender: () => void;
  118241. /**
  118242. * Instantiates a new layer.
  118243. * This represents a full screen 2d layer.
  118244. * This can be useful to display a picture in the background of your scene for instance.
  118245. * @see https://www.babylonjs-playground.com/#08A2BS#1
  118246. * @param name Define the name of the layer in the scene
  118247. * @param imgUrl Define the url of the texture to display in the layer
  118248. * @param scene Define the scene the layer belongs to
  118249. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  118250. * @param color Defines a color for the layer
  118251. */
  118252. constructor(
  118253. /**
  118254. * Define the name of the layer.
  118255. */
  118256. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  118257. private _createIndexBuffer;
  118258. /** @hidden */
  118259. _rebuild(): void;
  118260. /**
  118261. * Renders the layer in the scene.
  118262. */
  118263. render(): void;
  118264. /**
  118265. * Disposes and releases the associated ressources.
  118266. */
  118267. dispose(): void;
  118268. }
  118269. }
  118270. declare module BABYLON {
  118271. /** @hidden */
  118272. export var lensFlarePixelShader: {
  118273. name: string;
  118274. shader: string;
  118275. };
  118276. }
  118277. declare module BABYLON {
  118278. /** @hidden */
  118279. export var lensFlareVertexShader: {
  118280. name: string;
  118281. shader: string;
  118282. };
  118283. }
  118284. declare module BABYLON {
  118285. /**
  118286. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  118287. * It is usually composed of several `lensFlare`.
  118288. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118289. */
  118290. export class LensFlareSystem {
  118291. /**
  118292. * Define the name of the lens flare system
  118293. */
  118294. name: string;
  118295. /**
  118296. * List of lens flares used in this system.
  118297. */
  118298. lensFlares: LensFlare[];
  118299. /**
  118300. * Define a limit from the border the lens flare can be visible.
  118301. */
  118302. borderLimit: number;
  118303. /**
  118304. * Define a viewport border we do not want to see the lens flare in.
  118305. */
  118306. viewportBorder: number;
  118307. /**
  118308. * Define a predicate which could limit the list of meshes able to occlude the effect.
  118309. */
  118310. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  118311. /**
  118312. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  118313. */
  118314. layerMask: number;
  118315. /**
  118316. * Define the id of the lens flare system in the scene.
  118317. * (equal to name by default)
  118318. */
  118319. id: string;
  118320. private _scene;
  118321. private _emitter;
  118322. private _vertexBuffers;
  118323. private _indexBuffer;
  118324. private _effect;
  118325. private _positionX;
  118326. private _positionY;
  118327. private _isEnabled;
  118328. /** @hidden */
  118329. static _SceneComponentInitialization: (scene: Scene) => void;
  118330. /**
  118331. * Instantiates a lens flare system.
  118332. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  118333. * It is usually composed of several `lensFlare`.
  118334. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118335. * @param name Define the name of the lens flare system in the scene
  118336. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  118337. * @param scene Define the scene the lens flare system belongs to
  118338. */
  118339. constructor(
  118340. /**
  118341. * Define the name of the lens flare system
  118342. */
  118343. name: string, emitter: any, scene: Scene);
  118344. /**
  118345. * Define if the lens flare system is enabled.
  118346. */
  118347. isEnabled: boolean;
  118348. /**
  118349. * Get the scene the effects belongs to.
  118350. * @returns the scene holding the lens flare system
  118351. */
  118352. getScene(): Scene;
  118353. /**
  118354. * Get the emitter of the lens flare system.
  118355. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  118356. * @returns the emitter of the lens flare system
  118357. */
  118358. getEmitter(): any;
  118359. /**
  118360. * Set the emitter of the lens flare system.
  118361. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  118362. * @param newEmitter Define the new emitter of the system
  118363. */
  118364. setEmitter(newEmitter: any): void;
  118365. /**
  118366. * Get the lens flare system emitter position.
  118367. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  118368. * @returns the position
  118369. */
  118370. getEmitterPosition(): Vector3;
  118371. /**
  118372. * @hidden
  118373. */
  118374. computeEffectivePosition(globalViewport: Viewport): boolean;
  118375. /** @hidden */
  118376. _isVisible(): boolean;
  118377. /**
  118378. * @hidden
  118379. */
  118380. render(): boolean;
  118381. /**
  118382. * Dispose and release the lens flare with its associated resources.
  118383. */
  118384. dispose(): void;
  118385. /**
  118386. * Parse a lens flare system from a JSON repressentation
  118387. * @param parsedLensFlareSystem Define the JSON to parse
  118388. * @param scene Define the scene the parsed system should be instantiated in
  118389. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  118390. * @returns the parsed system
  118391. */
  118392. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  118393. /**
  118394. * Serialize the current Lens Flare System into a JSON representation.
  118395. * @returns the serialized JSON
  118396. */
  118397. serialize(): any;
  118398. }
  118399. }
  118400. declare module BABYLON {
  118401. /**
  118402. * This represents one of the lens effect in a `lensFlareSystem`.
  118403. * It controls one of the indiviual texture used in the effect.
  118404. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118405. */
  118406. export class LensFlare {
  118407. /**
  118408. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  118409. */
  118410. size: number;
  118411. /**
  118412. * 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.
  118413. */
  118414. position: number;
  118415. /**
  118416. * Define the lens color.
  118417. */
  118418. color: Color3;
  118419. /**
  118420. * Define the lens texture.
  118421. */
  118422. texture: Nullable<Texture>;
  118423. /**
  118424. * Define the alpha mode to render this particular lens.
  118425. */
  118426. alphaMode: number;
  118427. private _system;
  118428. /**
  118429. * Creates a new Lens Flare.
  118430. * This represents one of the lens effect in a `lensFlareSystem`.
  118431. * It controls one of the indiviual texture used in the effect.
  118432. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118433. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  118434. * @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.
  118435. * @param color Define the lens color
  118436. * @param imgUrl Define the lens texture url
  118437. * @param system Define the `lensFlareSystem` this flare is part of
  118438. * @returns The newly created Lens Flare
  118439. */
  118440. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  118441. /**
  118442. * Instantiates a new Lens Flare.
  118443. * This represents one of the lens effect in a `lensFlareSystem`.
  118444. * It controls one of the indiviual texture used in the effect.
  118445. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118446. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  118447. * @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.
  118448. * @param color Define the lens color
  118449. * @param imgUrl Define the lens texture url
  118450. * @param system Define the `lensFlareSystem` this flare is part of
  118451. */
  118452. constructor(
  118453. /**
  118454. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  118455. */
  118456. size: number,
  118457. /**
  118458. * 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.
  118459. */
  118460. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  118461. /**
  118462. * Dispose and release the lens flare with its associated resources.
  118463. */
  118464. dispose(): void;
  118465. }
  118466. }
  118467. declare module BABYLON {
  118468. interface AbstractScene {
  118469. /**
  118470. * The list of lens flare system added to the scene
  118471. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118472. */
  118473. lensFlareSystems: Array<LensFlareSystem>;
  118474. /**
  118475. * Removes the given lens flare system from this scene.
  118476. * @param toRemove The lens flare system to remove
  118477. * @returns The index of the removed lens flare system
  118478. */
  118479. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  118480. /**
  118481. * Adds the given lens flare system to this scene
  118482. * @param newLensFlareSystem The lens flare system to add
  118483. */
  118484. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  118485. /**
  118486. * Gets a lens flare system using its name
  118487. * @param name defines the name to look for
  118488. * @returns the lens flare system or null if not found
  118489. */
  118490. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  118491. /**
  118492. * Gets a lens flare system using its id
  118493. * @param id defines the id to look for
  118494. * @returns the lens flare system or null if not found
  118495. */
  118496. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  118497. }
  118498. /**
  118499. * Defines the lens flare scene component responsible to manage any lens flares
  118500. * in a given scene.
  118501. */
  118502. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  118503. /**
  118504. * The component name helpfull to identify the component in the list of scene components.
  118505. */
  118506. readonly name: string;
  118507. /**
  118508. * The scene the component belongs to.
  118509. */
  118510. scene: Scene;
  118511. /**
  118512. * Creates a new instance of the component for the given scene
  118513. * @param scene Defines the scene to register the component in
  118514. */
  118515. constructor(scene: Scene);
  118516. /**
  118517. * Registers the component in a given scene
  118518. */
  118519. register(): void;
  118520. /**
  118521. * Rebuilds the elements related to this component in case of
  118522. * context lost for instance.
  118523. */
  118524. rebuild(): void;
  118525. /**
  118526. * Adds all the elements from the container to the scene
  118527. * @param container the container holding the elements
  118528. */
  118529. addFromContainer(container: AbstractScene): void;
  118530. /**
  118531. * Removes all the elements in the container from the scene
  118532. * @param container contains the elements to remove
  118533. * @param dispose if the removed element should be disposed (default: false)
  118534. */
  118535. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118536. /**
  118537. * Serializes the component data to the specified json object
  118538. * @param serializationObject The object to serialize to
  118539. */
  118540. serialize(serializationObject: any): void;
  118541. /**
  118542. * Disposes the component and the associated ressources.
  118543. */
  118544. dispose(): void;
  118545. private _draw;
  118546. }
  118547. }
  118548. declare module BABYLON {
  118549. /**
  118550. * Defines the shadow generator component responsible to manage any shadow generators
  118551. * in a given scene.
  118552. */
  118553. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  118554. /**
  118555. * The component name helpfull to identify the component in the list of scene components.
  118556. */
  118557. readonly name: string;
  118558. /**
  118559. * The scene the component belongs to.
  118560. */
  118561. scene: Scene;
  118562. /**
  118563. * Creates a new instance of the component for the given scene
  118564. * @param scene Defines the scene to register the component in
  118565. */
  118566. constructor(scene: Scene);
  118567. /**
  118568. * Registers the component in a given scene
  118569. */
  118570. register(): void;
  118571. /**
  118572. * Rebuilds the elements related to this component in case of
  118573. * context lost for instance.
  118574. */
  118575. rebuild(): void;
  118576. /**
  118577. * Serializes the component data to the specified json object
  118578. * @param serializationObject The object to serialize to
  118579. */
  118580. serialize(serializationObject: any): void;
  118581. /**
  118582. * Adds all the elements from the container to the scene
  118583. * @param container the container holding the elements
  118584. */
  118585. addFromContainer(container: AbstractScene): void;
  118586. /**
  118587. * Removes all the elements in the container from the scene
  118588. * @param container contains the elements to remove
  118589. * @param dispose if the removed element should be disposed (default: false)
  118590. */
  118591. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118592. /**
  118593. * Rebuilds the elements related to this component in case of
  118594. * context lost for instance.
  118595. */
  118596. dispose(): void;
  118597. private _gatherRenderTargets;
  118598. }
  118599. }
  118600. declare module BABYLON {
  118601. /**
  118602. * A point light is a light defined by an unique point in world space.
  118603. * The light is emitted in every direction from this point.
  118604. * A good example of a point light is a standard light bulb.
  118605. * Documentation: https://doc.babylonjs.com/babylon101/lights
  118606. */
  118607. export class PointLight extends ShadowLight {
  118608. private _shadowAngle;
  118609. /**
  118610. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  118611. * This specifies what angle the shadow will use to be created.
  118612. *
  118613. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  118614. */
  118615. /**
  118616. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  118617. * This specifies what angle the shadow will use to be created.
  118618. *
  118619. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  118620. */
  118621. shadowAngle: number;
  118622. /**
  118623. * Gets the direction if it has been set.
  118624. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  118625. */
  118626. /**
  118627. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  118628. */
  118629. direction: Vector3;
  118630. /**
  118631. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  118632. * A PointLight emits the light in every direction.
  118633. * It can cast shadows.
  118634. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  118635. * ```javascript
  118636. * var pointLight = new PointLight("pl", camera.position, scene);
  118637. * ```
  118638. * Documentation : https://doc.babylonjs.com/babylon101/lights
  118639. * @param name The light friendly name
  118640. * @param position The position of the point light in the scene
  118641. * @param scene The scene the lights belongs to
  118642. */
  118643. constructor(name: string, position: Vector3, scene: Scene);
  118644. /**
  118645. * Returns the string "PointLight"
  118646. * @returns the class name
  118647. */
  118648. getClassName(): string;
  118649. /**
  118650. * Returns the integer 0.
  118651. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  118652. */
  118653. getTypeID(): number;
  118654. /**
  118655. * Specifies wether or not the shadowmap should be a cube texture.
  118656. * @returns true if the shadowmap needs to be a cube texture.
  118657. */
  118658. needCube(): boolean;
  118659. /**
  118660. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  118661. * @param faceIndex The index of the face we are computed the direction to generate shadow
  118662. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  118663. */
  118664. getShadowDirection(faceIndex?: number): Vector3;
  118665. /**
  118666. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  118667. * - fov = PI / 2
  118668. * - aspect ratio : 1.0
  118669. * - z-near and far equal to the active camera minZ and maxZ.
  118670. * Returns the PointLight.
  118671. */
  118672. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  118673. protected _buildUniformLayout(): void;
  118674. /**
  118675. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  118676. * @param effect The effect to update
  118677. * @param lightIndex The index of the light in the effect to update
  118678. * @returns The point light
  118679. */
  118680. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  118681. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  118682. /**
  118683. * Prepares the list of defines specific to the light type.
  118684. * @param defines the list of defines
  118685. * @param lightIndex defines the index of the light for the effect
  118686. */
  118687. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  118688. }
  118689. }
  118690. declare module BABYLON {
  118691. /**
  118692. * Header information of HDR texture files.
  118693. */
  118694. export interface HDRInfo {
  118695. /**
  118696. * The height of the texture in pixels.
  118697. */
  118698. height: number;
  118699. /**
  118700. * The width of the texture in pixels.
  118701. */
  118702. width: number;
  118703. /**
  118704. * The index of the beginning of the data in the binary file.
  118705. */
  118706. dataPosition: number;
  118707. }
  118708. /**
  118709. * This groups tools to convert HDR texture to native colors array.
  118710. */
  118711. export class HDRTools {
  118712. private static Ldexp;
  118713. private static Rgbe2float;
  118714. private static readStringLine;
  118715. /**
  118716. * Reads header information from an RGBE texture stored in a native array.
  118717. * More information on this format are available here:
  118718. * https://en.wikipedia.org/wiki/RGBE_image_format
  118719. *
  118720. * @param uint8array The binary file stored in native array.
  118721. * @return The header information.
  118722. */
  118723. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  118724. /**
  118725. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  118726. * This RGBE texture needs to store the information as a panorama.
  118727. *
  118728. * More information on this format are available here:
  118729. * https://en.wikipedia.org/wiki/RGBE_image_format
  118730. *
  118731. * @param buffer The binary file stored in an array buffer.
  118732. * @param size The expected size of the extracted cubemap.
  118733. * @return The Cube Map information.
  118734. */
  118735. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  118736. /**
  118737. * Returns the pixels data extracted from an RGBE texture.
  118738. * This pixels will be stored left to right up to down in the R G B order in one array.
  118739. *
  118740. * More information on this format are available here:
  118741. * https://en.wikipedia.org/wiki/RGBE_image_format
  118742. *
  118743. * @param uint8array The binary file stored in an array buffer.
  118744. * @param hdrInfo The header information of the file.
  118745. * @return The pixels data in RGB right to left up to down order.
  118746. */
  118747. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  118748. private static RGBE_ReadPixels_RLE;
  118749. }
  118750. }
  118751. declare module BABYLON {
  118752. /**
  118753. * This represents a texture coming from an HDR input.
  118754. *
  118755. * The only supported format is currently panorama picture stored in RGBE format.
  118756. * Example of such files can be found on HDRLib: http://hdrlib.com/
  118757. */
  118758. export class HDRCubeTexture extends BaseTexture {
  118759. private static _facesMapping;
  118760. private _generateHarmonics;
  118761. private _noMipmap;
  118762. private _textureMatrix;
  118763. private _size;
  118764. private _onLoad;
  118765. private _onError;
  118766. /**
  118767. * The texture URL.
  118768. */
  118769. url: string;
  118770. /**
  118771. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  118772. */
  118773. coordinatesMode: number;
  118774. protected _isBlocking: boolean;
  118775. /**
  118776. * Sets wether or not the texture is blocking during loading.
  118777. */
  118778. /**
  118779. * Gets wether or not the texture is blocking during loading.
  118780. */
  118781. isBlocking: boolean;
  118782. protected _rotationY: number;
  118783. /**
  118784. * Sets texture matrix rotation angle around Y axis in radians.
  118785. */
  118786. /**
  118787. * Gets texture matrix rotation angle around Y axis radians.
  118788. */
  118789. rotationY: number;
  118790. /**
  118791. * Gets or sets the center of the bounding box associated with the cube texture
  118792. * It must define where the camera used to render the texture was set
  118793. */
  118794. boundingBoxPosition: Vector3;
  118795. private _boundingBoxSize;
  118796. /**
  118797. * Gets or sets the size of the bounding box associated with the cube texture
  118798. * When defined, the cubemap will switch to local mode
  118799. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  118800. * @example https://www.babylonjs-playground.com/#RNASML
  118801. */
  118802. boundingBoxSize: Vector3;
  118803. /**
  118804. * Instantiates an HDRTexture from the following parameters.
  118805. *
  118806. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  118807. * @param scene The scene the texture will be used in
  118808. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  118809. * @param noMipmap Forces to not generate the mipmap if true
  118810. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  118811. * @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)
  118812. * @param reserved Reserved flag for internal use.
  118813. */
  118814. 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>);
  118815. /**
  118816. * Get the current class name of the texture useful for serialization or dynamic coding.
  118817. * @returns "HDRCubeTexture"
  118818. */
  118819. getClassName(): string;
  118820. /**
  118821. * Occurs when the file is raw .hdr file.
  118822. */
  118823. private loadTexture;
  118824. clone(): HDRCubeTexture;
  118825. delayLoad(): void;
  118826. /**
  118827. * Get the texture reflection matrix used to rotate/transform the reflection.
  118828. * @returns the reflection matrix
  118829. */
  118830. getReflectionTextureMatrix(): Matrix;
  118831. /**
  118832. * Set the texture reflection matrix used to rotate/transform the reflection.
  118833. * @param value Define the reflection matrix to set
  118834. */
  118835. setReflectionTextureMatrix(value: Matrix): void;
  118836. /**
  118837. * Parses a JSON representation of an HDR Texture in order to create the texture
  118838. * @param parsedTexture Define the JSON representation
  118839. * @param scene Define the scene the texture should be created in
  118840. * @param rootUrl Define the root url in case we need to load relative dependencies
  118841. * @returns the newly created texture after parsing
  118842. */
  118843. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  118844. serialize(): any;
  118845. }
  118846. }
  118847. declare module BABYLON {
  118848. /**
  118849. * Class used to control physics engine
  118850. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  118851. */
  118852. export class PhysicsEngine implements IPhysicsEngine {
  118853. private _physicsPlugin;
  118854. /**
  118855. * Global value used to control the smallest number supported by the simulation
  118856. */
  118857. static Epsilon: number;
  118858. private _impostors;
  118859. private _joints;
  118860. /**
  118861. * Gets the gravity vector used by the simulation
  118862. */
  118863. gravity: Vector3;
  118864. /**
  118865. * Factory used to create the default physics plugin.
  118866. * @returns The default physics plugin
  118867. */
  118868. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  118869. /**
  118870. * Creates a new Physics Engine
  118871. * @param gravity defines the gravity vector used by the simulation
  118872. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  118873. */
  118874. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  118875. /**
  118876. * Sets the gravity vector used by the simulation
  118877. * @param gravity defines the gravity vector to use
  118878. */
  118879. setGravity(gravity: Vector3): void;
  118880. /**
  118881. * Set the time step of the physics engine.
  118882. * Default is 1/60.
  118883. * To slow it down, enter 1/600 for example.
  118884. * To speed it up, 1/30
  118885. * @param newTimeStep defines the new timestep to apply to this world.
  118886. */
  118887. setTimeStep(newTimeStep?: number): void;
  118888. /**
  118889. * Get the time step of the physics engine.
  118890. * @returns the current time step
  118891. */
  118892. getTimeStep(): number;
  118893. /**
  118894. * Release all resources
  118895. */
  118896. dispose(): void;
  118897. /**
  118898. * Gets the name of the current physics plugin
  118899. * @returns the name of the plugin
  118900. */
  118901. getPhysicsPluginName(): string;
  118902. /**
  118903. * Adding a new impostor for the impostor tracking.
  118904. * This will be done by the impostor itself.
  118905. * @param impostor the impostor to add
  118906. */
  118907. addImpostor(impostor: PhysicsImpostor): void;
  118908. /**
  118909. * Remove an impostor from the engine.
  118910. * This impostor and its mesh will not longer be updated by the physics engine.
  118911. * @param impostor the impostor to remove
  118912. */
  118913. removeImpostor(impostor: PhysicsImpostor): void;
  118914. /**
  118915. * Add a joint to the physics engine
  118916. * @param mainImpostor defines the main impostor to which the joint is added.
  118917. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  118918. * @param joint defines the joint that will connect both impostors.
  118919. */
  118920. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  118921. /**
  118922. * Removes a joint from the simulation
  118923. * @param mainImpostor defines the impostor used with the joint
  118924. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  118925. * @param joint defines the joint to remove
  118926. */
  118927. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  118928. /**
  118929. * Called by the scene. No need to call it.
  118930. * @param delta defines the timespam between frames
  118931. */
  118932. _step(delta: number): void;
  118933. /**
  118934. * Gets the current plugin used to run the simulation
  118935. * @returns current plugin
  118936. */
  118937. getPhysicsPlugin(): IPhysicsEnginePlugin;
  118938. /**
  118939. * Gets the list of physic impostors
  118940. * @returns an array of PhysicsImpostor
  118941. */
  118942. getImpostors(): Array<PhysicsImpostor>;
  118943. /**
  118944. * Gets the impostor for a physics enabled object
  118945. * @param object defines the object impersonated by the impostor
  118946. * @returns the PhysicsImpostor or null if not found
  118947. */
  118948. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  118949. /**
  118950. * Gets the impostor for a physics body object
  118951. * @param body defines physics body used by the impostor
  118952. * @returns the PhysicsImpostor or null if not found
  118953. */
  118954. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  118955. /**
  118956. * Does a raycast in the physics world
  118957. * @param from when should the ray start?
  118958. * @param to when should the ray end?
  118959. * @returns PhysicsRaycastResult
  118960. */
  118961. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  118962. }
  118963. }
  118964. declare module BABYLON {
  118965. /** @hidden */
  118966. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  118967. private _useDeltaForWorldStep;
  118968. world: any;
  118969. name: string;
  118970. private _physicsMaterials;
  118971. private _fixedTimeStep;
  118972. private _cannonRaycastResult;
  118973. private _raycastResult;
  118974. private _physicsBodysToRemoveAfterStep;
  118975. BJSCANNON: any;
  118976. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  118977. setGravity(gravity: Vector3): void;
  118978. setTimeStep(timeStep: number): void;
  118979. getTimeStep(): number;
  118980. executeStep(delta: number): void;
  118981. private _removeMarkedPhysicsBodiesFromWorld;
  118982. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  118983. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  118984. generatePhysicsBody(impostor: PhysicsImpostor): void;
  118985. private _processChildMeshes;
  118986. removePhysicsBody(impostor: PhysicsImpostor): void;
  118987. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  118988. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  118989. private _addMaterial;
  118990. private _checkWithEpsilon;
  118991. private _createShape;
  118992. private _createHeightmap;
  118993. private _minus90X;
  118994. private _plus90X;
  118995. private _tmpPosition;
  118996. private _tmpDeltaPosition;
  118997. private _tmpUnityRotation;
  118998. private _updatePhysicsBodyTransformation;
  118999. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  119000. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  119001. isSupported(): boolean;
  119002. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119003. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119004. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119005. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119006. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  119007. getBodyMass(impostor: PhysicsImpostor): number;
  119008. getBodyFriction(impostor: PhysicsImpostor): number;
  119009. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  119010. getBodyRestitution(impostor: PhysicsImpostor): number;
  119011. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  119012. sleepBody(impostor: PhysicsImpostor): void;
  119013. wakeUpBody(impostor: PhysicsImpostor): void;
  119014. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  119015. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  119016. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  119017. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  119018. getRadius(impostor: PhysicsImpostor): number;
  119019. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  119020. dispose(): void;
  119021. private _extendNamespace;
  119022. /**
  119023. * Does a raycast in the physics world
  119024. * @param from when should the ray start?
  119025. * @param to when should the ray end?
  119026. * @returns PhysicsRaycastResult
  119027. */
  119028. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  119029. }
  119030. }
  119031. declare module BABYLON {
  119032. /** @hidden */
  119033. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  119034. world: any;
  119035. name: string;
  119036. BJSOIMO: any;
  119037. private _raycastResult;
  119038. constructor(iterations?: number, oimoInjection?: any);
  119039. setGravity(gravity: Vector3): void;
  119040. setTimeStep(timeStep: number): void;
  119041. getTimeStep(): number;
  119042. private _tmpImpostorsArray;
  119043. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  119044. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119045. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119046. generatePhysicsBody(impostor: PhysicsImpostor): void;
  119047. private _tmpPositionVector;
  119048. removePhysicsBody(impostor: PhysicsImpostor): void;
  119049. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  119050. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  119051. isSupported(): boolean;
  119052. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  119053. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  119054. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119055. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119056. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119057. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119058. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  119059. getBodyMass(impostor: PhysicsImpostor): number;
  119060. getBodyFriction(impostor: PhysicsImpostor): number;
  119061. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  119062. getBodyRestitution(impostor: PhysicsImpostor): number;
  119063. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  119064. sleepBody(impostor: PhysicsImpostor): void;
  119065. wakeUpBody(impostor: PhysicsImpostor): void;
  119066. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  119067. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  119068. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  119069. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  119070. getRadius(impostor: PhysicsImpostor): number;
  119071. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  119072. dispose(): void;
  119073. /**
  119074. * Does a raycast in the physics world
  119075. * @param from when should the ray start?
  119076. * @param to when should the ray end?
  119077. * @returns PhysicsRaycastResult
  119078. */
  119079. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  119080. }
  119081. }
  119082. declare module BABYLON {
  119083. /**
  119084. * Class containing static functions to help procedurally build meshes
  119085. */
  119086. export class RibbonBuilder {
  119087. /**
  119088. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  119089. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  119090. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  119091. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  119092. * * 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
  119093. * * 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
  119094. * * 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
  119095. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119096. * * If you create a double-sided mesh, you can choose what parts of 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
  119097. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119098. * * 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
  119099. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  119100. * * 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
  119101. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  119102. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119103. * @param name defines the name of the mesh
  119104. * @param options defines the options used to create the mesh
  119105. * @param scene defines the hosting scene
  119106. * @returns the ribbon mesh
  119107. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  119108. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119109. */
  119110. static CreateRibbon(name: string, options: {
  119111. pathArray: Vector3[][];
  119112. closeArray?: boolean;
  119113. closePath?: boolean;
  119114. offset?: number;
  119115. updatable?: boolean;
  119116. sideOrientation?: number;
  119117. frontUVs?: Vector4;
  119118. backUVs?: Vector4;
  119119. instance?: Mesh;
  119120. invertUV?: boolean;
  119121. uvs?: Vector2[];
  119122. colors?: Color4[];
  119123. }, scene?: Nullable<Scene>): Mesh;
  119124. }
  119125. }
  119126. declare module BABYLON {
  119127. /**
  119128. * Class containing static functions to help procedurally build meshes
  119129. */
  119130. export class ShapeBuilder {
  119131. /**
  119132. * 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.
  119133. * * 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.
  119134. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119135. * * 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.
  119136. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  119137. * * 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
  119138. * * 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
  119139. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  119140. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119141. * * If you create a double-sided mesh, you can choose what parts of 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
  119142. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  119143. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119144. * @param name defines the name of the mesh
  119145. * @param options defines the options used to create the mesh
  119146. * @param scene defines the hosting scene
  119147. * @returns the extruded shape mesh
  119148. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119149. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119150. */
  119151. static ExtrudeShape(name: string, options: {
  119152. shape: Vector3[];
  119153. path: Vector3[];
  119154. scale?: number;
  119155. rotation?: number;
  119156. cap?: number;
  119157. updatable?: boolean;
  119158. sideOrientation?: number;
  119159. frontUVs?: Vector4;
  119160. backUVs?: Vector4;
  119161. instance?: Mesh;
  119162. invertUV?: boolean;
  119163. }, scene?: Nullable<Scene>): Mesh;
  119164. /**
  119165. * Creates an custom extruded shape mesh.
  119166. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  119167. * * 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.
  119168. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119169. * * 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
  119170. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  119171. * * 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
  119172. * * It must returns a float value that will be the scale value applied to the shape on each path point
  119173. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  119174. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  119175. * * 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
  119176. * * 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
  119177. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  119178. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119179. * * If you create a double-sided mesh, you can choose what parts of 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
  119180. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119181. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119182. * @param name defines the name of the mesh
  119183. * @param options defines the options used to create the mesh
  119184. * @param scene defines the hosting scene
  119185. * @returns the custom extruded shape mesh
  119186. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  119187. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119188. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119189. */
  119190. static ExtrudeShapeCustom(name: string, options: {
  119191. shape: Vector3[];
  119192. path: Vector3[];
  119193. scaleFunction?: any;
  119194. rotationFunction?: any;
  119195. ribbonCloseArray?: boolean;
  119196. ribbonClosePath?: boolean;
  119197. cap?: number;
  119198. updatable?: boolean;
  119199. sideOrientation?: number;
  119200. frontUVs?: Vector4;
  119201. backUVs?: Vector4;
  119202. instance?: Mesh;
  119203. invertUV?: boolean;
  119204. }, scene?: Nullable<Scene>): Mesh;
  119205. private static _ExtrudeShapeGeneric;
  119206. }
  119207. }
  119208. declare module BABYLON {
  119209. /**
  119210. * AmmoJS Physics plugin
  119211. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  119212. * @see https://github.com/kripken/ammo.js/
  119213. */
  119214. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  119215. private _useDeltaForWorldStep;
  119216. /**
  119217. * Reference to the Ammo library
  119218. */
  119219. bjsAMMO: any;
  119220. /**
  119221. * Created ammoJS world which physics bodies are added to
  119222. */
  119223. world: any;
  119224. /**
  119225. * Name of the plugin
  119226. */
  119227. name: string;
  119228. private _timeStep;
  119229. private _fixedTimeStep;
  119230. private _maxSteps;
  119231. private _tmpQuaternion;
  119232. private _tmpAmmoTransform;
  119233. private _tmpAmmoQuaternion;
  119234. private _tmpAmmoConcreteContactResultCallback;
  119235. private _collisionConfiguration;
  119236. private _dispatcher;
  119237. private _overlappingPairCache;
  119238. private _solver;
  119239. private _softBodySolver;
  119240. private _tmpAmmoVectorA;
  119241. private _tmpAmmoVectorB;
  119242. private _tmpAmmoVectorC;
  119243. private _tmpAmmoVectorD;
  119244. private _tmpContactCallbackResult;
  119245. private _tmpAmmoVectorRCA;
  119246. private _tmpAmmoVectorRCB;
  119247. private _raycastResult;
  119248. private static readonly DISABLE_COLLISION_FLAG;
  119249. private static readonly KINEMATIC_FLAG;
  119250. private static readonly DISABLE_DEACTIVATION_FLAG;
  119251. /**
  119252. * Initializes the ammoJS plugin
  119253. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  119254. * @param ammoInjection can be used to inject your own ammo reference
  119255. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  119256. */
  119257. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  119258. /**
  119259. * Sets the gravity of the physics world (m/(s^2))
  119260. * @param gravity Gravity to set
  119261. */
  119262. setGravity(gravity: Vector3): void;
  119263. /**
  119264. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  119265. * @param timeStep timestep to use in seconds
  119266. */
  119267. setTimeStep(timeStep: number): void;
  119268. /**
  119269. * 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)
  119270. * @param fixedTimeStep fixedTimeStep to use in seconds
  119271. */
  119272. setFixedTimeStep(fixedTimeStep: number): void;
  119273. /**
  119274. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  119275. * @param maxSteps the maximum number of steps by the physics engine per frame
  119276. */
  119277. setMaxSteps(maxSteps: number): void;
  119278. /**
  119279. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  119280. * @returns the current timestep in seconds
  119281. */
  119282. getTimeStep(): number;
  119283. private _isImpostorInContact;
  119284. private _isImpostorPairInContact;
  119285. private _stepSimulation;
  119286. /**
  119287. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  119288. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  119289. * After the step the babylon meshes are set to the position of the physics imposters
  119290. * @param delta amount of time to step forward
  119291. * @param impostors array of imposters to update before/after the step
  119292. */
  119293. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  119294. /**
  119295. * Update babylon mesh to match physics world object
  119296. * @param impostor imposter to match
  119297. */
  119298. private _afterSoftStep;
  119299. /**
  119300. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  119301. * @param impostor imposter to match
  119302. */
  119303. private _ropeStep;
  119304. /**
  119305. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  119306. * @param impostor imposter to match
  119307. */
  119308. private _softbodyOrClothStep;
  119309. private _tmpVector;
  119310. private _tmpMatrix;
  119311. /**
  119312. * Applies an impulse on the imposter
  119313. * @param impostor imposter to apply impulse to
  119314. * @param force amount of force to be applied to the imposter
  119315. * @param contactPoint the location to apply the impulse on the imposter
  119316. */
  119317. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119318. /**
  119319. * Applies a force on the imposter
  119320. * @param impostor imposter to apply force
  119321. * @param force amount of force to be applied to the imposter
  119322. * @param contactPoint the location to apply the force on the imposter
  119323. */
  119324. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119325. /**
  119326. * Creates a physics body using the plugin
  119327. * @param impostor the imposter to create the physics body on
  119328. */
  119329. generatePhysicsBody(impostor: PhysicsImpostor): void;
  119330. /**
  119331. * Removes the physics body from the imposter and disposes of the body's memory
  119332. * @param impostor imposter to remove the physics body from
  119333. */
  119334. removePhysicsBody(impostor: PhysicsImpostor): void;
  119335. /**
  119336. * Generates a joint
  119337. * @param impostorJoint the imposter joint to create the joint with
  119338. */
  119339. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  119340. /**
  119341. * Removes a joint
  119342. * @param impostorJoint the imposter joint to remove the joint from
  119343. */
  119344. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  119345. private _addMeshVerts;
  119346. /**
  119347. * Initialise the soft body vertices to match its object's (mesh) vertices
  119348. * Softbody vertices (nodes) are in world space and to match this
  119349. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  119350. * @param impostor to create the softbody for
  119351. */
  119352. private _softVertexData;
  119353. /**
  119354. * Create an impostor's soft body
  119355. * @param impostor to create the softbody for
  119356. */
  119357. private _createSoftbody;
  119358. /**
  119359. * Create cloth for an impostor
  119360. * @param impostor to create the softbody for
  119361. */
  119362. private _createCloth;
  119363. /**
  119364. * Create rope for an impostor
  119365. * @param impostor to create the softbody for
  119366. */
  119367. private _createRope;
  119368. private _addHullVerts;
  119369. private _createShape;
  119370. /**
  119371. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  119372. * @param impostor imposter containing the physics body and babylon object
  119373. */
  119374. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  119375. /**
  119376. * Sets the babylon object's position/rotation from the physics body's position/rotation
  119377. * @param impostor imposter containing the physics body and babylon object
  119378. * @param newPosition new position
  119379. * @param newRotation new rotation
  119380. */
  119381. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  119382. /**
  119383. * If this plugin is supported
  119384. * @returns true if its supported
  119385. */
  119386. isSupported(): boolean;
  119387. /**
  119388. * Sets the linear velocity of the physics body
  119389. * @param impostor imposter to set the velocity on
  119390. * @param velocity velocity to set
  119391. */
  119392. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119393. /**
  119394. * Sets the angular velocity of the physics body
  119395. * @param impostor imposter to set the velocity on
  119396. * @param velocity velocity to set
  119397. */
  119398. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119399. /**
  119400. * gets the linear velocity
  119401. * @param impostor imposter to get linear velocity from
  119402. * @returns linear velocity
  119403. */
  119404. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119405. /**
  119406. * gets the angular velocity
  119407. * @param impostor imposter to get angular velocity from
  119408. * @returns angular velocity
  119409. */
  119410. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119411. /**
  119412. * Sets the mass of physics body
  119413. * @param impostor imposter to set the mass on
  119414. * @param mass mass to set
  119415. */
  119416. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  119417. /**
  119418. * Gets the mass of the physics body
  119419. * @param impostor imposter to get the mass from
  119420. * @returns mass
  119421. */
  119422. getBodyMass(impostor: PhysicsImpostor): number;
  119423. /**
  119424. * Gets friction of the impostor
  119425. * @param impostor impostor to get friction from
  119426. * @returns friction value
  119427. */
  119428. getBodyFriction(impostor: PhysicsImpostor): number;
  119429. /**
  119430. * Sets friction of the impostor
  119431. * @param impostor impostor to set friction on
  119432. * @param friction friction value
  119433. */
  119434. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  119435. /**
  119436. * Gets restitution of the impostor
  119437. * @param impostor impostor to get restitution from
  119438. * @returns restitution value
  119439. */
  119440. getBodyRestitution(impostor: PhysicsImpostor): number;
  119441. /**
  119442. * Sets resitution of the impostor
  119443. * @param impostor impostor to set resitution on
  119444. * @param restitution resitution value
  119445. */
  119446. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  119447. /**
  119448. * Gets pressure inside the impostor
  119449. * @param impostor impostor to get pressure from
  119450. * @returns pressure value
  119451. */
  119452. getBodyPressure(impostor: PhysicsImpostor): number;
  119453. /**
  119454. * Sets pressure inside a soft body impostor
  119455. * Cloth and rope must remain 0 pressure
  119456. * @param impostor impostor to set pressure on
  119457. * @param pressure pressure value
  119458. */
  119459. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  119460. /**
  119461. * Gets stiffness of the impostor
  119462. * @param impostor impostor to get stiffness from
  119463. * @returns pressure value
  119464. */
  119465. getBodyStiffness(impostor: PhysicsImpostor): number;
  119466. /**
  119467. * Sets stiffness of the impostor
  119468. * @param impostor impostor to set stiffness on
  119469. * @param stiffness stiffness value from 0 to 1
  119470. */
  119471. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  119472. /**
  119473. * Gets velocityIterations of the impostor
  119474. * @param impostor impostor to get velocity iterations from
  119475. * @returns velocityIterations value
  119476. */
  119477. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  119478. /**
  119479. * Sets velocityIterations of the impostor
  119480. * @param impostor impostor to set velocity iterations on
  119481. * @param velocityIterations velocityIterations value
  119482. */
  119483. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  119484. /**
  119485. * Gets positionIterations of the impostor
  119486. * @param impostor impostor to get position iterations from
  119487. * @returns positionIterations value
  119488. */
  119489. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  119490. /**
  119491. * Sets positionIterations of the impostor
  119492. * @param impostor impostor to set position on
  119493. * @param positionIterations positionIterations value
  119494. */
  119495. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  119496. /**
  119497. * Append an anchor to a cloth object
  119498. * @param impostor is the cloth impostor to add anchor to
  119499. * @param otherImpostor is the rigid impostor to anchor to
  119500. * @param width ratio across width from 0 to 1
  119501. * @param height ratio up height from 0 to 1
  119502. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  119503. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  119504. */
  119505. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  119506. /**
  119507. * Append an hook to a rope object
  119508. * @param impostor is the rope impostor to add hook to
  119509. * @param otherImpostor is the rigid impostor to hook to
  119510. * @param length ratio along the rope from 0 to 1
  119511. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  119512. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  119513. */
  119514. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  119515. /**
  119516. * Sleeps the physics body and stops it from being active
  119517. * @param impostor impostor to sleep
  119518. */
  119519. sleepBody(impostor: PhysicsImpostor): void;
  119520. /**
  119521. * Activates the physics body
  119522. * @param impostor impostor to activate
  119523. */
  119524. wakeUpBody(impostor: PhysicsImpostor): void;
  119525. /**
  119526. * Updates the distance parameters of the joint
  119527. * @param joint joint to update
  119528. * @param maxDistance maximum distance of the joint
  119529. * @param minDistance minimum distance of the joint
  119530. */
  119531. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  119532. /**
  119533. * Sets a motor on the joint
  119534. * @param joint joint to set motor on
  119535. * @param speed speed of the motor
  119536. * @param maxForce maximum force of the motor
  119537. * @param motorIndex index of the motor
  119538. */
  119539. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  119540. /**
  119541. * Sets the motors limit
  119542. * @param joint joint to set limit on
  119543. * @param upperLimit upper limit
  119544. * @param lowerLimit lower limit
  119545. */
  119546. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  119547. /**
  119548. * Syncs the position and rotation of a mesh with the impostor
  119549. * @param mesh mesh to sync
  119550. * @param impostor impostor to update the mesh with
  119551. */
  119552. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  119553. /**
  119554. * Gets the radius of the impostor
  119555. * @param impostor impostor to get radius from
  119556. * @returns the radius
  119557. */
  119558. getRadius(impostor: PhysicsImpostor): number;
  119559. /**
  119560. * Gets the box size of the impostor
  119561. * @param impostor impostor to get box size from
  119562. * @param result the resulting box size
  119563. */
  119564. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  119565. /**
  119566. * Disposes of the impostor
  119567. */
  119568. dispose(): void;
  119569. /**
  119570. * Does a raycast in the physics world
  119571. * @param from when should the ray start?
  119572. * @param to when should the ray end?
  119573. * @returns PhysicsRaycastResult
  119574. */
  119575. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  119576. }
  119577. }
  119578. declare module BABYLON {
  119579. interface AbstractScene {
  119580. /**
  119581. * The list of reflection probes added to the scene
  119582. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  119583. */
  119584. reflectionProbes: Array<ReflectionProbe>;
  119585. /**
  119586. * Removes the given reflection probe from this scene.
  119587. * @param toRemove The reflection probe to remove
  119588. * @returns The index of the removed reflection probe
  119589. */
  119590. removeReflectionProbe(toRemove: ReflectionProbe): number;
  119591. /**
  119592. * Adds the given reflection probe to this scene.
  119593. * @param newReflectionProbe The reflection probe to add
  119594. */
  119595. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  119596. }
  119597. /**
  119598. * Class used to generate realtime reflection / refraction cube textures
  119599. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  119600. */
  119601. export class ReflectionProbe {
  119602. /** defines the name of the probe */
  119603. name: string;
  119604. private _scene;
  119605. private _renderTargetTexture;
  119606. private _projectionMatrix;
  119607. private _viewMatrix;
  119608. private _target;
  119609. private _add;
  119610. private _attachedMesh;
  119611. private _invertYAxis;
  119612. /** Gets or sets probe position (center of the cube map) */
  119613. position: Vector3;
  119614. /**
  119615. * Creates a new reflection probe
  119616. * @param name defines the name of the probe
  119617. * @param size defines the texture resolution (for each face)
  119618. * @param scene defines the hosting scene
  119619. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  119620. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  119621. */
  119622. constructor(
  119623. /** defines the name of the probe */
  119624. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  119625. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  119626. samples: number;
  119627. /** Gets or sets the refresh rate to use (on every frame by default) */
  119628. refreshRate: number;
  119629. /**
  119630. * Gets the hosting scene
  119631. * @returns a Scene
  119632. */
  119633. getScene(): Scene;
  119634. /** Gets the internal CubeTexture used to render to */
  119635. readonly cubeTexture: RenderTargetTexture;
  119636. /** Gets the list of meshes to render */
  119637. readonly renderList: Nullable<AbstractMesh[]>;
  119638. /**
  119639. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  119640. * @param mesh defines the mesh to attach to
  119641. */
  119642. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  119643. /**
  119644. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  119645. * @param renderingGroupId The rendering group id corresponding to its index
  119646. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  119647. */
  119648. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  119649. /**
  119650. * Clean all associated resources
  119651. */
  119652. dispose(): void;
  119653. /**
  119654. * Converts the reflection probe information to a readable string for debug purpose.
  119655. * @param fullDetails Supports for multiple levels of logging within scene loading
  119656. * @returns the human readable reflection probe info
  119657. */
  119658. toString(fullDetails?: boolean): string;
  119659. /**
  119660. * Get the class name of the relfection probe.
  119661. * @returns "ReflectionProbe"
  119662. */
  119663. getClassName(): string;
  119664. /**
  119665. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  119666. * @returns The JSON representation of the texture
  119667. */
  119668. serialize(): any;
  119669. /**
  119670. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  119671. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  119672. * @param scene Define the scene the parsed reflection probe should be instantiated in
  119673. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  119674. * @returns The parsed reflection probe if successful
  119675. */
  119676. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  119677. }
  119678. }
  119679. declare module BABYLON {
  119680. /** @hidden */
  119681. export var _BabylonLoaderRegistered: boolean;
  119682. }
  119683. declare module BABYLON {
  119684. /**
  119685. * The Physically based simple base material of BJS.
  119686. *
  119687. * This enables better naming and convention enforcements on top of the pbrMaterial.
  119688. * It is used as the base class for both the specGloss and metalRough conventions.
  119689. */
  119690. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  119691. /**
  119692. * Number of Simultaneous lights allowed on the material.
  119693. */
  119694. maxSimultaneousLights: number;
  119695. /**
  119696. * If sets to true, disables all the lights affecting the material.
  119697. */
  119698. disableLighting: boolean;
  119699. /**
  119700. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  119701. */
  119702. environmentTexture: BaseTexture;
  119703. /**
  119704. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  119705. */
  119706. invertNormalMapX: boolean;
  119707. /**
  119708. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  119709. */
  119710. invertNormalMapY: boolean;
  119711. /**
  119712. * Normal map used in the model.
  119713. */
  119714. normalTexture: BaseTexture;
  119715. /**
  119716. * Emissivie color used to self-illuminate the model.
  119717. */
  119718. emissiveColor: Color3;
  119719. /**
  119720. * Emissivie texture used to self-illuminate the model.
  119721. */
  119722. emissiveTexture: BaseTexture;
  119723. /**
  119724. * Occlusion Channel Strenght.
  119725. */
  119726. occlusionStrength: number;
  119727. /**
  119728. * Occlusion Texture of the material (adding extra occlusion effects).
  119729. */
  119730. occlusionTexture: BaseTexture;
  119731. /**
  119732. * Defines the alpha limits in alpha test mode.
  119733. */
  119734. alphaCutOff: number;
  119735. /**
  119736. * Gets the current double sided mode.
  119737. */
  119738. /**
  119739. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  119740. */
  119741. doubleSided: boolean;
  119742. /**
  119743. * Stores the pre-calculated light information of a mesh in a texture.
  119744. */
  119745. lightmapTexture: BaseTexture;
  119746. /**
  119747. * If true, the light map contains occlusion information instead of lighting info.
  119748. */
  119749. useLightmapAsShadowmap: boolean;
  119750. /**
  119751. * Instantiates a new PBRMaterial instance.
  119752. *
  119753. * @param name The material name
  119754. * @param scene The scene the material will be use in.
  119755. */
  119756. constructor(name: string, scene: Scene);
  119757. getClassName(): string;
  119758. }
  119759. }
  119760. declare module BABYLON {
  119761. /**
  119762. * The PBR material of BJS following the metal roughness convention.
  119763. *
  119764. * This fits to the PBR convention in the GLTF definition:
  119765. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  119766. */
  119767. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  119768. /**
  119769. * The base color has two different interpretations depending on the value of metalness.
  119770. * When the material is a metal, the base color is the specific measured reflectance value
  119771. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  119772. * of the material.
  119773. */
  119774. baseColor: Color3;
  119775. /**
  119776. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  119777. * well as opacity information in the alpha channel.
  119778. */
  119779. baseTexture: BaseTexture;
  119780. /**
  119781. * Specifies the metallic scalar value of the material.
  119782. * Can also be used to scale the metalness values of the metallic texture.
  119783. */
  119784. metallic: number;
  119785. /**
  119786. * Specifies the roughness scalar value of the material.
  119787. * Can also be used to scale the roughness values of the metallic texture.
  119788. */
  119789. roughness: number;
  119790. /**
  119791. * Texture containing both the metallic value in the B channel and the
  119792. * roughness value in the G channel to keep better precision.
  119793. */
  119794. metallicRoughnessTexture: BaseTexture;
  119795. /**
  119796. * Instantiates a new PBRMetalRoughnessMaterial instance.
  119797. *
  119798. * @param name The material name
  119799. * @param scene The scene the material will be use in.
  119800. */
  119801. constructor(name: string, scene: Scene);
  119802. /**
  119803. * Return the currrent class name of the material.
  119804. */
  119805. getClassName(): string;
  119806. /**
  119807. * Makes a duplicate of the current material.
  119808. * @param name - name to use for the new material.
  119809. */
  119810. clone(name: string): PBRMetallicRoughnessMaterial;
  119811. /**
  119812. * Serialize the material to a parsable JSON object.
  119813. */
  119814. serialize(): any;
  119815. /**
  119816. * Parses a JSON object correponding to the serialize function.
  119817. */
  119818. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  119819. }
  119820. }
  119821. declare module BABYLON {
  119822. /**
  119823. * The PBR material of BJS following the specular glossiness convention.
  119824. *
  119825. * This fits to the PBR convention in the GLTF definition:
  119826. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  119827. */
  119828. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  119829. /**
  119830. * Specifies the diffuse color of the material.
  119831. */
  119832. diffuseColor: Color3;
  119833. /**
  119834. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  119835. * channel.
  119836. */
  119837. diffuseTexture: BaseTexture;
  119838. /**
  119839. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  119840. */
  119841. specularColor: Color3;
  119842. /**
  119843. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  119844. */
  119845. glossiness: number;
  119846. /**
  119847. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  119848. */
  119849. specularGlossinessTexture: BaseTexture;
  119850. /**
  119851. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  119852. *
  119853. * @param name The material name
  119854. * @param scene The scene the material will be use in.
  119855. */
  119856. constructor(name: string, scene: Scene);
  119857. /**
  119858. * Return the currrent class name of the material.
  119859. */
  119860. getClassName(): string;
  119861. /**
  119862. * Makes a duplicate of the current material.
  119863. * @param name - name to use for the new material.
  119864. */
  119865. clone(name: string): PBRSpecularGlossinessMaterial;
  119866. /**
  119867. * Serialize the material to a parsable JSON object.
  119868. */
  119869. serialize(): any;
  119870. /**
  119871. * Parses a JSON object correponding to the serialize function.
  119872. */
  119873. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  119874. }
  119875. }
  119876. declare module BABYLON {
  119877. /**
  119878. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  119879. * It can help converting any input color in a desired output one. This can then be used to create effects
  119880. * from sepia, black and white to sixties or futuristic rendering...
  119881. *
  119882. * The only supported format is currently 3dl.
  119883. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  119884. */
  119885. export class ColorGradingTexture extends BaseTexture {
  119886. /**
  119887. * The current texture matrix. (will always be identity in color grading texture)
  119888. */
  119889. private _textureMatrix;
  119890. /**
  119891. * The texture URL.
  119892. */
  119893. url: string;
  119894. /**
  119895. * Empty line regex stored for GC.
  119896. */
  119897. private static _noneEmptyLineRegex;
  119898. private _engine;
  119899. /**
  119900. * Instantiates a ColorGradingTexture from the following parameters.
  119901. *
  119902. * @param url The location of the color gradind data (currently only supporting 3dl)
  119903. * @param scene The scene the texture will be used in
  119904. */
  119905. constructor(url: string, scene: Scene);
  119906. /**
  119907. * Returns the texture matrix used in most of the material.
  119908. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  119909. */
  119910. getTextureMatrix(): Matrix;
  119911. /**
  119912. * Occurs when the file being loaded is a .3dl LUT file.
  119913. */
  119914. private load3dlTexture;
  119915. /**
  119916. * Starts the loading process of the texture.
  119917. */
  119918. private loadTexture;
  119919. /**
  119920. * Clones the color gradind texture.
  119921. */
  119922. clone(): ColorGradingTexture;
  119923. /**
  119924. * Called during delayed load for textures.
  119925. */
  119926. delayLoad(): void;
  119927. /**
  119928. * Parses a color grading texture serialized by Babylon.
  119929. * @param parsedTexture The texture information being parsedTexture
  119930. * @param scene The scene to load the texture in
  119931. * @param rootUrl The root url of the data assets to load
  119932. * @return A color gradind texture
  119933. */
  119934. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  119935. /**
  119936. * Serializes the LUT texture to json format.
  119937. */
  119938. serialize(): any;
  119939. }
  119940. }
  119941. declare module BABYLON {
  119942. /**
  119943. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  119944. */
  119945. export class EquiRectangularCubeTexture extends BaseTexture {
  119946. /** The six faces of the cube. */
  119947. private static _FacesMapping;
  119948. private _noMipmap;
  119949. private _onLoad;
  119950. private _onError;
  119951. /** The size of the cubemap. */
  119952. private _size;
  119953. /** The buffer of the image. */
  119954. private _buffer;
  119955. /** The width of the input image. */
  119956. private _width;
  119957. /** The height of the input image. */
  119958. private _height;
  119959. /** The URL to the image. */
  119960. url: string;
  119961. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  119962. coordinatesMode: number;
  119963. /**
  119964. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  119965. * @param url The location of the image
  119966. * @param scene The scene the texture will be used in
  119967. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  119968. * @param noMipmap Forces to not generate the mipmap if true
  119969. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  119970. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  119971. * @param onLoad — defines a callback called when texture is loaded
  119972. * @param onError — defines a callback called if there is an error
  119973. */
  119974. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  119975. /**
  119976. * Load the image data, by putting the image on a canvas and extracting its buffer.
  119977. */
  119978. private loadImage;
  119979. /**
  119980. * Convert the image buffer into a cubemap and create a CubeTexture.
  119981. */
  119982. private loadTexture;
  119983. /**
  119984. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  119985. * @param buffer The ArrayBuffer that should be converted.
  119986. * @returns The buffer as Float32Array.
  119987. */
  119988. private getFloat32ArrayFromArrayBuffer;
  119989. /**
  119990. * Get the current class name of the texture useful for serialization or dynamic coding.
  119991. * @returns "EquiRectangularCubeTexture"
  119992. */
  119993. getClassName(): string;
  119994. /**
  119995. * Create a clone of the current EquiRectangularCubeTexture and return it.
  119996. * @returns A clone of the current EquiRectangularCubeTexture.
  119997. */
  119998. clone(): EquiRectangularCubeTexture;
  119999. }
  120000. }
  120001. declare module BABYLON {
  120002. /**
  120003. * Based on jsTGALoader - Javascript loader for TGA file
  120004. * By Vincent Thibault
  120005. * @see http://blog.robrowser.com/javascript-tga-loader.html
  120006. */
  120007. export class TGATools {
  120008. private static _TYPE_INDEXED;
  120009. private static _TYPE_RGB;
  120010. private static _TYPE_GREY;
  120011. private static _TYPE_RLE_INDEXED;
  120012. private static _TYPE_RLE_RGB;
  120013. private static _TYPE_RLE_GREY;
  120014. private static _ORIGIN_MASK;
  120015. private static _ORIGIN_SHIFT;
  120016. private static _ORIGIN_BL;
  120017. private static _ORIGIN_BR;
  120018. private static _ORIGIN_UL;
  120019. private static _ORIGIN_UR;
  120020. /**
  120021. * Gets the header of a TGA file
  120022. * @param data defines the TGA data
  120023. * @returns the header
  120024. */
  120025. static GetTGAHeader(data: Uint8Array): any;
  120026. /**
  120027. * Uploads TGA content to a Babylon Texture
  120028. * @hidden
  120029. */
  120030. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  120031. /** @hidden */
  120032. 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;
  120033. /** @hidden */
  120034. 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;
  120035. /** @hidden */
  120036. 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;
  120037. /** @hidden */
  120038. 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;
  120039. /** @hidden */
  120040. 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;
  120041. /** @hidden */
  120042. 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;
  120043. }
  120044. }
  120045. declare module BABYLON {
  120046. /**
  120047. * Implementation of the TGA Texture Loader.
  120048. * @hidden
  120049. */
  120050. export class _TGATextureLoader implements IInternalTextureLoader {
  120051. /**
  120052. * Defines wether the loader supports cascade loading the different faces.
  120053. */
  120054. readonly supportCascades: boolean;
  120055. /**
  120056. * This returns if the loader support the current file information.
  120057. * @param extension defines the file extension of the file being loaded
  120058. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120059. * @param fallback defines the fallback internal texture if any
  120060. * @param isBase64 defines whether the texture is encoded as a base64
  120061. * @param isBuffer defines whether the texture data are stored as a buffer
  120062. * @returns true if the loader can load the specified file
  120063. */
  120064. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  120065. /**
  120066. * Transform the url before loading if required.
  120067. * @param rootUrl the url of the texture
  120068. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120069. * @returns the transformed texture
  120070. */
  120071. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  120072. /**
  120073. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  120074. * @param rootUrl the url of the texture
  120075. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120076. * @returns the fallback texture
  120077. */
  120078. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  120079. /**
  120080. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  120081. * @param data contains the texture data
  120082. * @param texture defines the BabylonJS internal texture
  120083. * @param createPolynomials will be true if polynomials have been requested
  120084. * @param onLoad defines the callback to trigger once the texture is ready
  120085. * @param onError defines the callback to trigger in case of error
  120086. */
  120087. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  120088. /**
  120089. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  120090. * @param data contains the texture data
  120091. * @param texture defines the BabylonJS internal texture
  120092. * @param callback defines the method to call once ready to upload
  120093. */
  120094. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  120095. }
  120096. }
  120097. declare module BABYLON {
  120098. /**
  120099. * Info about the .basis files
  120100. */
  120101. class BasisFileInfo {
  120102. /**
  120103. * If the file has alpha
  120104. */
  120105. hasAlpha: boolean;
  120106. /**
  120107. * Info about each image of the basis file
  120108. */
  120109. images: Array<{
  120110. levels: Array<{
  120111. width: number;
  120112. height: number;
  120113. transcodedPixels: ArrayBufferView;
  120114. }>;
  120115. }>;
  120116. }
  120117. /**
  120118. * Result of transcoding a basis file
  120119. */
  120120. class TranscodeResult {
  120121. /**
  120122. * Info about the .basis file
  120123. */
  120124. fileInfo: BasisFileInfo;
  120125. /**
  120126. * Format to use when loading the file
  120127. */
  120128. format: number;
  120129. }
  120130. /**
  120131. * Configuration options for the Basis transcoder
  120132. */
  120133. export class BasisTranscodeConfiguration {
  120134. /**
  120135. * Supported compression formats used to determine the supported output format of the transcoder
  120136. */
  120137. supportedCompressionFormats?: {
  120138. /**
  120139. * etc1 compression format
  120140. */
  120141. etc1?: boolean;
  120142. /**
  120143. * s3tc compression format
  120144. */
  120145. s3tc?: boolean;
  120146. /**
  120147. * pvrtc compression format
  120148. */
  120149. pvrtc?: boolean;
  120150. /**
  120151. * etc2 compression format
  120152. */
  120153. etc2?: boolean;
  120154. };
  120155. /**
  120156. * If mipmap levels should be loaded for transcoded images (Default: true)
  120157. */
  120158. loadMipmapLevels?: boolean;
  120159. /**
  120160. * Index of a single image to load (Default: all images)
  120161. */
  120162. loadSingleImage?: number;
  120163. }
  120164. /**
  120165. * Used to load .Basis files
  120166. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  120167. */
  120168. export class BasisTools {
  120169. private static _IgnoreSupportedFormats;
  120170. /**
  120171. * URL to use when loading the basis transcoder
  120172. */
  120173. static JSModuleURL: string;
  120174. /**
  120175. * URL to use when loading the wasm module for the transcoder
  120176. */
  120177. static WasmModuleURL: string;
  120178. /**
  120179. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  120180. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  120181. * @returns internal format corresponding to the Basis format
  120182. */
  120183. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  120184. private static _WorkerPromise;
  120185. private static _Worker;
  120186. private static _actionId;
  120187. private static _CreateWorkerAsync;
  120188. /**
  120189. * Transcodes a loaded image file to compressed pixel data
  120190. * @param imageData image data to transcode
  120191. * @param config configuration options for the transcoding
  120192. * @returns a promise resulting in the transcoded image
  120193. */
  120194. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  120195. /**
  120196. * Loads a texture from the transcode result
  120197. * @param texture texture load to
  120198. * @param transcodeResult the result of transcoding the basis file to load from
  120199. */
  120200. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  120201. }
  120202. }
  120203. declare module BABYLON {
  120204. /**
  120205. * Loader for .basis file format
  120206. */
  120207. export class _BasisTextureLoader implements IInternalTextureLoader {
  120208. /**
  120209. * Defines whether the loader supports cascade loading the different faces.
  120210. */
  120211. readonly supportCascades: boolean;
  120212. /**
  120213. * This returns if the loader support the current file information.
  120214. * @param extension defines the file extension of the file being loaded
  120215. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120216. * @param fallback defines the fallback internal texture if any
  120217. * @param isBase64 defines whether the texture is encoded as a base64
  120218. * @param isBuffer defines whether the texture data are stored as a buffer
  120219. * @returns true if the loader can load the specified file
  120220. */
  120221. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  120222. /**
  120223. * Transform the url before loading if required.
  120224. * @param rootUrl the url of the texture
  120225. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120226. * @returns the transformed texture
  120227. */
  120228. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  120229. /**
  120230. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  120231. * @param rootUrl the url of the texture
  120232. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120233. * @returns the fallback texture
  120234. */
  120235. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  120236. /**
  120237. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  120238. * @param data contains the texture data
  120239. * @param texture defines the BabylonJS internal texture
  120240. * @param createPolynomials will be true if polynomials have been requested
  120241. * @param onLoad defines the callback to trigger once the texture is ready
  120242. * @param onError defines the callback to trigger in case of error
  120243. */
  120244. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  120245. /**
  120246. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  120247. * @param data contains the texture data
  120248. * @param texture defines the BabylonJS internal texture
  120249. * @param callback defines the method to call once ready to upload
  120250. */
  120251. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  120252. }
  120253. }
  120254. declare module BABYLON {
  120255. /**
  120256. * 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.
  120257. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  120258. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  120259. */
  120260. export class CustomProceduralTexture extends ProceduralTexture {
  120261. private _animate;
  120262. private _time;
  120263. private _config;
  120264. private _texturePath;
  120265. /**
  120266. * Instantiates a new Custom Procedural Texture.
  120267. * 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.
  120268. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  120269. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  120270. * @param name Define the name of the texture
  120271. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  120272. * @param size Define the size of the texture to create
  120273. * @param scene Define the scene the texture belongs to
  120274. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  120275. * @param generateMipMaps Define if the texture should creates mip maps or not
  120276. */
  120277. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  120278. private _loadJson;
  120279. /**
  120280. * Is the texture ready to be used ? (rendered at least once)
  120281. * @returns true if ready, otherwise, false.
  120282. */
  120283. isReady(): boolean;
  120284. /**
  120285. * Render the texture to its associated render target.
  120286. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  120287. */
  120288. render(useCameraPostProcess?: boolean): void;
  120289. /**
  120290. * Update the list of dependant textures samplers in the shader.
  120291. */
  120292. updateTextures(): void;
  120293. /**
  120294. * Update the uniform values of the procedural texture in the shader.
  120295. */
  120296. updateShaderUniforms(): void;
  120297. /**
  120298. * Define if the texture animates or not.
  120299. */
  120300. animate: boolean;
  120301. }
  120302. }
  120303. declare module BABYLON {
  120304. /** @hidden */
  120305. export var noisePixelShader: {
  120306. name: string;
  120307. shader: string;
  120308. };
  120309. }
  120310. declare module BABYLON {
  120311. /**
  120312. * Class used to generate noise procedural textures
  120313. */
  120314. export class NoiseProceduralTexture extends ProceduralTexture {
  120315. private _time;
  120316. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  120317. brightness: number;
  120318. /** Defines the number of octaves to process */
  120319. octaves: number;
  120320. /** Defines the level of persistence (0.8 by default) */
  120321. persistence: number;
  120322. /** Gets or sets animation speed factor (default is 1) */
  120323. animationSpeedFactor: number;
  120324. /**
  120325. * Creates a new NoiseProceduralTexture
  120326. * @param name defines the name fo the texture
  120327. * @param size defines the size of the texture (default is 256)
  120328. * @param scene defines the hosting scene
  120329. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  120330. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  120331. */
  120332. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  120333. private _updateShaderUniforms;
  120334. protected _getDefines(): string;
  120335. /** Generate the current state of the procedural texture */
  120336. render(useCameraPostProcess?: boolean): void;
  120337. /**
  120338. * Serializes this noise procedural texture
  120339. * @returns a serialized noise procedural texture object
  120340. */
  120341. serialize(): any;
  120342. /**
  120343. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  120344. * @param parsedTexture defines parsed texture data
  120345. * @param scene defines the current scene
  120346. * @param rootUrl defines the root URL containing noise procedural texture information
  120347. * @returns a parsed NoiseProceduralTexture
  120348. */
  120349. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  120350. }
  120351. }
  120352. declare module BABYLON {
  120353. /**
  120354. * Raw cube texture where the raw buffers are passed in
  120355. */
  120356. export class RawCubeTexture extends CubeTexture {
  120357. /**
  120358. * Creates a cube texture where the raw buffers are passed in.
  120359. * @param scene defines the scene the texture is attached to
  120360. * @param data defines the array of data to use to create each face
  120361. * @param size defines the size of the textures
  120362. * @param format defines the format of the data
  120363. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  120364. * @param generateMipMaps defines if the engine should generate the mip levels
  120365. * @param invertY defines if data must be stored with Y axis inverted
  120366. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  120367. * @param compression defines the compression used (null by default)
  120368. */
  120369. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  120370. /**
  120371. * Updates the raw cube texture.
  120372. * @param data defines the data to store
  120373. * @param format defines the data format
  120374. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  120375. * @param invertY defines if data must be stored with Y axis inverted
  120376. * @param compression defines the compression used (null by default)
  120377. * @param level defines which level of the texture to update
  120378. */
  120379. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  120380. /**
  120381. * Updates a raw cube texture with RGBD encoded data.
  120382. * @param data defines the array of data [mipmap][face] to use to create each face
  120383. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  120384. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  120385. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  120386. * @returns a promsie that resolves when the operation is complete
  120387. */
  120388. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  120389. /**
  120390. * Clones the raw cube texture.
  120391. * @return a new cube texture
  120392. */
  120393. clone(): CubeTexture;
  120394. /** @hidden */
  120395. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  120396. }
  120397. }
  120398. declare module BABYLON {
  120399. /**
  120400. * Class used to store 3D textures containing user data
  120401. */
  120402. export class RawTexture3D extends Texture {
  120403. /** Gets or sets the texture format to use */
  120404. format: number;
  120405. private _engine;
  120406. /**
  120407. * Create a new RawTexture3D
  120408. * @param data defines the data of the texture
  120409. * @param width defines the width of the texture
  120410. * @param height defines the height of the texture
  120411. * @param depth defines the depth of the texture
  120412. * @param format defines the texture format to use
  120413. * @param scene defines the hosting scene
  120414. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  120415. * @param invertY defines if texture must be stored with Y axis inverted
  120416. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  120417. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  120418. */
  120419. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  120420. /** Gets or sets the texture format to use */
  120421. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  120422. /**
  120423. * Update the texture with new data
  120424. * @param data defines the data to store in the texture
  120425. */
  120426. update(data: ArrayBufferView): void;
  120427. }
  120428. }
  120429. declare module BABYLON {
  120430. /**
  120431. * Creates a refraction texture used by refraction channel of the standard material.
  120432. * It is like a mirror but to see through a material.
  120433. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  120434. */
  120435. export class RefractionTexture extends RenderTargetTexture {
  120436. /**
  120437. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  120438. * 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.
  120439. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  120440. */
  120441. refractionPlane: Plane;
  120442. /**
  120443. * Define how deep under the surface we should see.
  120444. */
  120445. depth: number;
  120446. /**
  120447. * Creates a refraction texture used by refraction channel of the standard material.
  120448. * It is like a mirror but to see through a material.
  120449. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  120450. * @param name Define the texture name
  120451. * @param size Define the size of the underlying texture
  120452. * @param scene Define the scene the refraction belongs to
  120453. * @param generateMipMaps Define if we need to generate mips level for the refraction
  120454. */
  120455. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  120456. /**
  120457. * Clone the refraction texture.
  120458. * @returns the cloned texture
  120459. */
  120460. clone(): RefractionTexture;
  120461. /**
  120462. * Serialize the texture to a JSON representation you could use in Parse later on
  120463. * @returns the serialized JSON representation
  120464. */
  120465. serialize(): any;
  120466. }
  120467. }
  120468. declare module BABYLON {
  120469. /**
  120470. * Defines the options related to the creation of an HtmlElementTexture
  120471. */
  120472. export interface IHtmlElementTextureOptions {
  120473. /**
  120474. * Defines wether mip maps should be created or not.
  120475. */
  120476. generateMipMaps?: boolean;
  120477. /**
  120478. * Defines the sampling mode of the texture.
  120479. */
  120480. samplingMode?: number;
  120481. /**
  120482. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  120483. */
  120484. engine: Nullable<ThinEngine>;
  120485. /**
  120486. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  120487. */
  120488. scene: Nullable<Scene>;
  120489. }
  120490. /**
  120491. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  120492. * To be as efficient as possible depending on your constraints nothing aside the first upload
  120493. * is automatically managed.
  120494. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  120495. * in your application.
  120496. *
  120497. * As the update is not automatic, you need to call them manually.
  120498. */
  120499. export class HtmlElementTexture extends BaseTexture {
  120500. /**
  120501. * The texture URL.
  120502. */
  120503. element: HTMLVideoElement | HTMLCanvasElement;
  120504. private static readonly DefaultOptions;
  120505. private _textureMatrix;
  120506. private _engine;
  120507. private _isVideo;
  120508. private _generateMipMaps;
  120509. private _samplingMode;
  120510. /**
  120511. * Instantiates a HtmlElementTexture from the following parameters.
  120512. *
  120513. * @param name Defines the name of the texture
  120514. * @param element Defines the video or canvas the texture is filled with
  120515. * @param options Defines the other none mandatory texture creation options
  120516. */
  120517. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  120518. private _createInternalTexture;
  120519. /**
  120520. * Returns the texture matrix used in most of the material.
  120521. */
  120522. getTextureMatrix(): Matrix;
  120523. /**
  120524. * Updates the content of the texture.
  120525. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  120526. */
  120527. update(invertY?: Nullable<boolean>): void;
  120528. }
  120529. }
  120530. declare module BABYLON {
  120531. /**
  120532. * Enum used to define the target of a block
  120533. */
  120534. export enum NodeMaterialBlockTargets {
  120535. /** Vertex shader */
  120536. Vertex = 1,
  120537. /** Fragment shader */
  120538. Fragment = 2,
  120539. /** Neutral */
  120540. Neutral = 4,
  120541. /** Vertex and Fragment */
  120542. VertexAndFragment = 3
  120543. }
  120544. }
  120545. declare module BABYLON {
  120546. /**
  120547. * Defines the kind of connection point for node based material
  120548. */
  120549. export enum NodeMaterialBlockConnectionPointTypes {
  120550. /** Float */
  120551. Float = 1,
  120552. /** Int */
  120553. Int = 2,
  120554. /** Vector2 */
  120555. Vector2 = 4,
  120556. /** Vector3 */
  120557. Vector3 = 8,
  120558. /** Vector4 */
  120559. Vector4 = 16,
  120560. /** Color3 */
  120561. Color3 = 32,
  120562. /** Color4 */
  120563. Color4 = 64,
  120564. /** Matrix */
  120565. Matrix = 128,
  120566. /** Detect type based on connection */
  120567. AutoDetect = 1024,
  120568. /** Output type that will be defined by input type */
  120569. BasedOnInput = 2048
  120570. }
  120571. }
  120572. declare module BABYLON {
  120573. /**
  120574. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  120575. */
  120576. export enum NodeMaterialBlockConnectionPointMode {
  120577. /** Value is an uniform */
  120578. Uniform = 0,
  120579. /** Value is a mesh attribute */
  120580. Attribute = 1,
  120581. /** Value is a varying between vertex and fragment shaders */
  120582. Varying = 2,
  120583. /** Mode is undefined */
  120584. Undefined = 3
  120585. }
  120586. }
  120587. declare module BABYLON {
  120588. /**
  120589. * Enum used to define system values e.g. values automatically provided by the system
  120590. */
  120591. export enum NodeMaterialSystemValues {
  120592. /** World */
  120593. World = 1,
  120594. /** View */
  120595. View = 2,
  120596. /** Projection */
  120597. Projection = 3,
  120598. /** ViewProjection */
  120599. ViewProjection = 4,
  120600. /** WorldView */
  120601. WorldView = 5,
  120602. /** WorldViewProjection */
  120603. WorldViewProjection = 6,
  120604. /** CameraPosition */
  120605. CameraPosition = 7,
  120606. /** Fog Color */
  120607. FogColor = 8,
  120608. /** Delta time */
  120609. DeltaTime = 9
  120610. }
  120611. }
  120612. declare module BABYLON {
  120613. /**
  120614. * Root class for all node material optimizers
  120615. */
  120616. export class NodeMaterialOptimizer {
  120617. /**
  120618. * Function used to optimize a NodeMaterial graph
  120619. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  120620. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  120621. */
  120622. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  120623. }
  120624. }
  120625. declare module BABYLON {
  120626. /**
  120627. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  120628. */
  120629. export class TransformBlock extends NodeMaterialBlock {
  120630. /**
  120631. * Defines the value to use to complement W value to transform it to a Vector4
  120632. */
  120633. complementW: number;
  120634. /**
  120635. * Defines the value to use to complement z value to transform it to a Vector4
  120636. */
  120637. complementZ: number;
  120638. /**
  120639. * Creates a new TransformBlock
  120640. * @param name defines the block name
  120641. */
  120642. constructor(name: string);
  120643. /**
  120644. * Gets the current class name
  120645. * @returns the class name
  120646. */
  120647. getClassName(): string;
  120648. /**
  120649. * Gets the vector input
  120650. */
  120651. readonly vector: NodeMaterialConnectionPoint;
  120652. /**
  120653. * Gets the output component
  120654. */
  120655. readonly output: NodeMaterialConnectionPoint;
  120656. /**
  120657. * Gets the matrix transform input
  120658. */
  120659. readonly transform: NodeMaterialConnectionPoint;
  120660. protected _buildBlock(state: NodeMaterialBuildState): this;
  120661. serialize(): any;
  120662. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  120663. protected _dumpPropertiesCode(): string;
  120664. }
  120665. }
  120666. declare module BABYLON {
  120667. /**
  120668. * Block used to output the vertex position
  120669. */
  120670. export class VertexOutputBlock extends NodeMaterialBlock {
  120671. /**
  120672. * Creates a new VertexOutputBlock
  120673. * @param name defines the block name
  120674. */
  120675. constructor(name: string);
  120676. /**
  120677. * Gets the current class name
  120678. * @returns the class name
  120679. */
  120680. getClassName(): string;
  120681. /**
  120682. * Gets the vector input component
  120683. */
  120684. readonly vector: NodeMaterialConnectionPoint;
  120685. protected _buildBlock(state: NodeMaterialBuildState): this;
  120686. }
  120687. }
  120688. declare module BABYLON {
  120689. /**
  120690. * Block used to output the final color
  120691. */
  120692. export class FragmentOutputBlock extends NodeMaterialBlock {
  120693. /**
  120694. * Create a new FragmentOutputBlock
  120695. * @param name defines the block name
  120696. */
  120697. constructor(name: string);
  120698. /**
  120699. * Gets the current class name
  120700. * @returns the class name
  120701. */
  120702. getClassName(): string;
  120703. /**
  120704. * Gets the rgba input component
  120705. */
  120706. readonly rgba: NodeMaterialConnectionPoint;
  120707. /**
  120708. * Gets the rgb input component
  120709. */
  120710. readonly rgb: NodeMaterialConnectionPoint;
  120711. /**
  120712. * Gets the a input component
  120713. */
  120714. readonly a: NodeMaterialConnectionPoint;
  120715. protected _buildBlock(state: NodeMaterialBuildState): this;
  120716. }
  120717. }
  120718. declare module BABYLON {
  120719. /**
  120720. * Block used to read a reflection texture from a sampler
  120721. */
  120722. export class ReflectionTextureBlock extends NodeMaterialBlock {
  120723. private _define3DName;
  120724. private _defineCubicName;
  120725. private _defineExplicitName;
  120726. private _defineProjectionName;
  120727. private _defineLocalCubicName;
  120728. private _defineSphericalName;
  120729. private _definePlanarName;
  120730. private _defineEquirectangularName;
  120731. private _defineMirroredEquirectangularFixedName;
  120732. private _defineEquirectangularFixedName;
  120733. private _defineSkyboxName;
  120734. private _cubeSamplerName;
  120735. private _2DSamplerName;
  120736. private _positionUVWName;
  120737. private _directionWName;
  120738. private _reflectionCoordsName;
  120739. private _reflection2DCoordsName;
  120740. private _reflectionColorName;
  120741. private _reflectionMatrixName;
  120742. /**
  120743. * Gets or sets the texture associated with the node
  120744. */
  120745. texture: Nullable<BaseTexture>;
  120746. /**
  120747. * Create a new TextureBlock
  120748. * @param name defines the block name
  120749. */
  120750. constructor(name: string);
  120751. /**
  120752. * Gets the current class name
  120753. * @returns the class name
  120754. */
  120755. getClassName(): string;
  120756. /**
  120757. * Gets the world position input component
  120758. */
  120759. readonly position: NodeMaterialConnectionPoint;
  120760. /**
  120761. * Gets the world position input component
  120762. */
  120763. readonly worldPosition: NodeMaterialConnectionPoint;
  120764. /**
  120765. * Gets the world normal input component
  120766. */
  120767. readonly worldNormal: NodeMaterialConnectionPoint;
  120768. /**
  120769. * Gets the world input component
  120770. */
  120771. readonly world: NodeMaterialConnectionPoint;
  120772. /**
  120773. * Gets the camera (or eye) position component
  120774. */
  120775. readonly cameraPosition: NodeMaterialConnectionPoint;
  120776. /**
  120777. * Gets the view input component
  120778. */
  120779. readonly view: NodeMaterialConnectionPoint;
  120780. /**
  120781. * Gets the rgb output component
  120782. */
  120783. readonly rgb: NodeMaterialConnectionPoint;
  120784. /**
  120785. * Gets the r output component
  120786. */
  120787. readonly r: NodeMaterialConnectionPoint;
  120788. /**
  120789. * Gets the g output component
  120790. */
  120791. readonly g: NodeMaterialConnectionPoint;
  120792. /**
  120793. * Gets the b output component
  120794. */
  120795. readonly b: NodeMaterialConnectionPoint;
  120796. autoConfigure(material: NodeMaterial): void;
  120797. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  120798. isReady(): boolean;
  120799. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  120800. private _injectVertexCode;
  120801. private _writeOutput;
  120802. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  120803. protected _dumpPropertiesCode(): string;
  120804. serialize(): any;
  120805. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  120806. }
  120807. }
  120808. declare module BABYLON {
  120809. /**
  120810. * Interface used to configure the node material editor
  120811. */
  120812. export interface INodeMaterialEditorOptions {
  120813. /** Define the URl to load node editor script */
  120814. editorURL?: string;
  120815. }
  120816. /** @hidden */
  120817. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  120818. /** BONES */
  120819. NUM_BONE_INFLUENCERS: number;
  120820. BonesPerMesh: number;
  120821. BONETEXTURE: boolean;
  120822. /** MORPH TARGETS */
  120823. MORPHTARGETS: boolean;
  120824. MORPHTARGETS_NORMAL: boolean;
  120825. MORPHTARGETS_TANGENT: boolean;
  120826. MORPHTARGETS_UV: boolean;
  120827. NUM_MORPH_INFLUENCERS: number;
  120828. /** IMAGE PROCESSING */
  120829. IMAGEPROCESSING: boolean;
  120830. VIGNETTE: boolean;
  120831. VIGNETTEBLENDMODEMULTIPLY: boolean;
  120832. VIGNETTEBLENDMODEOPAQUE: boolean;
  120833. TONEMAPPING: boolean;
  120834. TONEMAPPING_ACES: boolean;
  120835. CONTRAST: boolean;
  120836. EXPOSURE: boolean;
  120837. COLORCURVES: boolean;
  120838. COLORGRADING: boolean;
  120839. COLORGRADING3D: boolean;
  120840. SAMPLER3DGREENDEPTH: boolean;
  120841. SAMPLER3DBGRMAP: boolean;
  120842. IMAGEPROCESSINGPOSTPROCESS: boolean;
  120843. /** MISC. */
  120844. BUMPDIRECTUV: number;
  120845. constructor();
  120846. setValue(name: string, value: boolean): void;
  120847. }
  120848. /**
  120849. * Class used to configure NodeMaterial
  120850. */
  120851. export interface INodeMaterialOptions {
  120852. /**
  120853. * Defines if blocks should emit comments
  120854. */
  120855. emitComments: boolean;
  120856. }
  120857. /**
  120858. * Class used to create a node based material built by assembling shader blocks
  120859. */
  120860. export class NodeMaterial extends PushMaterial {
  120861. private static _BuildIdGenerator;
  120862. private _options;
  120863. private _vertexCompilationState;
  120864. private _fragmentCompilationState;
  120865. private _sharedData;
  120866. private _buildId;
  120867. private _buildWasSuccessful;
  120868. private _cachedWorldViewMatrix;
  120869. private _cachedWorldViewProjectionMatrix;
  120870. private _optimizers;
  120871. private _animationFrame;
  120872. /** Define the URl to load node editor script */
  120873. static EditorURL: string;
  120874. private BJSNODEMATERIALEDITOR;
  120875. /** Get the inspector from bundle or global */
  120876. private _getGlobalNodeMaterialEditor;
  120877. /**
  120878. * 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)
  120879. */
  120880. ignoreAlpha: boolean;
  120881. /**
  120882. * Defines the maximum number of lights that can be used in the material
  120883. */
  120884. maxSimultaneousLights: number;
  120885. /**
  120886. * Observable raised when the material is built
  120887. */
  120888. onBuildObservable: Observable<NodeMaterial>;
  120889. /**
  120890. * Gets or sets the root nodes of the material vertex shader
  120891. */
  120892. _vertexOutputNodes: NodeMaterialBlock[];
  120893. /**
  120894. * Gets or sets the root nodes of the material fragment (pixel) shader
  120895. */
  120896. _fragmentOutputNodes: NodeMaterialBlock[];
  120897. /** Gets or sets options to control the node material overall behavior */
  120898. options: INodeMaterialOptions;
  120899. /**
  120900. * Default configuration related to image processing available in the standard Material.
  120901. */
  120902. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  120903. /**
  120904. * Gets the image processing configuration used either in this material.
  120905. */
  120906. /**
  120907. * Sets the Default image processing configuration used either in the this material.
  120908. *
  120909. * If sets to null, the scene one is in use.
  120910. */
  120911. imageProcessingConfiguration: ImageProcessingConfiguration;
  120912. /**
  120913. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  120914. */
  120915. attachedBlocks: NodeMaterialBlock[];
  120916. /**
  120917. * Create a new node based material
  120918. * @param name defines the material name
  120919. * @param scene defines the hosting scene
  120920. * @param options defines creation option
  120921. */
  120922. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  120923. /**
  120924. * Gets the current class name of the material e.g. "NodeMaterial"
  120925. * @returns the class name
  120926. */
  120927. getClassName(): string;
  120928. /**
  120929. * Keep track of the image processing observer to allow dispose and replace.
  120930. */
  120931. private _imageProcessingObserver;
  120932. /**
  120933. * Attaches a new image processing configuration to the Standard Material.
  120934. * @param configuration
  120935. */
  120936. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  120937. /**
  120938. * Get a block by its name
  120939. * @param name defines the name of the block to retrieve
  120940. * @returns the required block or null if not found
  120941. */
  120942. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  120943. /**
  120944. * Get a block by its name
  120945. * @param predicate defines the predicate used to find the good candidate
  120946. * @returns the required block or null if not found
  120947. */
  120948. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  120949. /**
  120950. * Get an input block by its name
  120951. * @param predicate defines the predicate used to find the good candidate
  120952. * @returns the required input block or null if not found
  120953. */
  120954. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  120955. /**
  120956. * Gets the list of input blocks attached to this material
  120957. * @returns an array of InputBlocks
  120958. */
  120959. getInputBlocks(): InputBlock[];
  120960. /**
  120961. * Adds a new optimizer to the list of optimizers
  120962. * @param optimizer defines the optimizers to add
  120963. * @returns the current material
  120964. */
  120965. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  120966. /**
  120967. * Remove an optimizer from the list of optimizers
  120968. * @param optimizer defines the optimizers to remove
  120969. * @returns the current material
  120970. */
  120971. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  120972. /**
  120973. * Add a new block to the list of output nodes
  120974. * @param node defines the node to add
  120975. * @returns the current material
  120976. */
  120977. addOutputNode(node: NodeMaterialBlock): this;
  120978. /**
  120979. * Remove a block from the list of root nodes
  120980. * @param node defines the node to remove
  120981. * @returns the current material
  120982. */
  120983. removeOutputNode(node: NodeMaterialBlock): this;
  120984. private _addVertexOutputNode;
  120985. private _removeVertexOutputNode;
  120986. private _addFragmentOutputNode;
  120987. private _removeFragmentOutputNode;
  120988. /**
  120989. * Specifies if the material will require alpha blending
  120990. * @returns a boolean specifying if alpha blending is needed
  120991. */
  120992. needAlphaBlending(): boolean;
  120993. /**
  120994. * Specifies if this material should be rendered in alpha test mode
  120995. * @returns a boolean specifying if an alpha test is needed.
  120996. */
  120997. needAlphaTesting(): boolean;
  120998. private _initializeBlock;
  120999. private _resetDualBlocks;
  121000. /**
  121001. * Build the material and generates the inner effect
  121002. * @param verbose defines if the build should log activity
  121003. */
  121004. build(verbose?: boolean): void;
  121005. /**
  121006. * Runs an otpimization phase to try to improve the shader code
  121007. */
  121008. optimize(): void;
  121009. private _prepareDefinesForAttributes;
  121010. /**
  121011. * Get if the submesh is ready to be used and all its information available.
  121012. * Child classes can use it to update shaders
  121013. * @param mesh defines the mesh to check
  121014. * @param subMesh defines which submesh to check
  121015. * @param useInstances specifies that instances should be used
  121016. * @returns a boolean indicating that the submesh is ready or not
  121017. */
  121018. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  121019. /**
  121020. * Get a string representing the shaders built by the current node graph
  121021. */
  121022. readonly compiledShaders: string;
  121023. /**
  121024. * Binds the world matrix to the material
  121025. * @param world defines the world transformation matrix
  121026. */
  121027. bindOnlyWorldMatrix(world: Matrix): void;
  121028. /**
  121029. * Binds the submesh to this material by preparing the effect and shader to draw
  121030. * @param world defines the world transformation matrix
  121031. * @param mesh defines the mesh containing the submesh
  121032. * @param subMesh defines the submesh to bind the material to
  121033. */
  121034. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  121035. /**
  121036. * Gets the active textures from the material
  121037. * @returns an array of textures
  121038. */
  121039. getActiveTextures(): BaseTexture[];
  121040. /**
  121041. * Gets the list of texture blocks
  121042. * @returns an array of texture blocks
  121043. */
  121044. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  121045. /**
  121046. * Specifies if the material uses a texture
  121047. * @param texture defines the texture to check against the material
  121048. * @returns a boolean specifying if the material uses the texture
  121049. */
  121050. hasTexture(texture: BaseTexture): boolean;
  121051. /**
  121052. * Disposes the material
  121053. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  121054. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  121055. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  121056. */
  121057. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  121058. /** Creates the node editor window. */
  121059. private _createNodeEditor;
  121060. /**
  121061. * Launch the node material editor
  121062. * @param config Define the configuration of the editor
  121063. * @return a promise fulfilled when the node editor is visible
  121064. */
  121065. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  121066. /**
  121067. * Clear the current material
  121068. */
  121069. clear(): void;
  121070. /**
  121071. * Clear the current material and set it to a default state
  121072. */
  121073. setToDefault(): void;
  121074. /**
  121075. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  121076. * @param url defines the url to load from
  121077. * @returns a promise that will fullfil when the material is fully loaded
  121078. */
  121079. loadAsync(url: string): Promise<void>;
  121080. private _gatherBlocks;
  121081. /**
  121082. * Generate a string containing the code declaration required to create an equivalent of this material
  121083. * @returns a string
  121084. */
  121085. generateCode(): string;
  121086. /**
  121087. * Serializes this material in a JSON representation
  121088. * @returns the serialized material object
  121089. */
  121090. serialize(): any;
  121091. private _restoreConnections;
  121092. /**
  121093. * Clear the current graph and load a new one from a serialization object
  121094. * @param source defines the JSON representation of the material
  121095. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  121096. */
  121097. loadFromSerialization(source: any, rootUrl?: string): void;
  121098. /**
  121099. * Creates a node material from parsed material data
  121100. * @param source defines the JSON representation of the material
  121101. * @param scene defines the hosting scene
  121102. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  121103. * @returns a new node material
  121104. */
  121105. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  121106. /**
  121107. * Creates a new node material set to default basic configuration
  121108. * @param name defines the name of the material
  121109. * @param scene defines the hosting scene
  121110. * @returns a new NodeMaterial
  121111. */
  121112. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  121113. }
  121114. }
  121115. declare module BABYLON {
  121116. /**
  121117. * Block used to read a texture from a sampler
  121118. */
  121119. export class TextureBlock extends NodeMaterialBlock {
  121120. private _defineName;
  121121. private _linearDefineName;
  121122. private _samplerName;
  121123. private _transformedUVName;
  121124. private _textureTransformName;
  121125. private _textureInfoName;
  121126. private _mainUVName;
  121127. private _mainUVDefineName;
  121128. /**
  121129. * Gets or sets the texture associated with the node
  121130. */
  121131. texture: Nullable<Texture>;
  121132. /**
  121133. * Create a new TextureBlock
  121134. * @param name defines the block name
  121135. */
  121136. constructor(name: string);
  121137. /**
  121138. * Gets the current class name
  121139. * @returns the class name
  121140. */
  121141. getClassName(): string;
  121142. /**
  121143. * Gets the uv input component
  121144. */
  121145. readonly uv: NodeMaterialConnectionPoint;
  121146. /**
  121147. * Gets the rgba output component
  121148. */
  121149. readonly rgba: NodeMaterialConnectionPoint;
  121150. /**
  121151. * Gets the rgb output component
  121152. */
  121153. readonly rgb: NodeMaterialConnectionPoint;
  121154. /**
  121155. * Gets the r output component
  121156. */
  121157. readonly r: NodeMaterialConnectionPoint;
  121158. /**
  121159. * Gets the g output component
  121160. */
  121161. readonly g: NodeMaterialConnectionPoint;
  121162. /**
  121163. * Gets the b output component
  121164. */
  121165. readonly b: NodeMaterialConnectionPoint;
  121166. /**
  121167. * Gets the a output component
  121168. */
  121169. readonly a: NodeMaterialConnectionPoint;
  121170. readonly target: NodeMaterialBlockTargets;
  121171. autoConfigure(material: NodeMaterial): void;
  121172. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  121173. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121174. isReady(): boolean;
  121175. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121176. private readonly _isMixed;
  121177. private _injectVertexCode;
  121178. private _writeOutput;
  121179. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  121180. protected _dumpPropertiesCode(): string;
  121181. serialize(): any;
  121182. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121183. }
  121184. }
  121185. declare module BABYLON {
  121186. /**
  121187. * Class used to store shared data between 2 NodeMaterialBuildState
  121188. */
  121189. export class NodeMaterialBuildStateSharedData {
  121190. /**
  121191. * Gets the list of emitted varyings
  121192. */
  121193. temps: string[];
  121194. /**
  121195. * Gets the list of emitted varyings
  121196. */
  121197. varyings: string[];
  121198. /**
  121199. * Gets the varying declaration string
  121200. */
  121201. varyingDeclaration: string;
  121202. /**
  121203. * Input blocks
  121204. */
  121205. inputBlocks: InputBlock[];
  121206. /**
  121207. * Input blocks
  121208. */
  121209. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  121210. /**
  121211. * Bindable blocks (Blocks that need to set data to the effect)
  121212. */
  121213. bindableBlocks: NodeMaterialBlock[];
  121214. /**
  121215. * List of blocks that can provide a compilation fallback
  121216. */
  121217. blocksWithFallbacks: NodeMaterialBlock[];
  121218. /**
  121219. * List of blocks that can provide a define update
  121220. */
  121221. blocksWithDefines: NodeMaterialBlock[];
  121222. /**
  121223. * List of blocks that can provide a repeatable content
  121224. */
  121225. repeatableContentBlocks: NodeMaterialBlock[];
  121226. /**
  121227. * List of blocks that can provide a dynamic list of uniforms
  121228. */
  121229. dynamicUniformBlocks: NodeMaterialBlock[];
  121230. /**
  121231. * List of blocks that can block the isReady function for the material
  121232. */
  121233. blockingBlocks: NodeMaterialBlock[];
  121234. /**
  121235. * Gets the list of animated inputs
  121236. */
  121237. animatedInputs: InputBlock[];
  121238. /**
  121239. * Build Id used to avoid multiple recompilations
  121240. */
  121241. buildId: number;
  121242. /** List of emitted variables */
  121243. variableNames: {
  121244. [key: string]: number;
  121245. };
  121246. /** List of emitted defines */
  121247. defineNames: {
  121248. [key: string]: number;
  121249. };
  121250. /** Should emit comments? */
  121251. emitComments: boolean;
  121252. /** Emit build activity */
  121253. verbose: boolean;
  121254. /** Gets or sets the hosting scene */
  121255. scene: Scene;
  121256. /**
  121257. * Gets the compilation hints emitted at compilation time
  121258. */
  121259. hints: {
  121260. needWorldViewMatrix: boolean;
  121261. needWorldViewProjectionMatrix: boolean;
  121262. needAlphaBlending: boolean;
  121263. needAlphaTesting: boolean;
  121264. };
  121265. /**
  121266. * List of compilation checks
  121267. */
  121268. checks: {
  121269. emitVertex: boolean;
  121270. emitFragment: boolean;
  121271. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  121272. };
  121273. /** Creates a new shared data */
  121274. constructor();
  121275. /**
  121276. * Emits console errors and exceptions if there is a failing check
  121277. */
  121278. emitErrors(): void;
  121279. }
  121280. }
  121281. declare module BABYLON {
  121282. /**
  121283. * Class used to store node based material build state
  121284. */
  121285. export class NodeMaterialBuildState {
  121286. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  121287. supportUniformBuffers: boolean;
  121288. /**
  121289. * Gets the list of emitted attributes
  121290. */
  121291. attributes: string[];
  121292. /**
  121293. * Gets the list of emitted uniforms
  121294. */
  121295. uniforms: string[];
  121296. /**
  121297. * Gets the list of emitted constants
  121298. */
  121299. constants: string[];
  121300. /**
  121301. * Gets the list of emitted samplers
  121302. */
  121303. samplers: string[];
  121304. /**
  121305. * Gets the list of emitted functions
  121306. */
  121307. functions: {
  121308. [key: string]: string;
  121309. };
  121310. /**
  121311. * Gets the list of emitted extensions
  121312. */
  121313. extensions: {
  121314. [key: string]: string;
  121315. };
  121316. /**
  121317. * Gets the target of the compilation state
  121318. */
  121319. target: NodeMaterialBlockTargets;
  121320. /**
  121321. * Gets the list of emitted counters
  121322. */
  121323. counters: {
  121324. [key: string]: number;
  121325. };
  121326. /**
  121327. * Shared data between multiple NodeMaterialBuildState instances
  121328. */
  121329. sharedData: NodeMaterialBuildStateSharedData;
  121330. /** @hidden */
  121331. _vertexState: NodeMaterialBuildState;
  121332. /** @hidden */
  121333. _attributeDeclaration: string;
  121334. /** @hidden */
  121335. _uniformDeclaration: string;
  121336. /** @hidden */
  121337. _constantDeclaration: string;
  121338. /** @hidden */
  121339. _samplerDeclaration: string;
  121340. /** @hidden */
  121341. _varyingTransfer: string;
  121342. private _repeatableContentAnchorIndex;
  121343. /** @hidden */
  121344. _builtCompilationString: string;
  121345. /**
  121346. * Gets the emitted compilation strings
  121347. */
  121348. compilationString: string;
  121349. /**
  121350. * Finalize the compilation strings
  121351. * @param state defines the current compilation state
  121352. */
  121353. finalize(state: NodeMaterialBuildState): void;
  121354. /** @hidden */
  121355. readonly _repeatableContentAnchor: string;
  121356. /** @hidden */
  121357. _getFreeVariableName(prefix: string): string;
  121358. /** @hidden */
  121359. _getFreeDefineName(prefix: string): string;
  121360. /** @hidden */
  121361. _excludeVariableName(name: string): void;
  121362. /** @hidden */
  121363. _emit2DSampler(name: string): void;
  121364. /** @hidden */
  121365. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  121366. /** @hidden */
  121367. _emitExtension(name: string, extension: string): void;
  121368. /** @hidden */
  121369. _emitFunction(name: string, code: string, comments: string): void;
  121370. /** @hidden */
  121371. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  121372. replaceStrings?: {
  121373. search: RegExp;
  121374. replace: string;
  121375. }[];
  121376. repeatKey?: string;
  121377. }): string;
  121378. /** @hidden */
  121379. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  121380. repeatKey?: string;
  121381. removeAttributes?: boolean;
  121382. removeUniforms?: boolean;
  121383. removeVaryings?: boolean;
  121384. removeIfDef?: boolean;
  121385. replaceStrings?: {
  121386. search: RegExp;
  121387. replace: string;
  121388. }[];
  121389. }, storeKey?: string): void;
  121390. /** @hidden */
  121391. _registerTempVariable(name: string): boolean;
  121392. /** @hidden */
  121393. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  121394. /** @hidden */
  121395. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  121396. /** @hidden */
  121397. _emitFloat(value: number): string;
  121398. }
  121399. }
  121400. declare module BABYLON {
  121401. /**
  121402. * Defines a block that can be used inside a node based material
  121403. */
  121404. export class NodeMaterialBlock {
  121405. private _buildId;
  121406. private _buildTarget;
  121407. private _target;
  121408. private _isFinalMerger;
  121409. private _isInput;
  121410. /** @hidden */
  121411. _codeVariableName: string;
  121412. /** @hidden */
  121413. _inputs: NodeMaterialConnectionPoint[];
  121414. /** @hidden */
  121415. _outputs: NodeMaterialConnectionPoint[];
  121416. /** @hidden */
  121417. _preparationId: number;
  121418. /**
  121419. * Gets or sets the name of the block
  121420. */
  121421. name: string;
  121422. /**
  121423. * Gets or sets the unique id of the node
  121424. */
  121425. uniqueId: number;
  121426. /**
  121427. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  121428. */
  121429. readonly isFinalMerger: boolean;
  121430. /**
  121431. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  121432. */
  121433. readonly isInput: boolean;
  121434. /**
  121435. * Gets or sets the build Id
  121436. */
  121437. buildId: number;
  121438. /**
  121439. * Gets or sets the target of the block
  121440. */
  121441. target: NodeMaterialBlockTargets;
  121442. /**
  121443. * Gets the list of input points
  121444. */
  121445. readonly inputs: NodeMaterialConnectionPoint[];
  121446. /** Gets the list of output points */
  121447. readonly outputs: NodeMaterialConnectionPoint[];
  121448. /**
  121449. * Find an input by its name
  121450. * @param name defines the name of the input to look for
  121451. * @returns the input or null if not found
  121452. */
  121453. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  121454. /**
  121455. * Find an output by its name
  121456. * @param name defines the name of the outputto look for
  121457. * @returns the output or null if not found
  121458. */
  121459. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  121460. /**
  121461. * Creates a new NodeMaterialBlock
  121462. * @param name defines the block name
  121463. * @param target defines the target of that block (Vertex by default)
  121464. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  121465. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  121466. */
  121467. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  121468. /**
  121469. * Initialize the block and prepare the context for build
  121470. * @param state defines the state that will be used for the build
  121471. */
  121472. initialize(state: NodeMaterialBuildState): void;
  121473. /**
  121474. * Bind data to effect. Will only be called for blocks with isBindable === true
  121475. * @param effect defines the effect to bind data to
  121476. * @param nodeMaterial defines the hosting NodeMaterial
  121477. * @param mesh defines the mesh that will be rendered
  121478. */
  121479. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121480. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  121481. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  121482. protected _writeFloat(value: number): string;
  121483. /**
  121484. * Gets the current class name e.g. "NodeMaterialBlock"
  121485. * @returns the class name
  121486. */
  121487. getClassName(): string;
  121488. /**
  121489. * Register a new input. Must be called inside a block constructor
  121490. * @param name defines the connection point name
  121491. * @param type defines the connection point type
  121492. * @param isOptional defines a boolean indicating that this input can be omitted
  121493. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  121494. * @returns the current block
  121495. */
  121496. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  121497. /**
  121498. * Register a new output. Must be called inside a block constructor
  121499. * @param name defines the connection point name
  121500. * @param type defines the connection point type
  121501. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  121502. * @returns the current block
  121503. */
  121504. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  121505. /**
  121506. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  121507. * @param forOutput defines an optional connection point to check compatibility with
  121508. * @returns the first available input or null
  121509. */
  121510. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  121511. /**
  121512. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  121513. * @param forBlock defines an optional block to check compatibility with
  121514. * @returns the first available input or null
  121515. */
  121516. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  121517. /**
  121518. * Gets the sibling of the given output
  121519. * @param current defines the current output
  121520. * @returns the next output in the list or null
  121521. */
  121522. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  121523. /**
  121524. * Connect current block with another block
  121525. * @param other defines the block to connect with
  121526. * @param options define the various options to help pick the right connections
  121527. * @returns the current block
  121528. */
  121529. connectTo(other: NodeMaterialBlock, options?: {
  121530. input?: string;
  121531. output?: string;
  121532. outputSwizzle?: string;
  121533. }): this | undefined;
  121534. protected _buildBlock(state: NodeMaterialBuildState): void;
  121535. /**
  121536. * Add uniforms, samplers and uniform buffers at compilation time
  121537. * @param state defines the state to update
  121538. * @param nodeMaterial defines the node material requesting the update
  121539. * @param defines defines the material defines to update
  121540. * @param uniformBuffers defines the list of uniform buffer names
  121541. */
  121542. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  121543. /**
  121544. * Add potential fallbacks if shader compilation fails
  121545. * @param mesh defines the mesh to be rendered
  121546. * @param fallbacks defines the current prioritized list of fallbacks
  121547. */
  121548. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  121549. /**
  121550. * Initialize defines for shader compilation
  121551. * @param mesh defines the mesh to be rendered
  121552. * @param nodeMaterial defines the node material requesting the update
  121553. * @param defines defines the material defines to update
  121554. * @param useInstances specifies that instances should be used
  121555. */
  121556. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  121557. /**
  121558. * Update defines for shader compilation
  121559. * @param mesh defines the mesh to be rendered
  121560. * @param nodeMaterial defines the node material requesting the update
  121561. * @param defines defines the material defines to update
  121562. * @param useInstances specifies that instances should be used
  121563. */
  121564. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  121565. /**
  121566. * Lets the block try to connect some inputs automatically
  121567. * @param material defines the hosting NodeMaterial
  121568. */
  121569. autoConfigure(material: NodeMaterial): void;
  121570. /**
  121571. * Function called when a block is declared as repeatable content generator
  121572. * @param vertexShaderState defines the current compilation state for the vertex shader
  121573. * @param fragmentShaderState defines the current compilation state for the fragment shader
  121574. * @param mesh defines the mesh to be rendered
  121575. * @param defines defines the material defines to update
  121576. */
  121577. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  121578. /**
  121579. * Checks if the block is ready
  121580. * @param mesh defines the mesh to be rendered
  121581. * @param nodeMaterial defines the node material requesting the update
  121582. * @param defines defines the material defines to update
  121583. * @param useInstances specifies that instances should be used
  121584. * @returns true if the block is ready
  121585. */
  121586. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  121587. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  121588. private _processBuild;
  121589. /**
  121590. * Compile the current node and generate the shader code
  121591. * @param state defines the current compilation state (uniforms, samplers, current string)
  121592. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  121593. * @returns true if already built
  121594. */
  121595. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  121596. protected _inputRename(name: string): string;
  121597. protected _outputRename(name: string): string;
  121598. protected _dumpPropertiesCode(): string;
  121599. /** @hidden */
  121600. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  121601. /**
  121602. * Clone the current block to a new identical block
  121603. * @param scene defines the hosting scene
  121604. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  121605. * @returns a copy of the current block
  121606. */
  121607. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  121608. /**
  121609. * Serializes this block in a JSON representation
  121610. * @returns the serialized block object
  121611. */
  121612. serialize(): any;
  121613. /** @hidden */
  121614. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121615. /**
  121616. * Release resources
  121617. */
  121618. dispose(): void;
  121619. }
  121620. }
  121621. declare module BABYLON {
  121622. /**
  121623. * Enum defining the type of animations supported by InputBlock
  121624. */
  121625. export enum AnimatedInputBlockTypes {
  121626. /** No animation */
  121627. None = 0,
  121628. /** Time based animation. Will only work for floats */
  121629. Time = 1
  121630. }
  121631. }
  121632. declare module BABYLON {
  121633. /**
  121634. * Block used to expose an input value
  121635. */
  121636. export class InputBlock extends NodeMaterialBlock {
  121637. private _mode;
  121638. private _associatedVariableName;
  121639. private _storedValue;
  121640. private _valueCallback;
  121641. private _type;
  121642. private _animationType;
  121643. /** Gets or set a value used to limit the range of float values */
  121644. min: number;
  121645. /** Gets or set a value used to limit the range of float values */
  121646. max: number;
  121647. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  121648. matrixMode: number;
  121649. /** @hidden */
  121650. _systemValue: Nullable<NodeMaterialSystemValues>;
  121651. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  121652. visibleInInspector: boolean;
  121653. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  121654. isConstant: boolean;
  121655. /**
  121656. * Gets or sets the connection point type (default is float)
  121657. */
  121658. readonly type: NodeMaterialBlockConnectionPointTypes;
  121659. /**
  121660. * Creates a new InputBlock
  121661. * @param name defines the block name
  121662. * @param target defines the target of that block (Vertex by default)
  121663. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  121664. */
  121665. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  121666. /**
  121667. * Gets the output component
  121668. */
  121669. readonly output: NodeMaterialConnectionPoint;
  121670. /**
  121671. * Set the source of this connection point to a vertex attribute
  121672. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  121673. * @returns the current connection point
  121674. */
  121675. setAsAttribute(attributeName?: string): InputBlock;
  121676. /**
  121677. * Set the source of this connection point to a system value
  121678. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  121679. * @returns the current connection point
  121680. */
  121681. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  121682. /**
  121683. * Gets or sets the value of that point.
  121684. * Please note that this value will be ignored if valueCallback is defined
  121685. */
  121686. value: any;
  121687. /**
  121688. * Gets or sets a callback used to get the value of that point.
  121689. * Please note that setting this value will force the connection point to ignore the value property
  121690. */
  121691. valueCallback: () => any;
  121692. /**
  121693. * Gets or sets the associated variable name in the shader
  121694. */
  121695. associatedVariableName: string;
  121696. /** Gets or sets the type of animation applied to the input */
  121697. animationType: AnimatedInputBlockTypes;
  121698. /**
  121699. * Gets a boolean indicating that this connection point not defined yet
  121700. */
  121701. readonly isUndefined: boolean;
  121702. /**
  121703. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  121704. * In this case the connection point name must be the name of the uniform to use.
  121705. * Can only be set on inputs
  121706. */
  121707. isUniform: boolean;
  121708. /**
  121709. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  121710. * In this case the connection point name must be the name of the attribute to use
  121711. * Can only be set on inputs
  121712. */
  121713. isAttribute: boolean;
  121714. /**
  121715. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  121716. * Can only be set on exit points
  121717. */
  121718. isVarying: boolean;
  121719. /**
  121720. * Gets a boolean indicating that the current connection point is a system value
  121721. */
  121722. readonly isSystemValue: boolean;
  121723. /**
  121724. * Gets or sets the current well known value or null if not defined as a system value
  121725. */
  121726. systemValue: Nullable<NodeMaterialSystemValues>;
  121727. /**
  121728. * Gets the current class name
  121729. * @returns the class name
  121730. */
  121731. getClassName(): string;
  121732. /**
  121733. * Animate the input if animationType !== None
  121734. * @param scene defines the rendering scene
  121735. */
  121736. animate(scene: Scene): void;
  121737. private _emitDefine;
  121738. initialize(state: NodeMaterialBuildState): void;
  121739. /**
  121740. * Set the input block to its default value (based on its type)
  121741. */
  121742. setDefaultValue(): void;
  121743. private _emitConstant;
  121744. private _emit;
  121745. /** @hidden */
  121746. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  121747. /** @hidden */
  121748. _transmit(effect: Effect, scene: Scene): void;
  121749. protected _buildBlock(state: NodeMaterialBuildState): void;
  121750. protected _dumpPropertiesCode(): string;
  121751. serialize(): any;
  121752. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121753. }
  121754. }
  121755. declare module BABYLON {
  121756. /**
  121757. * Defines a connection point for a block
  121758. */
  121759. export class NodeMaterialConnectionPoint {
  121760. /** @hidden */
  121761. _ownerBlock: NodeMaterialBlock;
  121762. /** @hidden */
  121763. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  121764. private _endpoints;
  121765. private _associatedVariableName;
  121766. /** @hidden */
  121767. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  121768. /** @hidden */
  121769. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  121770. private _type;
  121771. /** @hidden */
  121772. _enforceAssociatedVariableName: boolean;
  121773. /**
  121774. * Gets or sets the additional types supported by this connection point
  121775. */
  121776. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  121777. /**
  121778. * Gets or sets the additional types excluded by this connection point
  121779. */
  121780. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  121781. /**
  121782. * Observable triggered when this point is connected
  121783. */
  121784. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  121785. /**
  121786. * Gets or sets the associated variable name in the shader
  121787. */
  121788. associatedVariableName: string;
  121789. /**
  121790. * Gets or sets the connection point type (default is float)
  121791. */
  121792. type: NodeMaterialBlockConnectionPointTypes;
  121793. /**
  121794. * Gets or sets the connection point name
  121795. */
  121796. name: string;
  121797. /**
  121798. * Gets or sets a boolean indicating that this connection point can be omitted
  121799. */
  121800. isOptional: boolean;
  121801. /**
  121802. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  121803. */
  121804. define: string;
  121805. /** @hidden */
  121806. _prioritizeVertex: boolean;
  121807. private _target;
  121808. /** Gets or sets the target of that connection point */
  121809. target: NodeMaterialBlockTargets;
  121810. /**
  121811. * Gets a boolean indicating that the current point is connected
  121812. */
  121813. readonly isConnected: boolean;
  121814. /**
  121815. * Gets a boolean indicating that the current point is connected to an input block
  121816. */
  121817. readonly isConnectedToInputBlock: boolean;
  121818. /**
  121819. * Gets a the connected input block (if any)
  121820. */
  121821. readonly connectInputBlock: Nullable<InputBlock>;
  121822. /** Get the other side of the connection (if any) */
  121823. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  121824. /** Get the block that owns this connection point */
  121825. readonly ownerBlock: NodeMaterialBlock;
  121826. /** Get the block connected on the other side of this connection (if any) */
  121827. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  121828. /** Get the block connected on the endpoints of this connection (if any) */
  121829. readonly connectedBlocks: Array<NodeMaterialBlock>;
  121830. /** Gets the list of connected endpoints */
  121831. readonly endpoints: NodeMaterialConnectionPoint[];
  121832. /** Gets a boolean indicating if that output point is connected to at least one input */
  121833. readonly hasEndpoints: boolean;
  121834. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  121835. readonly isConnectedInVertexShader: boolean;
  121836. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  121837. readonly isConnectedInFragmentShader: boolean;
  121838. /**
  121839. * Creates a new connection point
  121840. * @param name defines the connection point name
  121841. * @param ownerBlock defines the block hosting this connection point
  121842. */
  121843. constructor(name: string, ownerBlock: NodeMaterialBlock);
  121844. /**
  121845. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  121846. * @returns the class name
  121847. */
  121848. getClassName(): string;
  121849. /**
  121850. * Gets an boolean indicating if the current point can be connected to another point
  121851. * @param connectionPoint defines the other connection point
  121852. * @returns true if the connection is possible
  121853. */
  121854. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  121855. /**
  121856. * Connect this point to another connection point
  121857. * @param connectionPoint defines the other connection point
  121858. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  121859. * @returns the current connection point
  121860. */
  121861. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  121862. /**
  121863. * Disconnect this point from one of his endpoint
  121864. * @param endpoint defines the other connection point
  121865. * @returns the current connection point
  121866. */
  121867. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  121868. /**
  121869. * Serializes this point in a JSON representation
  121870. * @returns the serialized point object
  121871. */
  121872. serialize(): any;
  121873. /**
  121874. * Release resources
  121875. */
  121876. dispose(): void;
  121877. }
  121878. }
  121879. declare module BABYLON {
  121880. /**
  121881. * Block used to add support for vertex skinning (bones)
  121882. */
  121883. export class BonesBlock extends NodeMaterialBlock {
  121884. /**
  121885. * Creates a new BonesBlock
  121886. * @param name defines the block name
  121887. */
  121888. constructor(name: string);
  121889. /**
  121890. * Initialize the block and prepare the context for build
  121891. * @param state defines the state that will be used for the build
  121892. */
  121893. initialize(state: NodeMaterialBuildState): void;
  121894. /**
  121895. * Gets the current class name
  121896. * @returns the class name
  121897. */
  121898. getClassName(): string;
  121899. /**
  121900. * Gets the matrix indices input component
  121901. */
  121902. readonly matricesIndices: NodeMaterialConnectionPoint;
  121903. /**
  121904. * Gets the matrix weights input component
  121905. */
  121906. readonly matricesWeights: NodeMaterialConnectionPoint;
  121907. /**
  121908. * Gets the extra matrix indices input component
  121909. */
  121910. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  121911. /**
  121912. * Gets the extra matrix weights input component
  121913. */
  121914. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  121915. /**
  121916. * Gets the world input component
  121917. */
  121918. readonly world: NodeMaterialConnectionPoint;
  121919. /**
  121920. * Gets the output component
  121921. */
  121922. readonly output: NodeMaterialConnectionPoint;
  121923. autoConfigure(material: NodeMaterial): void;
  121924. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  121925. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121926. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121927. protected _buildBlock(state: NodeMaterialBuildState): this;
  121928. }
  121929. }
  121930. declare module BABYLON {
  121931. /**
  121932. * Block used to add support for instances
  121933. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  121934. */
  121935. export class InstancesBlock extends NodeMaterialBlock {
  121936. /**
  121937. * Creates a new InstancesBlock
  121938. * @param name defines the block name
  121939. */
  121940. constructor(name: string);
  121941. /**
  121942. * Gets the current class name
  121943. * @returns the class name
  121944. */
  121945. getClassName(): string;
  121946. /**
  121947. * Gets the first world row input component
  121948. */
  121949. readonly world0: NodeMaterialConnectionPoint;
  121950. /**
  121951. * Gets the second world row input component
  121952. */
  121953. readonly world1: NodeMaterialConnectionPoint;
  121954. /**
  121955. * Gets the third world row input component
  121956. */
  121957. readonly world2: NodeMaterialConnectionPoint;
  121958. /**
  121959. * Gets the forth world row input component
  121960. */
  121961. readonly world3: NodeMaterialConnectionPoint;
  121962. /**
  121963. * Gets the world input component
  121964. */
  121965. readonly world: NodeMaterialConnectionPoint;
  121966. /**
  121967. * Gets the output component
  121968. */
  121969. readonly output: NodeMaterialConnectionPoint;
  121970. autoConfigure(material: NodeMaterial): void;
  121971. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  121972. protected _buildBlock(state: NodeMaterialBuildState): this;
  121973. }
  121974. }
  121975. declare module BABYLON {
  121976. /**
  121977. * Block used to add morph targets support to vertex shader
  121978. */
  121979. export class MorphTargetsBlock extends NodeMaterialBlock {
  121980. private _repeatableContentAnchor;
  121981. private _repeatebleContentGenerated;
  121982. /**
  121983. * Create a new MorphTargetsBlock
  121984. * @param name defines the block name
  121985. */
  121986. constructor(name: string);
  121987. /**
  121988. * Gets the current class name
  121989. * @returns the class name
  121990. */
  121991. getClassName(): string;
  121992. /**
  121993. * Gets the position input component
  121994. */
  121995. readonly position: NodeMaterialConnectionPoint;
  121996. /**
  121997. * Gets the normal input component
  121998. */
  121999. readonly normal: NodeMaterialConnectionPoint;
  122000. /**
  122001. * Gets the tangent input component
  122002. */
  122003. readonly tangent: NodeMaterialConnectionPoint;
  122004. /**
  122005. * Gets the tangent input component
  122006. */
  122007. readonly uv: NodeMaterialConnectionPoint;
  122008. /**
  122009. * Gets the position output component
  122010. */
  122011. readonly positionOutput: NodeMaterialConnectionPoint;
  122012. /**
  122013. * Gets the normal output component
  122014. */
  122015. readonly normalOutput: NodeMaterialConnectionPoint;
  122016. /**
  122017. * Gets the tangent output component
  122018. */
  122019. readonly tangentOutput: NodeMaterialConnectionPoint;
  122020. /**
  122021. * Gets the tangent output component
  122022. */
  122023. readonly uvOutput: NodeMaterialConnectionPoint;
  122024. initialize(state: NodeMaterialBuildState): void;
  122025. autoConfigure(material: NodeMaterial): void;
  122026. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122027. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122028. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  122029. protected _buildBlock(state: NodeMaterialBuildState): this;
  122030. }
  122031. }
  122032. declare module BABYLON {
  122033. /**
  122034. * Block used to get data information from a light
  122035. */
  122036. export class LightInformationBlock extends NodeMaterialBlock {
  122037. private _lightDataUniformName;
  122038. private _lightColorUniformName;
  122039. private _lightTypeDefineName;
  122040. /**
  122041. * Gets or sets the light associated with this block
  122042. */
  122043. light: Nullable<Light>;
  122044. /**
  122045. * Creates a new LightInformationBlock
  122046. * @param name defines the block name
  122047. */
  122048. constructor(name: string);
  122049. /**
  122050. * Gets the current class name
  122051. * @returns the class name
  122052. */
  122053. getClassName(): string;
  122054. /**
  122055. * Gets the world position input component
  122056. */
  122057. readonly worldPosition: NodeMaterialConnectionPoint;
  122058. /**
  122059. * Gets the direction output component
  122060. */
  122061. readonly direction: NodeMaterialConnectionPoint;
  122062. /**
  122063. * Gets the direction output component
  122064. */
  122065. readonly color: NodeMaterialConnectionPoint;
  122066. /**
  122067. * Gets the direction output component
  122068. */
  122069. readonly intensity: NodeMaterialConnectionPoint;
  122070. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122071. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122072. protected _buildBlock(state: NodeMaterialBuildState): this;
  122073. serialize(): any;
  122074. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122075. }
  122076. }
  122077. declare module BABYLON {
  122078. /**
  122079. * Block used to add image processing support to fragment shader
  122080. */
  122081. export class ImageProcessingBlock extends NodeMaterialBlock {
  122082. /**
  122083. * Create a new ImageProcessingBlock
  122084. * @param name defines the block name
  122085. */
  122086. constructor(name: string);
  122087. /**
  122088. * Gets the current class name
  122089. * @returns the class name
  122090. */
  122091. getClassName(): string;
  122092. /**
  122093. * Gets the color input component
  122094. */
  122095. readonly color: NodeMaterialConnectionPoint;
  122096. /**
  122097. * Gets the output component
  122098. */
  122099. readonly output: NodeMaterialConnectionPoint;
  122100. /**
  122101. * Initialize the block and prepare the context for build
  122102. * @param state defines the state that will be used for the build
  122103. */
  122104. initialize(state: NodeMaterialBuildState): void;
  122105. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  122106. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122107. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122108. protected _buildBlock(state: NodeMaterialBuildState): this;
  122109. }
  122110. }
  122111. declare module BABYLON {
  122112. /**
  122113. * Block used to pertub normals based on a normal map
  122114. */
  122115. export class PerturbNormalBlock extends NodeMaterialBlock {
  122116. private _tangentSpaceParameterName;
  122117. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  122118. invertX: boolean;
  122119. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  122120. invertY: boolean;
  122121. /**
  122122. * Create a new PerturbNormalBlock
  122123. * @param name defines the block name
  122124. */
  122125. constructor(name: string);
  122126. /**
  122127. * Gets the current class name
  122128. * @returns the class name
  122129. */
  122130. getClassName(): string;
  122131. /**
  122132. * Gets the world position input component
  122133. */
  122134. readonly worldPosition: NodeMaterialConnectionPoint;
  122135. /**
  122136. * Gets the world normal input component
  122137. */
  122138. readonly worldNormal: NodeMaterialConnectionPoint;
  122139. /**
  122140. * Gets the uv input component
  122141. */
  122142. readonly uv: NodeMaterialConnectionPoint;
  122143. /**
  122144. * Gets the normal map color input component
  122145. */
  122146. readonly normalMapColor: NodeMaterialConnectionPoint;
  122147. /**
  122148. * Gets the strength input component
  122149. */
  122150. readonly strength: NodeMaterialConnectionPoint;
  122151. /**
  122152. * Gets the output component
  122153. */
  122154. readonly output: NodeMaterialConnectionPoint;
  122155. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122156. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122157. autoConfigure(material: NodeMaterial): void;
  122158. protected _buildBlock(state: NodeMaterialBuildState): this;
  122159. protected _dumpPropertiesCode(): string;
  122160. serialize(): any;
  122161. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122162. }
  122163. }
  122164. declare module BABYLON {
  122165. /**
  122166. * Block used to discard a pixel if a value is smaller than a cutoff
  122167. */
  122168. export class DiscardBlock extends NodeMaterialBlock {
  122169. /**
  122170. * Create a new DiscardBlock
  122171. * @param name defines the block name
  122172. */
  122173. constructor(name: string);
  122174. /**
  122175. * Gets the current class name
  122176. * @returns the class name
  122177. */
  122178. getClassName(): string;
  122179. /**
  122180. * Gets the color input component
  122181. */
  122182. readonly value: NodeMaterialConnectionPoint;
  122183. /**
  122184. * Gets the cutoff input component
  122185. */
  122186. readonly cutoff: NodeMaterialConnectionPoint;
  122187. protected _buildBlock(state: NodeMaterialBuildState): this;
  122188. }
  122189. }
  122190. declare module BABYLON {
  122191. /**
  122192. * Block used to add support for scene fog
  122193. */
  122194. export class FogBlock extends NodeMaterialBlock {
  122195. private _fogDistanceName;
  122196. private _fogParameters;
  122197. /**
  122198. * Create a new FogBlock
  122199. * @param name defines the block name
  122200. */
  122201. constructor(name: string);
  122202. /**
  122203. * Gets the current class name
  122204. * @returns the class name
  122205. */
  122206. getClassName(): string;
  122207. /**
  122208. * Gets the world position input component
  122209. */
  122210. readonly worldPosition: NodeMaterialConnectionPoint;
  122211. /**
  122212. * Gets the view input component
  122213. */
  122214. readonly view: NodeMaterialConnectionPoint;
  122215. /**
  122216. * Gets the color input component
  122217. */
  122218. readonly input: NodeMaterialConnectionPoint;
  122219. /**
  122220. * Gets the fog color input component
  122221. */
  122222. readonly fogColor: NodeMaterialConnectionPoint;
  122223. /**
  122224. * Gets the output component
  122225. */
  122226. readonly output: NodeMaterialConnectionPoint;
  122227. autoConfigure(material: NodeMaterial): void;
  122228. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122229. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122230. protected _buildBlock(state: NodeMaterialBuildState): this;
  122231. }
  122232. }
  122233. declare module BABYLON {
  122234. /**
  122235. * Block used to add light in the fragment shader
  122236. */
  122237. export class LightBlock extends NodeMaterialBlock {
  122238. private _lightId;
  122239. /**
  122240. * Gets or sets the light associated with this block
  122241. */
  122242. light: Nullable<Light>;
  122243. /**
  122244. * Create a new LightBlock
  122245. * @param name defines the block name
  122246. */
  122247. constructor(name: string);
  122248. /**
  122249. * Gets the current class name
  122250. * @returns the class name
  122251. */
  122252. getClassName(): string;
  122253. /**
  122254. * Gets the world position input component
  122255. */
  122256. readonly worldPosition: NodeMaterialConnectionPoint;
  122257. /**
  122258. * Gets the world normal input component
  122259. */
  122260. readonly worldNormal: NodeMaterialConnectionPoint;
  122261. /**
  122262. * Gets the camera (or eye) position component
  122263. */
  122264. readonly cameraPosition: NodeMaterialConnectionPoint;
  122265. /**
  122266. * Gets the glossiness component
  122267. */
  122268. readonly glossiness: NodeMaterialConnectionPoint;
  122269. /**
  122270. * Gets the glossinness power component
  122271. */
  122272. readonly glossPower: NodeMaterialConnectionPoint;
  122273. /**
  122274. * Gets the diffuse color component
  122275. */
  122276. readonly diffuseColor: NodeMaterialConnectionPoint;
  122277. /**
  122278. * Gets the specular color component
  122279. */
  122280. readonly specularColor: NodeMaterialConnectionPoint;
  122281. /**
  122282. * Gets the diffuse output component
  122283. */
  122284. readonly diffuseOutput: NodeMaterialConnectionPoint;
  122285. /**
  122286. * Gets the specular output component
  122287. */
  122288. readonly specularOutput: NodeMaterialConnectionPoint;
  122289. autoConfigure(material: NodeMaterial): void;
  122290. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122291. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  122292. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122293. private _injectVertexCode;
  122294. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  122295. serialize(): any;
  122296. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122297. }
  122298. }
  122299. declare module BABYLON {
  122300. /**
  122301. * Block used to multiply 2 values
  122302. */
  122303. export class MultiplyBlock extends NodeMaterialBlock {
  122304. /**
  122305. * Creates a new MultiplyBlock
  122306. * @param name defines the block name
  122307. */
  122308. constructor(name: string);
  122309. /**
  122310. * Gets the current class name
  122311. * @returns the class name
  122312. */
  122313. getClassName(): string;
  122314. /**
  122315. * Gets the left operand input component
  122316. */
  122317. readonly left: NodeMaterialConnectionPoint;
  122318. /**
  122319. * Gets the right operand input component
  122320. */
  122321. readonly right: NodeMaterialConnectionPoint;
  122322. /**
  122323. * Gets the output component
  122324. */
  122325. readonly output: NodeMaterialConnectionPoint;
  122326. protected _buildBlock(state: NodeMaterialBuildState): this;
  122327. }
  122328. }
  122329. declare module BABYLON {
  122330. /**
  122331. * Block used to add 2 vectors
  122332. */
  122333. export class AddBlock extends NodeMaterialBlock {
  122334. /**
  122335. * Creates a new AddBlock
  122336. * @param name defines the block name
  122337. */
  122338. constructor(name: string);
  122339. /**
  122340. * Gets the current class name
  122341. * @returns the class name
  122342. */
  122343. getClassName(): string;
  122344. /**
  122345. * Gets the left operand input component
  122346. */
  122347. readonly left: NodeMaterialConnectionPoint;
  122348. /**
  122349. * Gets the right operand input component
  122350. */
  122351. readonly right: NodeMaterialConnectionPoint;
  122352. /**
  122353. * Gets the output component
  122354. */
  122355. readonly output: NodeMaterialConnectionPoint;
  122356. protected _buildBlock(state: NodeMaterialBuildState): this;
  122357. }
  122358. }
  122359. declare module BABYLON {
  122360. /**
  122361. * Block used to scale a vector by a float
  122362. */
  122363. export class ScaleBlock extends NodeMaterialBlock {
  122364. /**
  122365. * Creates a new ScaleBlock
  122366. * @param name defines the block name
  122367. */
  122368. constructor(name: string);
  122369. /**
  122370. * Gets the current class name
  122371. * @returns the class name
  122372. */
  122373. getClassName(): string;
  122374. /**
  122375. * Gets the input component
  122376. */
  122377. readonly input: NodeMaterialConnectionPoint;
  122378. /**
  122379. * Gets the factor input component
  122380. */
  122381. readonly factor: NodeMaterialConnectionPoint;
  122382. /**
  122383. * Gets the output component
  122384. */
  122385. readonly output: NodeMaterialConnectionPoint;
  122386. protected _buildBlock(state: NodeMaterialBuildState): this;
  122387. }
  122388. }
  122389. declare module BABYLON {
  122390. /**
  122391. * Block used to clamp a float
  122392. */
  122393. export class ClampBlock extends NodeMaterialBlock {
  122394. /** Gets or sets the minimum range */
  122395. minimum: number;
  122396. /** Gets or sets the maximum range */
  122397. maximum: number;
  122398. /**
  122399. * Creates a new ClampBlock
  122400. * @param name defines the block name
  122401. */
  122402. constructor(name: string);
  122403. /**
  122404. * Gets the current class name
  122405. * @returns the class name
  122406. */
  122407. getClassName(): string;
  122408. /**
  122409. * Gets the value input component
  122410. */
  122411. readonly value: NodeMaterialConnectionPoint;
  122412. /**
  122413. * Gets the output component
  122414. */
  122415. readonly output: NodeMaterialConnectionPoint;
  122416. protected _buildBlock(state: NodeMaterialBuildState): this;
  122417. protected _dumpPropertiesCode(): string;
  122418. serialize(): any;
  122419. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122420. }
  122421. }
  122422. declare module BABYLON {
  122423. /**
  122424. * Block used to apply a cross product between 2 vectors
  122425. */
  122426. export class CrossBlock extends NodeMaterialBlock {
  122427. /**
  122428. * Creates a new CrossBlock
  122429. * @param name defines the block name
  122430. */
  122431. constructor(name: string);
  122432. /**
  122433. * Gets the current class name
  122434. * @returns the class name
  122435. */
  122436. getClassName(): string;
  122437. /**
  122438. * Gets the left operand input component
  122439. */
  122440. readonly left: NodeMaterialConnectionPoint;
  122441. /**
  122442. * Gets the right operand input component
  122443. */
  122444. readonly right: NodeMaterialConnectionPoint;
  122445. /**
  122446. * Gets the output component
  122447. */
  122448. readonly output: NodeMaterialConnectionPoint;
  122449. protected _buildBlock(state: NodeMaterialBuildState): this;
  122450. }
  122451. }
  122452. declare module BABYLON {
  122453. /**
  122454. * Block used to apply a dot product between 2 vectors
  122455. */
  122456. export class DotBlock extends NodeMaterialBlock {
  122457. /**
  122458. * Creates a new DotBlock
  122459. * @param name defines the block name
  122460. */
  122461. constructor(name: string);
  122462. /**
  122463. * Gets the current class name
  122464. * @returns the class name
  122465. */
  122466. getClassName(): string;
  122467. /**
  122468. * Gets the left operand input component
  122469. */
  122470. readonly left: NodeMaterialConnectionPoint;
  122471. /**
  122472. * Gets the right operand input component
  122473. */
  122474. readonly right: NodeMaterialConnectionPoint;
  122475. /**
  122476. * Gets the output component
  122477. */
  122478. readonly output: NodeMaterialConnectionPoint;
  122479. protected _buildBlock(state: NodeMaterialBuildState): this;
  122480. }
  122481. }
  122482. declare module BABYLON {
  122483. /**
  122484. * Block used to remap a float from a range to a new one
  122485. */
  122486. export class RemapBlock extends NodeMaterialBlock {
  122487. /**
  122488. * Gets or sets the source range
  122489. */
  122490. sourceRange: Vector2;
  122491. /**
  122492. * Gets or sets the target range
  122493. */
  122494. targetRange: Vector2;
  122495. /**
  122496. * Creates a new RemapBlock
  122497. * @param name defines the block name
  122498. */
  122499. constructor(name: string);
  122500. /**
  122501. * Gets the current class name
  122502. * @returns the class name
  122503. */
  122504. getClassName(): string;
  122505. /**
  122506. * Gets the input component
  122507. */
  122508. readonly input: NodeMaterialConnectionPoint;
  122509. /**
  122510. * Gets the source min input component
  122511. */
  122512. readonly sourceMin: NodeMaterialConnectionPoint;
  122513. /**
  122514. * Gets the source max input component
  122515. */
  122516. readonly sourceMax: NodeMaterialConnectionPoint;
  122517. /**
  122518. * Gets the target min input component
  122519. */
  122520. readonly targetMin: NodeMaterialConnectionPoint;
  122521. /**
  122522. * Gets the target max input component
  122523. */
  122524. readonly targetMax: NodeMaterialConnectionPoint;
  122525. /**
  122526. * Gets the output component
  122527. */
  122528. readonly output: NodeMaterialConnectionPoint;
  122529. protected _buildBlock(state: NodeMaterialBuildState): this;
  122530. protected _dumpPropertiesCode(): string;
  122531. serialize(): any;
  122532. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122533. }
  122534. }
  122535. declare module BABYLON {
  122536. /**
  122537. * Block used to normalize a vector
  122538. */
  122539. export class NormalizeBlock extends NodeMaterialBlock {
  122540. /**
  122541. * Creates a new NormalizeBlock
  122542. * @param name defines the block name
  122543. */
  122544. constructor(name: string);
  122545. /**
  122546. * Gets the current class name
  122547. * @returns the class name
  122548. */
  122549. getClassName(): string;
  122550. /**
  122551. * Gets the input component
  122552. */
  122553. readonly input: NodeMaterialConnectionPoint;
  122554. /**
  122555. * Gets the output component
  122556. */
  122557. readonly output: NodeMaterialConnectionPoint;
  122558. protected _buildBlock(state: NodeMaterialBuildState): this;
  122559. }
  122560. }
  122561. declare module BABYLON {
  122562. /**
  122563. * Operations supported by the Trigonometry block
  122564. */
  122565. export enum TrigonometryBlockOperations {
  122566. /** Cos */
  122567. Cos = 0,
  122568. /** Sin */
  122569. Sin = 1,
  122570. /** Abs */
  122571. Abs = 2,
  122572. /** Exp */
  122573. Exp = 3,
  122574. /** Exp2 */
  122575. Exp2 = 4,
  122576. /** Round */
  122577. Round = 5,
  122578. /** Floor */
  122579. Floor = 6,
  122580. /** Ceiling */
  122581. Ceiling = 7,
  122582. /** Square root */
  122583. Sqrt = 8,
  122584. /** Log */
  122585. Log = 9,
  122586. /** Tangent */
  122587. Tan = 10,
  122588. /** Arc tangent */
  122589. ArcTan = 11,
  122590. /** Arc cosinus */
  122591. ArcCos = 12,
  122592. /** Arc sinus */
  122593. ArcSin = 13,
  122594. /** Fraction */
  122595. Fract = 14,
  122596. /** Sign */
  122597. Sign = 15,
  122598. /** To radians (from degrees) */
  122599. Radians = 16,
  122600. /** To degrees (from radians) */
  122601. Degrees = 17
  122602. }
  122603. /**
  122604. * Block used to apply trigonometry operation to floats
  122605. */
  122606. export class TrigonometryBlock extends NodeMaterialBlock {
  122607. /**
  122608. * Gets or sets the operation applied by the block
  122609. */
  122610. operation: TrigonometryBlockOperations;
  122611. /**
  122612. * Creates a new TrigonometryBlock
  122613. * @param name defines the block name
  122614. */
  122615. constructor(name: string);
  122616. /**
  122617. * Gets the current class name
  122618. * @returns the class name
  122619. */
  122620. getClassName(): string;
  122621. /**
  122622. * Gets the input component
  122623. */
  122624. readonly input: NodeMaterialConnectionPoint;
  122625. /**
  122626. * Gets the output component
  122627. */
  122628. readonly output: NodeMaterialConnectionPoint;
  122629. protected _buildBlock(state: NodeMaterialBuildState): this;
  122630. serialize(): any;
  122631. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122632. }
  122633. }
  122634. declare module BABYLON {
  122635. /**
  122636. * Block used to create a Color3/4 out of individual inputs (one for each component)
  122637. */
  122638. export class ColorMergerBlock extends NodeMaterialBlock {
  122639. /**
  122640. * Create a new ColorMergerBlock
  122641. * @param name defines the block name
  122642. */
  122643. constructor(name: string);
  122644. /**
  122645. * Gets the current class name
  122646. * @returns the class name
  122647. */
  122648. getClassName(): string;
  122649. /**
  122650. * Gets the r component (input)
  122651. */
  122652. readonly r: NodeMaterialConnectionPoint;
  122653. /**
  122654. * Gets the g component (input)
  122655. */
  122656. readonly g: NodeMaterialConnectionPoint;
  122657. /**
  122658. * Gets the b component (input)
  122659. */
  122660. readonly b: NodeMaterialConnectionPoint;
  122661. /**
  122662. * Gets the a component (input)
  122663. */
  122664. readonly a: NodeMaterialConnectionPoint;
  122665. /**
  122666. * Gets the rgba component (output)
  122667. */
  122668. readonly rgba: NodeMaterialConnectionPoint;
  122669. /**
  122670. * Gets the rgb component (output)
  122671. */
  122672. readonly rgb: NodeMaterialConnectionPoint;
  122673. protected _buildBlock(state: NodeMaterialBuildState): this;
  122674. }
  122675. }
  122676. declare module BABYLON {
  122677. /**
  122678. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  122679. */
  122680. export class VectorMergerBlock extends NodeMaterialBlock {
  122681. /**
  122682. * Create a new VectorMergerBlock
  122683. * @param name defines the block name
  122684. */
  122685. constructor(name: string);
  122686. /**
  122687. * Gets the current class name
  122688. * @returns the class name
  122689. */
  122690. getClassName(): string;
  122691. /**
  122692. * Gets the x component (input)
  122693. */
  122694. readonly x: NodeMaterialConnectionPoint;
  122695. /**
  122696. * Gets the y component (input)
  122697. */
  122698. readonly y: NodeMaterialConnectionPoint;
  122699. /**
  122700. * Gets the z component (input)
  122701. */
  122702. readonly z: NodeMaterialConnectionPoint;
  122703. /**
  122704. * Gets the w component (input)
  122705. */
  122706. readonly w: NodeMaterialConnectionPoint;
  122707. /**
  122708. * Gets the xyzw component (output)
  122709. */
  122710. readonly xyzw: NodeMaterialConnectionPoint;
  122711. /**
  122712. * Gets the xyz component (output)
  122713. */
  122714. readonly xyz: NodeMaterialConnectionPoint;
  122715. /**
  122716. * Gets the xy component (output)
  122717. */
  122718. readonly xy: NodeMaterialConnectionPoint;
  122719. protected _buildBlock(state: NodeMaterialBuildState): this;
  122720. }
  122721. }
  122722. declare module BABYLON {
  122723. /**
  122724. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  122725. */
  122726. export class ColorSplitterBlock extends NodeMaterialBlock {
  122727. /**
  122728. * Create a new ColorSplitterBlock
  122729. * @param name defines the block name
  122730. */
  122731. constructor(name: string);
  122732. /**
  122733. * Gets the current class name
  122734. * @returns the class name
  122735. */
  122736. getClassName(): string;
  122737. /**
  122738. * Gets the rgba component (input)
  122739. */
  122740. readonly rgba: NodeMaterialConnectionPoint;
  122741. /**
  122742. * Gets the rgb component (input)
  122743. */
  122744. readonly rgbIn: NodeMaterialConnectionPoint;
  122745. /**
  122746. * Gets the rgb component (output)
  122747. */
  122748. readonly rgbOut: NodeMaterialConnectionPoint;
  122749. /**
  122750. * Gets the r component (output)
  122751. */
  122752. readonly r: NodeMaterialConnectionPoint;
  122753. /**
  122754. * Gets the g component (output)
  122755. */
  122756. readonly g: NodeMaterialConnectionPoint;
  122757. /**
  122758. * Gets the b component (output)
  122759. */
  122760. readonly b: NodeMaterialConnectionPoint;
  122761. /**
  122762. * Gets the a component (output)
  122763. */
  122764. readonly a: NodeMaterialConnectionPoint;
  122765. protected _inputRename(name: string): string;
  122766. protected _outputRename(name: string): string;
  122767. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  122768. }
  122769. }
  122770. declare module BABYLON {
  122771. /**
  122772. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  122773. */
  122774. export class VectorSplitterBlock extends NodeMaterialBlock {
  122775. /**
  122776. * Create a new VectorSplitterBlock
  122777. * @param name defines the block name
  122778. */
  122779. constructor(name: string);
  122780. /**
  122781. * Gets the current class name
  122782. * @returns the class name
  122783. */
  122784. getClassName(): string;
  122785. /**
  122786. * Gets the xyzw component (input)
  122787. */
  122788. readonly xyzw: NodeMaterialConnectionPoint;
  122789. /**
  122790. * Gets the xyz component (input)
  122791. */
  122792. readonly xyzIn: NodeMaterialConnectionPoint;
  122793. /**
  122794. * Gets the xy component (input)
  122795. */
  122796. readonly xyIn: NodeMaterialConnectionPoint;
  122797. /**
  122798. * Gets the xyz component (output)
  122799. */
  122800. readonly xyzOut: NodeMaterialConnectionPoint;
  122801. /**
  122802. * Gets the xy component (output)
  122803. */
  122804. readonly xyOut: NodeMaterialConnectionPoint;
  122805. /**
  122806. * Gets the x component (output)
  122807. */
  122808. readonly x: NodeMaterialConnectionPoint;
  122809. /**
  122810. * Gets the y component (output)
  122811. */
  122812. readonly y: NodeMaterialConnectionPoint;
  122813. /**
  122814. * Gets the z component (output)
  122815. */
  122816. readonly z: NodeMaterialConnectionPoint;
  122817. /**
  122818. * Gets the w component (output)
  122819. */
  122820. readonly w: NodeMaterialConnectionPoint;
  122821. protected _inputRename(name: string): string;
  122822. protected _outputRename(name: string): string;
  122823. protected _buildBlock(state: NodeMaterialBuildState): this;
  122824. }
  122825. }
  122826. declare module BABYLON {
  122827. /**
  122828. * Block used to lerp between 2 values
  122829. */
  122830. export class LerpBlock extends NodeMaterialBlock {
  122831. /**
  122832. * Creates a new LerpBlock
  122833. * @param name defines the block name
  122834. */
  122835. constructor(name: string);
  122836. /**
  122837. * Gets the current class name
  122838. * @returns the class name
  122839. */
  122840. getClassName(): string;
  122841. /**
  122842. * Gets the left operand input component
  122843. */
  122844. readonly left: NodeMaterialConnectionPoint;
  122845. /**
  122846. * Gets the right operand input component
  122847. */
  122848. readonly right: NodeMaterialConnectionPoint;
  122849. /**
  122850. * Gets the gradient operand input component
  122851. */
  122852. readonly gradient: NodeMaterialConnectionPoint;
  122853. /**
  122854. * Gets the output component
  122855. */
  122856. readonly output: NodeMaterialConnectionPoint;
  122857. protected _buildBlock(state: NodeMaterialBuildState): this;
  122858. }
  122859. }
  122860. declare module BABYLON {
  122861. /**
  122862. * Block used to divide 2 vectors
  122863. */
  122864. export class DivideBlock extends NodeMaterialBlock {
  122865. /**
  122866. * Creates a new DivideBlock
  122867. * @param name defines the block name
  122868. */
  122869. constructor(name: string);
  122870. /**
  122871. * Gets the current class name
  122872. * @returns the class name
  122873. */
  122874. getClassName(): string;
  122875. /**
  122876. * Gets the left operand input component
  122877. */
  122878. readonly left: NodeMaterialConnectionPoint;
  122879. /**
  122880. * Gets the right operand input component
  122881. */
  122882. readonly right: NodeMaterialConnectionPoint;
  122883. /**
  122884. * Gets the output component
  122885. */
  122886. readonly output: NodeMaterialConnectionPoint;
  122887. protected _buildBlock(state: NodeMaterialBuildState): this;
  122888. }
  122889. }
  122890. declare module BABYLON {
  122891. /**
  122892. * Block used to subtract 2 vectors
  122893. */
  122894. export class SubtractBlock extends NodeMaterialBlock {
  122895. /**
  122896. * Creates a new SubtractBlock
  122897. * @param name defines the block name
  122898. */
  122899. constructor(name: string);
  122900. /**
  122901. * Gets the current class name
  122902. * @returns the class name
  122903. */
  122904. getClassName(): string;
  122905. /**
  122906. * Gets the left operand input component
  122907. */
  122908. readonly left: NodeMaterialConnectionPoint;
  122909. /**
  122910. * Gets the right operand input component
  122911. */
  122912. readonly right: NodeMaterialConnectionPoint;
  122913. /**
  122914. * Gets the output component
  122915. */
  122916. readonly output: NodeMaterialConnectionPoint;
  122917. protected _buildBlock(state: NodeMaterialBuildState): this;
  122918. }
  122919. }
  122920. declare module BABYLON {
  122921. /**
  122922. * Block used to step a value
  122923. */
  122924. export class StepBlock extends NodeMaterialBlock {
  122925. /**
  122926. * Creates a new StepBlock
  122927. * @param name defines the block name
  122928. */
  122929. constructor(name: string);
  122930. /**
  122931. * Gets the current class name
  122932. * @returns the class name
  122933. */
  122934. getClassName(): string;
  122935. /**
  122936. * Gets the value operand input component
  122937. */
  122938. readonly value: NodeMaterialConnectionPoint;
  122939. /**
  122940. * Gets the edge operand input component
  122941. */
  122942. readonly edge: NodeMaterialConnectionPoint;
  122943. /**
  122944. * Gets the output component
  122945. */
  122946. readonly output: NodeMaterialConnectionPoint;
  122947. protected _buildBlock(state: NodeMaterialBuildState): this;
  122948. }
  122949. }
  122950. declare module BABYLON {
  122951. /**
  122952. * Block used to get the opposite (1 - x) of a value
  122953. */
  122954. export class OneMinusBlock extends NodeMaterialBlock {
  122955. /**
  122956. * Creates a new OneMinusBlock
  122957. * @param name defines the block name
  122958. */
  122959. constructor(name: string);
  122960. /**
  122961. * Gets the current class name
  122962. * @returns the class name
  122963. */
  122964. getClassName(): string;
  122965. /**
  122966. * Gets the input component
  122967. */
  122968. readonly input: NodeMaterialConnectionPoint;
  122969. /**
  122970. * Gets the output component
  122971. */
  122972. readonly output: NodeMaterialConnectionPoint;
  122973. protected _buildBlock(state: NodeMaterialBuildState): this;
  122974. }
  122975. }
  122976. declare module BABYLON {
  122977. /**
  122978. * Block used to get the view direction
  122979. */
  122980. export class ViewDirectionBlock extends NodeMaterialBlock {
  122981. /**
  122982. * Creates a new ViewDirectionBlock
  122983. * @param name defines the block name
  122984. */
  122985. constructor(name: string);
  122986. /**
  122987. * Gets the current class name
  122988. * @returns the class name
  122989. */
  122990. getClassName(): string;
  122991. /**
  122992. * Gets the world position component
  122993. */
  122994. readonly worldPosition: NodeMaterialConnectionPoint;
  122995. /**
  122996. * Gets the camera position component
  122997. */
  122998. readonly cameraPosition: NodeMaterialConnectionPoint;
  122999. /**
  123000. * Gets the output component
  123001. */
  123002. readonly output: NodeMaterialConnectionPoint;
  123003. autoConfigure(material: NodeMaterial): void;
  123004. protected _buildBlock(state: NodeMaterialBuildState): this;
  123005. }
  123006. }
  123007. declare module BABYLON {
  123008. /**
  123009. * Block used to compute fresnel value
  123010. */
  123011. export class FresnelBlock extends NodeMaterialBlock {
  123012. /**
  123013. * Create a new FresnelBlock
  123014. * @param name defines the block name
  123015. */
  123016. constructor(name: string);
  123017. /**
  123018. * Gets the current class name
  123019. * @returns the class name
  123020. */
  123021. getClassName(): string;
  123022. /**
  123023. * Gets the world normal input component
  123024. */
  123025. readonly worldNormal: NodeMaterialConnectionPoint;
  123026. /**
  123027. * Gets the view direction input component
  123028. */
  123029. readonly viewDirection: NodeMaterialConnectionPoint;
  123030. /**
  123031. * Gets the bias input component
  123032. */
  123033. readonly bias: NodeMaterialConnectionPoint;
  123034. /**
  123035. * Gets the camera (or eye) position component
  123036. */
  123037. readonly power: NodeMaterialConnectionPoint;
  123038. /**
  123039. * Gets the fresnel output component
  123040. */
  123041. readonly fresnel: NodeMaterialConnectionPoint;
  123042. autoConfigure(material: NodeMaterial): void;
  123043. protected _buildBlock(state: NodeMaterialBuildState): this;
  123044. }
  123045. }
  123046. declare module BABYLON {
  123047. /**
  123048. * Block used to get the max of 2 values
  123049. */
  123050. export class MaxBlock extends NodeMaterialBlock {
  123051. /**
  123052. * Creates a new MaxBlock
  123053. * @param name defines the block name
  123054. */
  123055. constructor(name: string);
  123056. /**
  123057. * Gets the current class name
  123058. * @returns the class name
  123059. */
  123060. getClassName(): string;
  123061. /**
  123062. * Gets the left operand input component
  123063. */
  123064. readonly left: NodeMaterialConnectionPoint;
  123065. /**
  123066. * Gets the right operand input component
  123067. */
  123068. readonly right: NodeMaterialConnectionPoint;
  123069. /**
  123070. * Gets the output component
  123071. */
  123072. readonly output: NodeMaterialConnectionPoint;
  123073. protected _buildBlock(state: NodeMaterialBuildState): this;
  123074. }
  123075. }
  123076. declare module BABYLON {
  123077. /**
  123078. * Block used to get the min of 2 values
  123079. */
  123080. export class MinBlock extends NodeMaterialBlock {
  123081. /**
  123082. * Creates a new MinBlock
  123083. * @param name defines the block name
  123084. */
  123085. constructor(name: string);
  123086. /**
  123087. * Gets the current class name
  123088. * @returns the class name
  123089. */
  123090. getClassName(): string;
  123091. /**
  123092. * Gets the left operand input component
  123093. */
  123094. readonly left: NodeMaterialConnectionPoint;
  123095. /**
  123096. * Gets the right operand input component
  123097. */
  123098. readonly right: NodeMaterialConnectionPoint;
  123099. /**
  123100. * Gets the output component
  123101. */
  123102. readonly output: NodeMaterialConnectionPoint;
  123103. protected _buildBlock(state: NodeMaterialBuildState): this;
  123104. }
  123105. }
  123106. declare module BABYLON {
  123107. /**
  123108. * Block used to get the distance between 2 values
  123109. */
  123110. export class DistanceBlock extends NodeMaterialBlock {
  123111. /**
  123112. * Creates a new DistanceBlock
  123113. * @param name defines the block name
  123114. */
  123115. constructor(name: string);
  123116. /**
  123117. * Gets the current class name
  123118. * @returns the class name
  123119. */
  123120. getClassName(): string;
  123121. /**
  123122. * Gets the left operand input component
  123123. */
  123124. readonly left: NodeMaterialConnectionPoint;
  123125. /**
  123126. * Gets the right operand input component
  123127. */
  123128. readonly right: NodeMaterialConnectionPoint;
  123129. /**
  123130. * Gets the output component
  123131. */
  123132. readonly output: NodeMaterialConnectionPoint;
  123133. protected _buildBlock(state: NodeMaterialBuildState): this;
  123134. }
  123135. }
  123136. declare module BABYLON {
  123137. /**
  123138. * Block used to get the length of a vector
  123139. */
  123140. export class LengthBlock extends NodeMaterialBlock {
  123141. /**
  123142. * Creates a new LengthBlock
  123143. * @param name defines the block name
  123144. */
  123145. constructor(name: string);
  123146. /**
  123147. * Gets the current class name
  123148. * @returns the class name
  123149. */
  123150. getClassName(): string;
  123151. /**
  123152. * Gets the value input component
  123153. */
  123154. readonly value: NodeMaterialConnectionPoint;
  123155. /**
  123156. * Gets the output component
  123157. */
  123158. readonly output: NodeMaterialConnectionPoint;
  123159. protected _buildBlock(state: NodeMaterialBuildState): this;
  123160. }
  123161. }
  123162. declare module BABYLON {
  123163. /**
  123164. * Block used to get negative version of a value (i.e. x * -1)
  123165. */
  123166. export class NegateBlock extends NodeMaterialBlock {
  123167. /**
  123168. * Creates a new NegateBlock
  123169. * @param name defines the block name
  123170. */
  123171. constructor(name: string);
  123172. /**
  123173. * Gets the current class name
  123174. * @returns the class name
  123175. */
  123176. getClassName(): string;
  123177. /**
  123178. * Gets the value input component
  123179. */
  123180. readonly value: NodeMaterialConnectionPoint;
  123181. /**
  123182. * Gets the output component
  123183. */
  123184. readonly output: NodeMaterialConnectionPoint;
  123185. protected _buildBlock(state: NodeMaterialBuildState): this;
  123186. }
  123187. }
  123188. declare module BABYLON {
  123189. /**
  123190. * Block used to get the value of the first parameter raised to the power of the second
  123191. */
  123192. export class PowBlock extends NodeMaterialBlock {
  123193. /**
  123194. * Creates a new PowBlock
  123195. * @param name defines the block name
  123196. */
  123197. constructor(name: string);
  123198. /**
  123199. * Gets the current class name
  123200. * @returns the class name
  123201. */
  123202. getClassName(): string;
  123203. /**
  123204. * Gets the value operand input component
  123205. */
  123206. readonly value: NodeMaterialConnectionPoint;
  123207. /**
  123208. * Gets the power operand input component
  123209. */
  123210. readonly power: NodeMaterialConnectionPoint;
  123211. /**
  123212. * Gets the output component
  123213. */
  123214. readonly output: NodeMaterialConnectionPoint;
  123215. protected _buildBlock(state: NodeMaterialBuildState): this;
  123216. }
  123217. }
  123218. declare module BABYLON {
  123219. /**
  123220. * Block used to get a random number
  123221. */
  123222. export class RandomNumberBlock extends NodeMaterialBlock {
  123223. /**
  123224. * Creates a new RandomNumberBlock
  123225. * @param name defines the block name
  123226. */
  123227. constructor(name: string);
  123228. /**
  123229. * Gets the current class name
  123230. * @returns the class name
  123231. */
  123232. getClassName(): string;
  123233. /**
  123234. * Gets the seed input component
  123235. */
  123236. readonly seed: NodeMaterialConnectionPoint;
  123237. /**
  123238. * Gets the output component
  123239. */
  123240. readonly output: NodeMaterialConnectionPoint;
  123241. protected _buildBlock(state: NodeMaterialBuildState): this;
  123242. }
  123243. }
  123244. declare module BABYLON {
  123245. /**
  123246. * Block used to compute arc tangent of 2 values
  123247. */
  123248. export class ArcTan2Block extends NodeMaterialBlock {
  123249. /**
  123250. * Creates a new ArcTan2Block
  123251. * @param name defines the block name
  123252. */
  123253. constructor(name: string);
  123254. /**
  123255. * Gets the current class name
  123256. * @returns the class name
  123257. */
  123258. getClassName(): string;
  123259. /**
  123260. * Gets the x operand input component
  123261. */
  123262. readonly x: NodeMaterialConnectionPoint;
  123263. /**
  123264. * Gets the y operand input component
  123265. */
  123266. readonly y: NodeMaterialConnectionPoint;
  123267. /**
  123268. * Gets the output component
  123269. */
  123270. readonly output: NodeMaterialConnectionPoint;
  123271. protected _buildBlock(state: NodeMaterialBuildState): this;
  123272. }
  123273. }
  123274. declare module BABYLON {
  123275. /**
  123276. * Block used to smooth step a value
  123277. */
  123278. export class SmoothStepBlock extends NodeMaterialBlock {
  123279. /**
  123280. * Creates a new SmoothStepBlock
  123281. * @param name defines the block name
  123282. */
  123283. constructor(name: string);
  123284. /**
  123285. * Gets the current class name
  123286. * @returns the class name
  123287. */
  123288. getClassName(): string;
  123289. /**
  123290. * Gets the value operand input component
  123291. */
  123292. readonly value: NodeMaterialConnectionPoint;
  123293. /**
  123294. * Gets the first edge operand input component
  123295. */
  123296. readonly edge0: NodeMaterialConnectionPoint;
  123297. /**
  123298. * Gets the second edge operand input component
  123299. */
  123300. readonly edge1: NodeMaterialConnectionPoint;
  123301. /**
  123302. * Gets the output component
  123303. */
  123304. readonly output: NodeMaterialConnectionPoint;
  123305. protected _buildBlock(state: NodeMaterialBuildState): this;
  123306. }
  123307. }
  123308. declare module BABYLON {
  123309. /**
  123310. * Block used to get the reciprocal (1 / x) of a value
  123311. */
  123312. export class ReciprocalBlock extends NodeMaterialBlock {
  123313. /**
  123314. * Creates a new ReciprocalBlock
  123315. * @param name defines the block name
  123316. */
  123317. constructor(name: string);
  123318. /**
  123319. * Gets the current class name
  123320. * @returns the class name
  123321. */
  123322. getClassName(): string;
  123323. /**
  123324. * Gets the input component
  123325. */
  123326. readonly input: NodeMaterialConnectionPoint;
  123327. /**
  123328. * Gets the output component
  123329. */
  123330. readonly output: NodeMaterialConnectionPoint;
  123331. protected _buildBlock(state: NodeMaterialBuildState): this;
  123332. }
  123333. }
  123334. declare module BABYLON {
  123335. /**
  123336. * Block used to replace a color by another one
  123337. */
  123338. export class ReplaceColorBlock extends NodeMaterialBlock {
  123339. /**
  123340. * Creates a new ReplaceColorBlock
  123341. * @param name defines the block name
  123342. */
  123343. constructor(name: string);
  123344. /**
  123345. * Gets the current class name
  123346. * @returns the class name
  123347. */
  123348. getClassName(): string;
  123349. /**
  123350. * Gets the value input component
  123351. */
  123352. readonly value: NodeMaterialConnectionPoint;
  123353. /**
  123354. * Gets the reference input component
  123355. */
  123356. readonly reference: NodeMaterialConnectionPoint;
  123357. /**
  123358. * Gets the distance input component
  123359. */
  123360. readonly distance: NodeMaterialConnectionPoint;
  123361. /**
  123362. * Gets the replacement input component
  123363. */
  123364. readonly replacement: NodeMaterialConnectionPoint;
  123365. /**
  123366. * Gets the output component
  123367. */
  123368. readonly output: NodeMaterialConnectionPoint;
  123369. protected _buildBlock(state: NodeMaterialBuildState): this;
  123370. }
  123371. }
  123372. declare module BABYLON {
  123373. /**
  123374. * Block used to posterize a value
  123375. * @see https://en.wikipedia.org/wiki/Posterization
  123376. */
  123377. export class PosterizeBlock extends NodeMaterialBlock {
  123378. /**
  123379. * Creates a new PosterizeBlock
  123380. * @param name defines the block name
  123381. */
  123382. constructor(name: string);
  123383. /**
  123384. * Gets the current class name
  123385. * @returns the class name
  123386. */
  123387. getClassName(): string;
  123388. /**
  123389. * Gets the value input component
  123390. */
  123391. readonly value: NodeMaterialConnectionPoint;
  123392. /**
  123393. * Gets the steps input component
  123394. */
  123395. readonly steps: NodeMaterialConnectionPoint;
  123396. /**
  123397. * Gets the output component
  123398. */
  123399. readonly output: NodeMaterialConnectionPoint;
  123400. protected _buildBlock(state: NodeMaterialBuildState): this;
  123401. }
  123402. }
  123403. declare module BABYLON {
  123404. /**
  123405. * Operations supported by the Wave block
  123406. */
  123407. export enum WaveBlockKind {
  123408. /** SawTooth */
  123409. SawTooth = 0,
  123410. /** Square */
  123411. Square = 1,
  123412. /** Triangle */
  123413. Triangle = 2
  123414. }
  123415. /**
  123416. * Block used to apply wave operation to floats
  123417. */
  123418. export class WaveBlock extends NodeMaterialBlock {
  123419. /**
  123420. * Gets or sets the kibnd of wave to be applied by the block
  123421. */
  123422. kind: WaveBlockKind;
  123423. /**
  123424. * Creates a new WaveBlock
  123425. * @param name defines the block name
  123426. */
  123427. constructor(name: string);
  123428. /**
  123429. * Gets the current class name
  123430. * @returns the class name
  123431. */
  123432. getClassName(): string;
  123433. /**
  123434. * Gets the input component
  123435. */
  123436. readonly input: NodeMaterialConnectionPoint;
  123437. /**
  123438. * Gets the output component
  123439. */
  123440. readonly output: NodeMaterialConnectionPoint;
  123441. protected _buildBlock(state: NodeMaterialBuildState): this;
  123442. serialize(): any;
  123443. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123444. }
  123445. }
  123446. declare module BABYLON {
  123447. /**
  123448. * Class used to store a color step for the GradientBlock
  123449. */
  123450. export class GradientBlockColorStep {
  123451. /**
  123452. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  123453. */
  123454. step: number;
  123455. /**
  123456. * Gets or sets the color associated with this step
  123457. */
  123458. color: Color3;
  123459. /**
  123460. * Creates a new GradientBlockColorStep
  123461. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  123462. * @param color defines the color associated with this step
  123463. */
  123464. constructor(
  123465. /**
  123466. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  123467. */
  123468. step: number,
  123469. /**
  123470. * Gets or sets the color associated with this step
  123471. */
  123472. color: Color3);
  123473. }
  123474. /**
  123475. * Block used to return a color from a gradient based on an input value between 0 and 1
  123476. */
  123477. export class GradientBlock extends NodeMaterialBlock {
  123478. /**
  123479. * Gets or sets the list of color steps
  123480. */
  123481. colorSteps: GradientBlockColorStep[];
  123482. /**
  123483. * Creates a new GradientBlock
  123484. * @param name defines the block name
  123485. */
  123486. constructor(name: string);
  123487. /**
  123488. * Gets the current class name
  123489. * @returns the class name
  123490. */
  123491. getClassName(): string;
  123492. /**
  123493. * Gets the gradient input component
  123494. */
  123495. readonly gradient: NodeMaterialConnectionPoint;
  123496. /**
  123497. * Gets the output component
  123498. */
  123499. readonly output: NodeMaterialConnectionPoint;
  123500. private _writeColorConstant;
  123501. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  123502. serialize(): any;
  123503. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123504. protected _dumpPropertiesCode(): string;
  123505. }
  123506. }
  123507. declare module BABYLON {
  123508. /**
  123509. * Block used to normalize lerp between 2 values
  123510. */
  123511. export class NLerpBlock extends NodeMaterialBlock {
  123512. /**
  123513. * Creates a new NLerpBlock
  123514. * @param name defines the block name
  123515. */
  123516. constructor(name: string);
  123517. /**
  123518. * Gets the current class name
  123519. * @returns the class name
  123520. */
  123521. getClassName(): string;
  123522. /**
  123523. * Gets the left operand input component
  123524. */
  123525. readonly left: NodeMaterialConnectionPoint;
  123526. /**
  123527. * Gets the right operand input component
  123528. */
  123529. readonly right: NodeMaterialConnectionPoint;
  123530. /**
  123531. * Gets the gradient operand input component
  123532. */
  123533. readonly gradient: NodeMaterialConnectionPoint;
  123534. /**
  123535. * Gets the output component
  123536. */
  123537. readonly output: NodeMaterialConnectionPoint;
  123538. protected _buildBlock(state: NodeMaterialBuildState): this;
  123539. }
  123540. }
  123541. declare module BABYLON {
  123542. /**
  123543. * Block used to test if the fragment shader is front facing
  123544. */
  123545. export class FrontFacingBlock extends NodeMaterialBlock {
  123546. /**
  123547. * Creates a new FrontFacingBlock
  123548. * @param name defines the block name
  123549. */
  123550. constructor(name: string);
  123551. /**
  123552. * Gets the current class name
  123553. * @returns the class name
  123554. */
  123555. getClassName(): string;
  123556. /**
  123557. * Gets the world normal component
  123558. */
  123559. readonly worldNormal: NodeMaterialConnectionPoint;
  123560. /**
  123561. * Gets the view direction input component
  123562. */
  123563. readonly viewDirection: NodeMaterialConnectionPoint;
  123564. /**
  123565. * Gets the output component
  123566. */
  123567. readonly output: NodeMaterialConnectionPoint;
  123568. autoConfigure(material: NodeMaterial): void;
  123569. protected _buildBlock(state: NodeMaterialBuildState): this;
  123570. }
  123571. }
  123572. declare module BABYLON {
  123573. /**
  123574. * Effect Render Options
  123575. */
  123576. export interface IEffectRendererOptions {
  123577. /**
  123578. * Defines the vertices positions.
  123579. */
  123580. positions?: number[];
  123581. /**
  123582. * Defines the indices.
  123583. */
  123584. indices?: number[];
  123585. }
  123586. /**
  123587. * Helper class to render one or more effects
  123588. */
  123589. export class EffectRenderer {
  123590. private engine;
  123591. private static _DefaultOptions;
  123592. private _vertexBuffers;
  123593. private _indexBuffer;
  123594. private _ringBufferIndex;
  123595. private _ringScreenBuffer;
  123596. private _fullscreenViewport;
  123597. private _getNextFrameBuffer;
  123598. /**
  123599. * Creates an effect renderer
  123600. * @param engine the engine to use for rendering
  123601. * @param options defines the options of the effect renderer
  123602. */
  123603. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  123604. /**
  123605. * Sets the current viewport in normalized coordinates 0-1
  123606. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  123607. */
  123608. setViewport(viewport?: Viewport): void;
  123609. /**
  123610. * Binds the embedded attributes buffer to the effect.
  123611. * @param effect Defines the effect to bind the attributes for
  123612. */
  123613. bindBuffers(effect: Effect): void;
  123614. /**
  123615. * Sets the current effect wrapper to use during draw.
  123616. * The effect needs to be ready before calling this api.
  123617. * This also sets the default full screen position attribute.
  123618. * @param effectWrapper Defines the effect to draw with
  123619. */
  123620. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  123621. /**
  123622. * Draws a full screen quad.
  123623. */
  123624. draw(): void;
  123625. /**
  123626. * renders one or more effects to a specified texture
  123627. * @param effectWrappers list of effects to renderer
  123628. * @param outputTexture texture to draw to, if null it will render to the screen
  123629. */
  123630. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  123631. /**
  123632. * Disposes of the effect renderer
  123633. */
  123634. dispose(): void;
  123635. }
  123636. /**
  123637. * Options to create an EffectWrapper
  123638. */
  123639. interface EffectWrapperCreationOptions {
  123640. /**
  123641. * Engine to use to create the effect
  123642. */
  123643. engine: ThinEngine;
  123644. /**
  123645. * Fragment shader for the effect
  123646. */
  123647. fragmentShader: string;
  123648. /**
  123649. * Vertex shader for the effect
  123650. */
  123651. vertexShader?: string;
  123652. /**
  123653. * Attributes to use in the shader
  123654. */
  123655. attributeNames?: Array<string>;
  123656. /**
  123657. * Uniforms to use in the shader
  123658. */
  123659. uniformNames?: Array<string>;
  123660. /**
  123661. * Texture sampler names to use in the shader
  123662. */
  123663. samplerNames?: Array<string>;
  123664. /**
  123665. * The friendly name of the effect displayed in Spector.
  123666. */
  123667. name?: string;
  123668. }
  123669. /**
  123670. * Wraps an effect to be used for rendering
  123671. */
  123672. export class EffectWrapper {
  123673. /**
  123674. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  123675. */
  123676. onApplyObservable: Observable<{}>;
  123677. /**
  123678. * The underlying effect
  123679. */
  123680. effect: Effect;
  123681. /**
  123682. * Creates an effect to be renderer
  123683. * @param creationOptions options to create the effect
  123684. */
  123685. constructor(creationOptions: EffectWrapperCreationOptions);
  123686. /**
  123687. * Disposes of the effect wrapper
  123688. */
  123689. dispose(): void;
  123690. }
  123691. }
  123692. declare module BABYLON {
  123693. /**
  123694. * Helper class to push actions to a pool of workers.
  123695. */
  123696. export class WorkerPool implements IDisposable {
  123697. private _workerInfos;
  123698. private _pendingActions;
  123699. /**
  123700. * Constructor
  123701. * @param workers Array of workers to use for actions
  123702. */
  123703. constructor(workers: Array<Worker>);
  123704. /**
  123705. * Terminates all workers and clears any pending actions.
  123706. */
  123707. dispose(): void;
  123708. /**
  123709. * Pushes an action to the worker pool. If all the workers are active, the action will be
  123710. * pended until a worker has completed its action.
  123711. * @param action The action to perform. Call onComplete when the action is complete.
  123712. */
  123713. push(action: (worker: Worker, onComplete: () => void) => void): void;
  123714. private _execute;
  123715. }
  123716. }
  123717. declare module BABYLON {
  123718. /**
  123719. * Configuration for Draco compression
  123720. */
  123721. export interface IDracoCompressionConfiguration {
  123722. /**
  123723. * Configuration for the decoder.
  123724. */
  123725. decoder: {
  123726. /**
  123727. * The url to the WebAssembly module.
  123728. */
  123729. wasmUrl?: string;
  123730. /**
  123731. * The url to the WebAssembly binary.
  123732. */
  123733. wasmBinaryUrl?: string;
  123734. /**
  123735. * The url to the fallback JavaScript module.
  123736. */
  123737. fallbackUrl?: string;
  123738. };
  123739. }
  123740. /**
  123741. * Draco compression (https://google.github.io/draco/)
  123742. *
  123743. * This class wraps the Draco module.
  123744. *
  123745. * **Encoder**
  123746. *
  123747. * The encoder is not currently implemented.
  123748. *
  123749. * **Decoder**
  123750. *
  123751. * 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.
  123752. *
  123753. * To update the configuration, use the following code:
  123754. * ```javascript
  123755. * DracoCompression.Configuration = {
  123756. * decoder: {
  123757. * wasmUrl: "<url to the WebAssembly library>",
  123758. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  123759. * fallbackUrl: "<url to the fallback JavaScript library>",
  123760. * }
  123761. * };
  123762. * ```
  123763. *
  123764. * 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.
  123765. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  123766. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  123767. *
  123768. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  123769. * ```javascript
  123770. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  123771. * ```
  123772. *
  123773. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  123774. */
  123775. export class DracoCompression implements IDisposable {
  123776. private _workerPoolPromise?;
  123777. private _decoderModulePromise?;
  123778. /**
  123779. * The configuration. Defaults to the following urls:
  123780. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  123781. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  123782. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  123783. */
  123784. static Configuration: IDracoCompressionConfiguration;
  123785. /**
  123786. * Returns true if the decoder configuration is available.
  123787. */
  123788. static readonly DecoderAvailable: boolean;
  123789. /**
  123790. * Default number of workers to create when creating the draco compression object.
  123791. */
  123792. static DefaultNumWorkers: number;
  123793. private static GetDefaultNumWorkers;
  123794. private static _Default;
  123795. /**
  123796. * Default instance for the draco compression object.
  123797. */
  123798. static readonly Default: DracoCompression;
  123799. /**
  123800. * Constructor
  123801. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  123802. */
  123803. constructor(numWorkers?: number);
  123804. /**
  123805. * Stop all async operations and release resources.
  123806. */
  123807. dispose(): void;
  123808. /**
  123809. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  123810. * @returns a promise that resolves when ready
  123811. */
  123812. whenReadyAsync(): Promise<void>;
  123813. /**
  123814. * Decode Draco compressed mesh data to vertex data.
  123815. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  123816. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  123817. * @returns A promise that resolves with the decoded vertex data
  123818. */
  123819. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  123820. [kind: string]: number;
  123821. }): Promise<VertexData>;
  123822. }
  123823. }
  123824. declare module BABYLON {
  123825. /**
  123826. * Class for building Constructive Solid Geometry
  123827. */
  123828. export class CSG {
  123829. private polygons;
  123830. /**
  123831. * The world matrix
  123832. */
  123833. matrix: Matrix;
  123834. /**
  123835. * Stores the position
  123836. */
  123837. position: Vector3;
  123838. /**
  123839. * Stores the rotation
  123840. */
  123841. rotation: Vector3;
  123842. /**
  123843. * Stores the rotation quaternion
  123844. */
  123845. rotationQuaternion: Nullable<Quaternion>;
  123846. /**
  123847. * Stores the scaling vector
  123848. */
  123849. scaling: Vector3;
  123850. /**
  123851. * Convert the Mesh to CSG
  123852. * @param mesh The Mesh to convert to CSG
  123853. * @returns A new CSG from the Mesh
  123854. */
  123855. static FromMesh(mesh: Mesh): CSG;
  123856. /**
  123857. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  123858. * @param polygons Polygons used to construct a CSG solid
  123859. */
  123860. private static FromPolygons;
  123861. /**
  123862. * Clones, or makes a deep copy, of the CSG
  123863. * @returns A new CSG
  123864. */
  123865. clone(): CSG;
  123866. /**
  123867. * Unions this CSG with another CSG
  123868. * @param csg The CSG to union against this CSG
  123869. * @returns The unioned CSG
  123870. */
  123871. union(csg: CSG): CSG;
  123872. /**
  123873. * Unions this CSG with another CSG in place
  123874. * @param csg The CSG to union against this CSG
  123875. */
  123876. unionInPlace(csg: CSG): void;
  123877. /**
  123878. * Subtracts this CSG with another CSG
  123879. * @param csg The CSG to subtract against this CSG
  123880. * @returns A new CSG
  123881. */
  123882. subtract(csg: CSG): CSG;
  123883. /**
  123884. * Subtracts this CSG with another CSG in place
  123885. * @param csg The CSG to subtact against this CSG
  123886. */
  123887. subtractInPlace(csg: CSG): void;
  123888. /**
  123889. * Intersect this CSG with another CSG
  123890. * @param csg The CSG to intersect against this CSG
  123891. * @returns A new CSG
  123892. */
  123893. intersect(csg: CSG): CSG;
  123894. /**
  123895. * Intersects this CSG with another CSG in place
  123896. * @param csg The CSG to intersect against this CSG
  123897. */
  123898. intersectInPlace(csg: CSG): void;
  123899. /**
  123900. * Return a new CSG solid with solid and empty space switched. This solid is
  123901. * not modified.
  123902. * @returns A new CSG solid with solid and empty space switched
  123903. */
  123904. inverse(): CSG;
  123905. /**
  123906. * Inverses the CSG in place
  123907. */
  123908. inverseInPlace(): void;
  123909. /**
  123910. * This is used to keep meshes transformations so they can be restored
  123911. * when we build back a Babylon Mesh
  123912. * NB : All CSG operations are performed in world coordinates
  123913. * @param csg The CSG to copy the transform attributes from
  123914. * @returns This CSG
  123915. */
  123916. copyTransformAttributes(csg: CSG): CSG;
  123917. /**
  123918. * Build Raw mesh from CSG
  123919. * Coordinates here are in world space
  123920. * @param name The name of the mesh geometry
  123921. * @param scene The Scene
  123922. * @param keepSubMeshes Specifies if the submeshes should be kept
  123923. * @returns A new Mesh
  123924. */
  123925. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  123926. /**
  123927. * Build Mesh from CSG taking material and transforms into account
  123928. * @param name The name of the Mesh
  123929. * @param material The material of the Mesh
  123930. * @param scene The Scene
  123931. * @param keepSubMeshes Specifies if submeshes should be kept
  123932. * @returns The new Mesh
  123933. */
  123934. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  123935. }
  123936. }
  123937. declare module BABYLON {
  123938. /**
  123939. * Class used to create a trail following a mesh
  123940. */
  123941. export class TrailMesh extends Mesh {
  123942. private _generator;
  123943. private _autoStart;
  123944. private _running;
  123945. private _diameter;
  123946. private _length;
  123947. private _sectionPolygonPointsCount;
  123948. private _sectionVectors;
  123949. private _sectionNormalVectors;
  123950. private _beforeRenderObserver;
  123951. /**
  123952. * @constructor
  123953. * @param name The value used by scene.getMeshByName() to do a lookup.
  123954. * @param generator The mesh to generate a trail.
  123955. * @param scene The scene to add this mesh to.
  123956. * @param diameter Diameter of trailing mesh. Default is 1.
  123957. * @param length Length of trailing mesh. Default is 60.
  123958. * @param autoStart Automatically start trailing mesh. Default true.
  123959. */
  123960. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  123961. /**
  123962. * "TrailMesh"
  123963. * @returns "TrailMesh"
  123964. */
  123965. getClassName(): string;
  123966. private _createMesh;
  123967. /**
  123968. * Start trailing mesh.
  123969. */
  123970. start(): void;
  123971. /**
  123972. * Stop trailing mesh.
  123973. */
  123974. stop(): void;
  123975. /**
  123976. * Update trailing mesh geometry.
  123977. */
  123978. update(): void;
  123979. /**
  123980. * Returns a new TrailMesh object.
  123981. * @param name is a string, the name given to the new mesh
  123982. * @param newGenerator use new generator object for cloned trail mesh
  123983. * @returns a new mesh
  123984. */
  123985. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  123986. /**
  123987. * Serializes this trail mesh
  123988. * @param serializationObject object to write serialization to
  123989. */
  123990. serialize(serializationObject: any): void;
  123991. /**
  123992. * Parses a serialized trail mesh
  123993. * @param parsedMesh the serialized mesh
  123994. * @param scene the scene to create the trail mesh in
  123995. * @returns the created trail mesh
  123996. */
  123997. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  123998. }
  123999. }
  124000. declare module BABYLON {
  124001. /**
  124002. * Class containing static functions to help procedurally build meshes
  124003. */
  124004. export class TiledBoxBuilder {
  124005. /**
  124006. * Creates a box mesh
  124007. * 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)
  124008. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  124009. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124010. * * If you create a double-sided mesh, you can choose what parts of 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
  124011. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124012. * @param name defines the name of the mesh
  124013. * @param options defines the options used to create the mesh
  124014. * @param scene defines the hosting scene
  124015. * @returns the box mesh
  124016. */
  124017. static CreateTiledBox(name: string, options: {
  124018. pattern?: number;
  124019. width?: number;
  124020. height?: number;
  124021. depth?: number;
  124022. tileSize?: number;
  124023. tileWidth?: number;
  124024. tileHeight?: number;
  124025. alignHorizontal?: number;
  124026. alignVertical?: number;
  124027. faceUV?: Vector4[];
  124028. faceColors?: Color4[];
  124029. sideOrientation?: number;
  124030. updatable?: boolean;
  124031. }, scene?: Nullable<Scene>): Mesh;
  124032. }
  124033. }
  124034. declare module BABYLON {
  124035. /**
  124036. * Class containing static functions to help procedurally build meshes
  124037. */
  124038. export class TorusKnotBuilder {
  124039. /**
  124040. * Creates a torus knot mesh
  124041. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  124042. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  124043. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  124044. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  124045. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124046. * * If you create a double-sided mesh, you can choose what parts of 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
  124047. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124048. * @param name defines the name of the mesh
  124049. * @param options defines the options used to create the mesh
  124050. * @param scene defines the hosting scene
  124051. * @returns the torus knot mesh
  124052. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  124053. */
  124054. static CreateTorusKnot(name: string, options: {
  124055. radius?: number;
  124056. tube?: number;
  124057. radialSegments?: number;
  124058. tubularSegments?: number;
  124059. p?: number;
  124060. q?: number;
  124061. updatable?: boolean;
  124062. sideOrientation?: number;
  124063. frontUVs?: Vector4;
  124064. backUVs?: Vector4;
  124065. }, scene: any): Mesh;
  124066. }
  124067. }
  124068. declare module BABYLON {
  124069. /**
  124070. * Polygon
  124071. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  124072. */
  124073. export class Polygon {
  124074. /**
  124075. * Creates a rectangle
  124076. * @param xmin bottom X coord
  124077. * @param ymin bottom Y coord
  124078. * @param xmax top X coord
  124079. * @param ymax top Y coord
  124080. * @returns points that make the resulting rectation
  124081. */
  124082. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  124083. /**
  124084. * Creates a circle
  124085. * @param radius radius of circle
  124086. * @param cx scale in x
  124087. * @param cy scale in y
  124088. * @param numberOfSides number of sides that make up the circle
  124089. * @returns points that make the resulting circle
  124090. */
  124091. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  124092. /**
  124093. * Creates a polygon from input string
  124094. * @param input Input polygon data
  124095. * @returns the parsed points
  124096. */
  124097. static Parse(input: string): Vector2[];
  124098. /**
  124099. * Starts building a polygon from x and y coordinates
  124100. * @param x x coordinate
  124101. * @param y y coordinate
  124102. * @returns the started path2
  124103. */
  124104. static StartingAt(x: number, y: number): Path2;
  124105. }
  124106. /**
  124107. * Builds a polygon
  124108. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  124109. */
  124110. export class PolygonMeshBuilder {
  124111. private _points;
  124112. private _outlinepoints;
  124113. private _holes;
  124114. private _name;
  124115. private _scene;
  124116. private _epoints;
  124117. private _eholes;
  124118. private _addToepoint;
  124119. /**
  124120. * Babylon reference to the earcut plugin.
  124121. */
  124122. bjsEarcut: any;
  124123. /**
  124124. * Creates a PolygonMeshBuilder
  124125. * @param name name of the builder
  124126. * @param contours Path of the polygon
  124127. * @param scene scene to add to when creating the mesh
  124128. * @param earcutInjection can be used to inject your own earcut reference
  124129. */
  124130. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  124131. /**
  124132. * Adds a whole within the polygon
  124133. * @param hole Array of points defining the hole
  124134. * @returns this
  124135. */
  124136. addHole(hole: Vector2[]): PolygonMeshBuilder;
  124137. /**
  124138. * Creates the polygon
  124139. * @param updatable If the mesh should be updatable
  124140. * @param depth The depth of the mesh created
  124141. * @returns the created mesh
  124142. */
  124143. build(updatable?: boolean, depth?: number): Mesh;
  124144. /**
  124145. * Creates the polygon
  124146. * @param depth The depth of the mesh created
  124147. * @returns the created VertexData
  124148. */
  124149. buildVertexData(depth?: number): VertexData;
  124150. /**
  124151. * Adds a side to the polygon
  124152. * @param positions points that make the polygon
  124153. * @param normals normals of the polygon
  124154. * @param uvs uvs of the polygon
  124155. * @param indices indices of the polygon
  124156. * @param bounds bounds of the polygon
  124157. * @param points points of the polygon
  124158. * @param depth depth of the polygon
  124159. * @param flip flip of the polygon
  124160. */
  124161. private addSide;
  124162. }
  124163. }
  124164. declare module BABYLON {
  124165. /**
  124166. * Class containing static functions to help procedurally build meshes
  124167. */
  124168. export class PolygonBuilder {
  124169. /**
  124170. * Creates a polygon mesh
  124171. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  124172. * * 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
  124173. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  124174. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124175. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  124176. * * Remember you can only change the shape positions, not their number when updating a polygon
  124177. * @param name defines the name of the mesh
  124178. * @param options defines the options used to create the mesh
  124179. * @param scene defines the hosting scene
  124180. * @param earcutInjection can be used to inject your own earcut reference
  124181. * @returns the polygon mesh
  124182. */
  124183. static CreatePolygon(name: string, options: {
  124184. shape: Vector3[];
  124185. holes?: Vector3[][];
  124186. depth?: number;
  124187. faceUV?: Vector4[];
  124188. faceColors?: Color4[];
  124189. updatable?: boolean;
  124190. sideOrientation?: number;
  124191. frontUVs?: Vector4;
  124192. backUVs?: Vector4;
  124193. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  124194. /**
  124195. * Creates an extruded polygon mesh, with depth in the Y direction.
  124196. * * 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)
  124197. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  124198. * @param name defines the name of the mesh
  124199. * @param options defines the options used to create the mesh
  124200. * @param scene defines the hosting scene
  124201. * @param earcutInjection can be used to inject your own earcut reference
  124202. * @returns the polygon mesh
  124203. */
  124204. static ExtrudePolygon(name: string, options: {
  124205. shape: Vector3[];
  124206. holes?: Vector3[][];
  124207. depth?: number;
  124208. faceUV?: Vector4[];
  124209. faceColors?: Color4[];
  124210. updatable?: boolean;
  124211. sideOrientation?: number;
  124212. frontUVs?: Vector4;
  124213. backUVs?: Vector4;
  124214. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  124215. }
  124216. }
  124217. declare module BABYLON {
  124218. /**
  124219. * Class containing static functions to help procedurally build meshes
  124220. */
  124221. export class LatheBuilder {
  124222. /**
  124223. * Creates lathe mesh.
  124224. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  124225. * * 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
  124226. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  124227. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  124228. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  124229. * * 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
  124230. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  124231. * * 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
  124232. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124233. * * If you create a double-sided mesh, you can choose what parts of 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
  124234. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124235. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124236. * @param name defines the name of the mesh
  124237. * @param options defines the options used to create the mesh
  124238. * @param scene defines the hosting scene
  124239. * @returns the lathe mesh
  124240. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  124241. */
  124242. static CreateLathe(name: string, options: {
  124243. shape: Vector3[];
  124244. radius?: number;
  124245. tessellation?: number;
  124246. clip?: number;
  124247. arc?: number;
  124248. closed?: boolean;
  124249. updatable?: boolean;
  124250. sideOrientation?: number;
  124251. frontUVs?: Vector4;
  124252. backUVs?: Vector4;
  124253. cap?: number;
  124254. invertUV?: boolean;
  124255. }, scene?: Nullable<Scene>): Mesh;
  124256. }
  124257. }
  124258. declare module BABYLON {
  124259. /**
  124260. * Class containing static functions to help procedurally build meshes
  124261. */
  124262. export class TiledPlaneBuilder {
  124263. /**
  124264. * Creates a tiled plane mesh
  124265. * * The parameter `pattern` will, depending on value, do nothing or
  124266. * * * flip (reflect about central vertical) alternate tiles across and up
  124267. * * * flip every tile on alternate rows
  124268. * * * rotate (180 degs) alternate tiles across and up
  124269. * * * rotate every tile on alternate rows
  124270. * * * flip and rotate alternate tiles across and up
  124271. * * * flip and rotate every tile on alternate rows
  124272. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  124273. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  124274. * * If you create a double-sided mesh, you can choose what parts of 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
  124275. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  124276. * * 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)
  124277. * * 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)
  124278. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  124279. * @param name defines the name of the mesh
  124280. * @param options defines the options used to create the mesh
  124281. * @param scene defines the hosting scene
  124282. * @returns the box mesh
  124283. */
  124284. static CreateTiledPlane(name: string, options: {
  124285. pattern?: number;
  124286. tileSize?: number;
  124287. tileWidth?: number;
  124288. tileHeight?: number;
  124289. size?: number;
  124290. width?: number;
  124291. height?: number;
  124292. alignHorizontal?: number;
  124293. alignVertical?: number;
  124294. sideOrientation?: number;
  124295. frontUVs?: Vector4;
  124296. backUVs?: Vector4;
  124297. updatable?: boolean;
  124298. }, scene?: Nullable<Scene>): Mesh;
  124299. }
  124300. }
  124301. declare module BABYLON {
  124302. /**
  124303. * Class containing static functions to help procedurally build meshes
  124304. */
  124305. export class TubeBuilder {
  124306. /**
  124307. * Creates a tube mesh.
  124308. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  124309. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  124310. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  124311. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  124312. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  124313. * * 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)
  124314. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  124315. * * 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
  124316. * * 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
  124317. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124318. * * If you create a double-sided mesh, you can choose what parts of 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
  124319. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124320. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124321. * @param name defines the name of the mesh
  124322. * @param options defines the options used to create the mesh
  124323. * @param scene defines the hosting scene
  124324. * @returns the tube mesh
  124325. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  124326. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  124327. */
  124328. static CreateTube(name: string, options: {
  124329. path: Vector3[];
  124330. radius?: number;
  124331. tessellation?: number;
  124332. radiusFunction?: {
  124333. (i: number, distance: number): number;
  124334. };
  124335. cap?: number;
  124336. arc?: number;
  124337. updatable?: boolean;
  124338. sideOrientation?: number;
  124339. frontUVs?: Vector4;
  124340. backUVs?: Vector4;
  124341. instance?: Mesh;
  124342. invertUV?: boolean;
  124343. }, scene?: Nullable<Scene>): Mesh;
  124344. }
  124345. }
  124346. declare module BABYLON {
  124347. /**
  124348. * Class containing static functions to help procedurally build meshes
  124349. */
  124350. export class IcoSphereBuilder {
  124351. /**
  124352. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  124353. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  124354. * * 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`)
  124355. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  124356. * * 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
  124357. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124358. * * If you create a double-sided mesh, you can choose what parts of 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
  124359. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124360. * @param name defines the name of the mesh
  124361. * @param options defines the options used to create the mesh
  124362. * @param scene defines the hosting scene
  124363. * @returns the icosahedron mesh
  124364. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  124365. */
  124366. static CreateIcoSphere(name: string, options: {
  124367. radius?: number;
  124368. radiusX?: number;
  124369. radiusY?: number;
  124370. radiusZ?: number;
  124371. flat?: boolean;
  124372. subdivisions?: number;
  124373. sideOrientation?: number;
  124374. frontUVs?: Vector4;
  124375. backUVs?: Vector4;
  124376. updatable?: boolean;
  124377. }, scene?: Nullable<Scene>): Mesh;
  124378. }
  124379. }
  124380. declare module BABYLON {
  124381. /**
  124382. * Class containing static functions to help procedurally build meshes
  124383. */
  124384. export class DecalBuilder {
  124385. /**
  124386. * Creates a decal mesh.
  124387. * 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
  124388. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  124389. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  124390. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  124391. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  124392. * @param name defines the name of the mesh
  124393. * @param sourceMesh defines the mesh where the decal must be applied
  124394. * @param options defines the options used to create the mesh
  124395. * @param scene defines the hosting scene
  124396. * @returns the decal mesh
  124397. * @see https://doc.babylonjs.com/how_to/decals
  124398. */
  124399. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  124400. position?: Vector3;
  124401. normal?: Vector3;
  124402. size?: Vector3;
  124403. angle?: number;
  124404. }): Mesh;
  124405. }
  124406. }
  124407. declare module BABYLON {
  124408. /**
  124409. * Class containing static functions to help procedurally build meshes
  124410. */
  124411. export class MeshBuilder {
  124412. /**
  124413. * Creates a box mesh
  124414. * * The parameter `size` sets the size (float) of each box side (default 1)
  124415. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  124416. * * 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)
  124417. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  124418. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124419. * * If you create a double-sided mesh, you can choose what parts of 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
  124420. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124421. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  124422. * @param name defines the name of the mesh
  124423. * @param options defines the options used to create the mesh
  124424. * @param scene defines the hosting scene
  124425. * @returns the box mesh
  124426. */
  124427. static CreateBox(name: string, options: {
  124428. size?: number;
  124429. width?: number;
  124430. height?: number;
  124431. depth?: number;
  124432. faceUV?: Vector4[];
  124433. faceColors?: Color4[];
  124434. sideOrientation?: number;
  124435. frontUVs?: Vector4;
  124436. backUVs?: Vector4;
  124437. updatable?: boolean;
  124438. }, scene?: Nullable<Scene>): Mesh;
  124439. /**
  124440. * Creates a tiled box mesh
  124441. * * faceTiles sets the pattern, tile size and number of tiles for a face
  124442. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124443. * @param name defines the name of the mesh
  124444. * @param options defines the options used to create the mesh
  124445. * @param scene defines the hosting scene
  124446. * @returns the tiled box mesh
  124447. */
  124448. static CreateTiledBox(name: string, options: {
  124449. pattern?: number;
  124450. size?: number;
  124451. width?: number;
  124452. height?: number;
  124453. depth: number;
  124454. tileSize?: number;
  124455. tileWidth?: number;
  124456. tileHeight?: number;
  124457. faceUV?: Vector4[];
  124458. faceColors?: Color4[];
  124459. alignHorizontal?: number;
  124460. alignVertical?: number;
  124461. sideOrientation?: number;
  124462. updatable?: boolean;
  124463. }, scene?: Nullable<Scene>): Mesh;
  124464. /**
  124465. * Creates a sphere mesh
  124466. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  124467. * * 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`)
  124468. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  124469. * * 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
  124470. * * 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)
  124471. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124472. * * If you create a double-sided mesh, you can choose what parts of 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
  124473. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124474. * @param name defines the name of the mesh
  124475. * @param options defines the options used to create the mesh
  124476. * @param scene defines the hosting scene
  124477. * @returns the sphere mesh
  124478. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  124479. */
  124480. static CreateSphere(name: string, options: {
  124481. segments?: number;
  124482. diameter?: number;
  124483. diameterX?: number;
  124484. diameterY?: number;
  124485. diameterZ?: number;
  124486. arc?: number;
  124487. slice?: number;
  124488. sideOrientation?: number;
  124489. frontUVs?: Vector4;
  124490. backUVs?: Vector4;
  124491. updatable?: boolean;
  124492. }, scene?: Nullable<Scene>): Mesh;
  124493. /**
  124494. * Creates a plane polygonal mesh. By default, this is a disc
  124495. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  124496. * * 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
  124497. * * 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
  124498. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124499. * * If you create a double-sided mesh, you can choose what parts of 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
  124500. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124501. * @param name defines the name of the mesh
  124502. * @param options defines the options used to create the mesh
  124503. * @param scene defines the hosting scene
  124504. * @returns the plane polygonal mesh
  124505. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  124506. */
  124507. static CreateDisc(name: string, options: {
  124508. radius?: number;
  124509. tessellation?: number;
  124510. arc?: number;
  124511. updatable?: boolean;
  124512. sideOrientation?: number;
  124513. frontUVs?: Vector4;
  124514. backUVs?: Vector4;
  124515. }, scene?: Nullable<Scene>): Mesh;
  124516. /**
  124517. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  124518. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  124519. * * 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`)
  124520. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  124521. * * 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
  124522. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124523. * * If you create a double-sided mesh, you can choose what parts of 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
  124524. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124525. * @param name defines the name of the mesh
  124526. * @param options defines the options used to create the mesh
  124527. * @param scene defines the hosting scene
  124528. * @returns the icosahedron mesh
  124529. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  124530. */
  124531. static CreateIcoSphere(name: string, options: {
  124532. radius?: number;
  124533. radiusX?: number;
  124534. radiusY?: number;
  124535. radiusZ?: number;
  124536. flat?: boolean;
  124537. subdivisions?: number;
  124538. sideOrientation?: number;
  124539. frontUVs?: Vector4;
  124540. backUVs?: Vector4;
  124541. updatable?: boolean;
  124542. }, scene?: Nullable<Scene>): Mesh;
  124543. /**
  124544. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  124545. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  124546. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  124547. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  124548. * * 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
  124549. * * 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
  124550. * * 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
  124551. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124552. * * If you create a double-sided mesh, you can choose what parts of 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
  124553. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124554. * * 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
  124555. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  124556. * * 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
  124557. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  124558. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124559. * @param name defines the name of the mesh
  124560. * @param options defines the options used to create the mesh
  124561. * @param scene defines the hosting scene
  124562. * @returns the ribbon mesh
  124563. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  124564. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  124565. */
  124566. static CreateRibbon(name: string, options: {
  124567. pathArray: Vector3[][];
  124568. closeArray?: boolean;
  124569. closePath?: boolean;
  124570. offset?: number;
  124571. updatable?: boolean;
  124572. sideOrientation?: number;
  124573. frontUVs?: Vector4;
  124574. backUVs?: Vector4;
  124575. instance?: Mesh;
  124576. invertUV?: boolean;
  124577. uvs?: Vector2[];
  124578. colors?: Color4[];
  124579. }, scene?: Nullable<Scene>): Mesh;
  124580. /**
  124581. * Creates a cylinder or a cone mesh
  124582. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  124583. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  124584. * * 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.
  124585. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  124586. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  124587. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  124588. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  124589. * * 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).
  124590. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  124591. * * 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).
  124592. * * 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
  124593. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  124594. * * 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
  124595. * * 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.
  124596. * * If `enclose` is false, a ring surface is one element.
  124597. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  124598. * * 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
  124599. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124600. * * If you create a double-sided mesh, you can choose what parts of 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
  124601. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124602. * @param name defines the name of the mesh
  124603. * @param options defines the options used to create the mesh
  124604. * @param scene defines the hosting scene
  124605. * @returns the cylinder mesh
  124606. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  124607. */
  124608. static CreateCylinder(name: string, options: {
  124609. height?: number;
  124610. diameterTop?: number;
  124611. diameterBottom?: number;
  124612. diameter?: number;
  124613. tessellation?: number;
  124614. subdivisions?: number;
  124615. arc?: number;
  124616. faceColors?: Color4[];
  124617. faceUV?: Vector4[];
  124618. updatable?: boolean;
  124619. hasRings?: boolean;
  124620. enclose?: boolean;
  124621. cap?: number;
  124622. sideOrientation?: number;
  124623. frontUVs?: Vector4;
  124624. backUVs?: Vector4;
  124625. }, scene?: Nullable<Scene>): Mesh;
  124626. /**
  124627. * Creates a torus mesh
  124628. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  124629. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  124630. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  124631. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124632. * * If you create a double-sided mesh, you can choose what parts of 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
  124633. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124634. * @param name defines the name of the mesh
  124635. * @param options defines the options used to create the mesh
  124636. * @param scene defines the hosting scene
  124637. * @returns the torus mesh
  124638. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  124639. */
  124640. static CreateTorus(name: string, options: {
  124641. diameter?: number;
  124642. thickness?: number;
  124643. tessellation?: number;
  124644. updatable?: boolean;
  124645. sideOrientation?: number;
  124646. frontUVs?: Vector4;
  124647. backUVs?: Vector4;
  124648. }, scene?: Nullable<Scene>): Mesh;
  124649. /**
  124650. * Creates a torus knot mesh
  124651. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  124652. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  124653. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  124654. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  124655. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124656. * * If you create a double-sided mesh, you can choose what parts of 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
  124657. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124658. * @param name defines the name of the mesh
  124659. * @param options defines the options used to create the mesh
  124660. * @param scene defines the hosting scene
  124661. * @returns the torus knot mesh
  124662. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  124663. */
  124664. static CreateTorusKnot(name: string, options: {
  124665. radius?: number;
  124666. tube?: number;
  124667. radialSegments?: number;
  124668. tubularSegments?: number;
  124669. p?: number;
  124670. q?: number;
  124671. updatable?: boolean;
  124672. sideOrientation?: number;
  124673. frontUVs?: Vector4;
  124674. backUVs?: Vector4;
  124675. }, scene?: Nullable<Scene>): Mesh;
  124676. /**
  124677. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  124678. * * 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
  124679. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  124680. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  124681. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  124682. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  124683. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  124684. * * 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
  124685. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  124686. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124687. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  124688. * @param name defines the name of the new line system
  124689. * @param options defines the options used to create the line system
  124690. * @param scene defines the hosting scene
  124691. * @returns a new line system mesh
  124692. */
  124693. static CreateLineSystem(name: string, options: {
  124694. lines: Vector3[][];
  124695. updatable?: boolean;
  124696. instance?: Nullable<LinesMesh>;
  124697. colors?: Nullable<Color4[][]>;
  124698. useVertexAlpha?: boolean;
  124699. }, scene: Nullable<Scene>): LinesMesh;
  124700. /**
  124701. * Creates a line mesh
  124702. * 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
  124703. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  124704. * * The parameter `points` is an array successive Vector3
  124705. * * 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
  124706. * * The optional parameter `colors` is an array of successive Color4, one per line point
  124707. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  124708. * * When updating an instance, remember that only point positions can change, not the number of points
  124709. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124710. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  124711. * @param name defines the name of the new line system
  124712. * @param options defines the options used to create the line system
  124713. * @param scene defines the hosting scene
  124714. * @returns a new line mesh
  124715. */
  124716. static CreateLines(name: string, options: {
  124717. points: Vector3[];
  124718. updatable?: boolean;
  124719. instance?: Nullable<LinesMesh>;
  124720. colors?: Color4[];
  124721. useVertexAlpha?: boolean;
  124722. }, scene?: Nullable<Scene>): LinesMesh;
  124723. /**
  124724. * Creates a dashed line mesh
  124725. * * 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
  124726. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  124727. * * The parameter `points` is an array successive Vector3
  124728. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  124729. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  124730. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  124731. * * 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
  124732. * * When updating an instance, remember that only point positions can change, not the number of points
  124733. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124734. * @param name defines the name of the mesh
  124735. * @param options defines the options used to create the mesh
  124736. * @param scene defines the hosting scene
  124737. * @returns the dashed line mesh
  124738. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  124739. */
  124740. static CreateDashedLines(name: string, options: {
  124741. points: Vector3[];
  124742. dashSize?: number;
  124743. gapSize?: number;
  124744. dashNb?: number;
  124745. updatable?: boolean;
  124746. instance?: LinesMesh;
  124747. }, scene?: Nullable<Scene>): LinesMesh;
  124748. /**
  124749. * 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.
  124750. * * 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.
  124751. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  124752. * * 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.
  124753. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  124754. * * 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
  124755. * * 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
  124756. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  124757. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124758. * * If you create a double-sided mesh, you can choose what parts of 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
  124759. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  124760. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124761. * @param name defines the name of the mesh
  124762. * @param options defines the options used to create the mesh
  124763. * @param scene defines the hosting scene
  124764. * @returns the extruded shape mesh
  124765. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  124766. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  124767. */
  124768. static ExtrudeShape(name: string, options: {
  124769. shape: Vector3[];
  124770. path: Vector3[];
  124771. scale?: number;
  124772. rotation?: number;
  124773. cap?: number;
  124774. updatable?: boolean;
  124775. sideOrientation?: number;
  124776. frontUVs?: Vector4;
  124777. backUVs?: Vector4;
  124778. instance?: Mesh;
  124779. invertUV?: boolean;
  124780. }, scene?: Nullable<Scene>): Mesh;
  124781. /**
  124782. * Creates an custom extruded shape mesh.
  124783. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  124784. * * 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.
  124785. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  124786. * * 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
  124787. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  124788. * * 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
  124789. * * It must returns a float value that will be the scale value applied to the shape on each path point
  124790. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  124791. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  124792. * * 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
  124793. * * 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
  124794. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  124795. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124796. * * If you create a double-sided mesh, you can choose what parts of 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
  124797. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124798. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124799. * @param name defines the name of the mesh
  124800. * @param options defines the options used to create the mesh
  124801. * @param scene defines the hosting scene
  124802. * @returns the custom extruded shape mesh
  124803. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  124804. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  124805. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  124806. */
  124807. static ExtrudeShapeCustom(name: string, options: {
  124808. shape: Vector3[];
  124809. path: Vector3[];
  124810. scaleFunction?: any;
  124811. rotationFunction?: any;
  124812. ribbonCloseArray?: boolean;
  124813. ribbonClosePath?: boolean;
  124814. cap?: number;
  124815. updatable?: boolean;
  124816. sideOrientation?: number;
  124817. frontUVs?: Vector4;
  124818. backUVs?: Vector4;
  124819. instance?: Mesh;
  124820. invertUV?: boolean;
  124821. }, scene?: Nullable<Scene>): Mesh;
  124822. /**
  124823. * Creates lathe mesh.
  124824. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  124825. * * 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
  124826. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  124827. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  124828. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  124829. * * 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
  124830. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  124831. * * 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
  124832. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124833. * * If you create a double-sided mesh, you can choose what parts of 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
  124834. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124835. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124836. * @param name defines the name of the mesh
  124837. * @param options defines the options used to create the mesh
  124838. * @param scene defines the hosting scene
  124839. * @returns the lathe mesh
  124840. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  124841. */
  124842. static CreateLathe(name: string, options: {
  124843. shape: Vector3[];
  124844. radius?: number;
  124845. tessellation?: number;
  124846. clip?: number;
  124847. arc?: number;
  124848. closed?: boolean;
  124849. updatable?: boolean;
  124850. sideOrientation?: number;
  124851. frontUVs?: Vector4;
  124852. backUVs?: Vector4;
  124853. cap?: number;
  124854. invertUV?: boolean;
  124855. }, scene?: Nullable<Scene>): Mesh;
  124856. /**
  124857. * Creates a tiled plane mesh
  124858. * * You can set a limited pattern arrangement with the tiles
  124859. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124860. * * If you create a double-sided mesh, you can choose what parts of 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
  124861. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124862. * @param name defines the name of the mesh
  124863. * @param options defines the options used to create the mesh
  124864. * @param scene defines the hosting scene
  124865. * @returns the plane mesh
  124866. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  124867. */
  124868. static CreateTiledPlane(name: string, options: {
  124869. pattern?: number;
  124870. tileSize?: number;
  124871. tileWidth?: number;
  124872. tileHeight?: number;
  124873. size?: number;
  124874. width?: number;
  124875. height?: number;
  124876. alignHorizontal?: number;
  124877. alignVertical?: number;
  124878. sideOrientation?: number;
  124879. frontUVs?: Vector4;
  124880. backUVs?: Vector4;
  124881. updatable?: boolean;
  124882. }, scene?: Nullable<Scene>): Mesh;
  124883. /**
  124884. * Creates a plane mesh
  124885. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  124886. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  124887. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  124888. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124889. * * If you create a double-sided mesh, you can choose what parts of 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
  124890. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124891. * @param name defines the name of the mesh
  124892. * @param options defines the options used to create the mesh
  124893. * @param scene defines the hosting scene
  124894. * @returns the plane mesh
  124895. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  124896. */
  124897. static CreatePlane(name: string, options: {
  124898. size?: number;
  124899. width?: number;
  124900. height?: number;
  124901. sideOrientation?: number;
  124902. frontUVs?: Vector4;
  124903. backUVs?: Vector4;
  124904. updatable?: boolean;
  124905. sourcePlane?: Plane;
  124906. }, scene?: Nullable<Scene>): Mesh;
  124907. /**
  124908. * Creates a ground mesh
  124909. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  124910. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  124911. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124912. * @param name defines the name of the mesh
  124913. * @param options defines the options used to create the mesh
  124914. * @param scene defines the hosting scene
  124915. * @returns the ground mesh
  124916. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  124917. */
  124918. static CreateGround(name: string, options: {
  124919. width?: number;
  124920. height?: number;
  124921. subdivisions?: number;
  124922. subdivisionsX?: number;
  124923. subdivisionsY?: number;
  124924. updatable?: boolean;
  124925. }, scene?: Nullable<Scene>): Mesh;
  124926. /**
  124927. * Creates a tiled ground mesh
  124928. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  124929. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  124930. * * 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
  124931. * * 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
  124932. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124933. * @param name defines the name of the mesh
  124934. * @param options defines the options used to create the mesh
  124935. * @param scene defines the hosting scene
  124936. * @returns the tiled ground mesh
  124937. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  124938. */
  124939. static CreateTiledGround(name: string, options: {
  124940. xmin: number;
  124941. zmin: number;
  124942. xmax: number;
  124943. zmax: number;
  124944. subdivisions?: {
  124945. w: number;
  124946. h: number;
  124947. };
  124948. precision?: {
  124949. w: number;
  124950. h: number;
  124951. };
  124952. updatable?: boolean;
  124953. }, scene?: Nullable<Scene>): Mesh;
  124954. /**
  124955. * Creates a ground mesh from a height map
  124956. * * The parameter `url` sets the URL of the height map image resource.
  124957. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  124958. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  124959. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  124960. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  124961. * * 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.
  124962. * * 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).
  124963. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  124964. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124965. * @param name defines the name of the mesh
  124966. * @param url defines the url to the height map
  124967. * @param options defines the options used to create the mesh
  124968. * @param scene defines the hosting scene
  124969. * @returns the ground mesh
  124970. * @see https://doc.babylonjs.com/babylon101/height_map
  124971. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  124972. */
  124973. static CreateGroundFromHeightMap(name: string, url: string, options: {
  124974. width?: number;
  124975. height?: number;
  124976. subdivisions?: number;
  124977. minHeight?: number;
  124978. maxHeight?: number;
  124979. colorFilter?: Color3;
  124980. alphaFilter?: number;
  124981. updatable?: boolean;
  124982. onReady?: (mesh: GroundMesh) => void;
  124983. }, scene?: Nullable<Scene>): GroundMesh;
  124984. /**
  124985. * Creates a polygon mesh
  124986. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  124987. * * 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
  124988. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  124989. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124990. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  124991. * * Remember you can only change the shape positions, not their number when updating a polygon
  124992. * @param name defines the name of the mesh
  124993. * @param options defines the options used to create the mesh
  124994. * @param scene defines the hosting scene
  124995. * @param earcutInjection can be used to inject your own earcut reference
  124996. * @returns the polygon mesh
  124997. */
  124998. static CreatePolygon(name: string, options: {
  124999. shape: Vector3[];
  125000. holes?: Vector3[][];
  125001. depth?: number;
  125002. faceUV?: Vector4[];
  125003. faceColors?: Color4[];
  125004. updatable?: boolean;
  125005. sideOrientation?: number;
  125006. frontUVs?: Vector4;
  125007. backUVs?: Vector4;
  125008. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125009. /**
  125010. * Creates an extruded polygon mesh, with depth in the Y direction.
  125011. * * 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)
  125012. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125013. * @param name defines the name of the mesh
  125014. * @param options defines the options used to create the mesh
  125015. * @param scene defines the hosting scene
  125016. * @param earcutInjection can be used to inject your own earcut reference
  125017. * @returns the polygon mesh
  125018. */
  125019. static ExtrudePolygon(name: string, options: {
  125020. shape: Vector3[];
  125021. holes?: Vector3[][];
  125022. depth?: number;
  125023. faceUV?: Vector4[];
  125024. faceColors?: Color4[];
  125025. updatable?: boolean;
  125026. sideOrientation?: number;
  125027. frontUVs?: Vector4;
  125028. backUVs?: Vector4;
  125029. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125030. /**
  125031. * Creates a tube mesh.
  125032. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  125033. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  125034. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  125035. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  125036. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  125037. * * 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)
  125038. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  125039. * * 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
  125040. * * 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
  125041. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125042. * * If you create a double-sided mesh, you can choose what parts of 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
  125043. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125044. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125045. * @param name defines the name of the mesh
  125046. * @param options defines the options used to create the mesh
  125047. * @param scene defines the hosting scene
  125048. * @returns the tube mesh
  125049. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125050. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  125051. */
  125052. static CreateTube(name: string, options: {
  125053. path: Vector3[];
  125054. radius?: number;
  125055. tessellation?: number;
  125056. radiusFunction?: {
  125057. (i: number, distance: number): number;
  125058. };
  125059. cap?: number;
  125060. arc?: number;
  125061. updatable?: boolean;
  125062. sideOrientation?: number;
  125063. frontUVs?: Vector4;
  125064. backUVs?: Vector4;
  125065. instance?: Mesh;
  125066. invertUV?: boolean;
  125067. }, scene?: Nullable<Scene>): Mesh;
  125068. /**
  125069. * Creates a polyhedron mesh
  125070. * * 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
  125071. * * The parameter `size` (positive float, default 1) sets the polygon size
  125072. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  125073. * * 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`
  125074. * * 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
  125075. * * 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)`)
  125076. * * 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
  125077. * * 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
  125078. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125079. * * If you create a double-sided mesh, you can choose what parts of 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
  125080. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125081. * @param name defines the name of the mesh
  125082. * @param options defines the options used to create the mesh
  125083. * @param scene defines the hosting scene
  125084. * @returns the polyhedron mesh
  125085. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  125086. */
  125087. static CreatePolyhedron(name: string, options: {
  125088. type?: number;
  125089. size?: number;
  125090. sizeX?: number;
  125091. sizeY?: number;
  125092. sizeZ?: number;
  125093. custom?: any;
  125094. faceUV?: Vector4[];
  125095. faceColors?: Color4[];
  125096. flat?: boolean;
  125097. updatable?: boolean;
  125098. sideOrientation?: number;
  125099. frontUVs?: Vector4;
  125100. backUVs?: Vector4;
  125101. }, scene?: Nullable<Scene>): Mesh;
  125102. /**
  125103. * Creates a decal mesh.
  125104. * 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
  125105. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  125106. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  125107. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  125108. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  125109. * @param name defines the name of the mesh
  125110. * @param sourceMesh defines the mesh where the decal must be applied
  125111. * @param options defines the options used to create the mesh
  125112. * @param scene defines the hosting scene
  125113. * @returns the decal mesh
  125114. * @see https://doc.babylonjs.com/how_to/decals
  125115. */
  125116. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  125117. position?: Vector3;
  125118. normal?: Vector3;
  125119. size?: Vector3;
  125120. angle?: number;
  125121. }): Mesh;
  125122. }
  125123. }
  125124. declare module BABYLON {
  125125. /**
  125126. * A simplifier interface for future simplification implementations
  125127. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125128. */
  125129. export interface ISimplifier {
  125130. /**
  125131. * Simplification of a given mesh according to the given settings.
  125132. * Since this requires computation, it is assumed that the function runs async.
  125133. * @param settings The settings of the simplification, including quality and distance
  125134. * @param successCallback A callback that will be called after the mesh was simplified.
  125135. * @param errorCallback in case of an error, this callback will be called. optional.
  125136. */
  125137. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  125138. }
  125139. /**
  125140. * Expected simplification settings.
  125141. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  125142. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125143. */
  125144. export interface ISimplificationSettings {
  125145. /**
  125146. * Gets or sets the expected quality
  125147. */
  125148. quality: number;
  125149. /**
  125150. * Gets or sets the distance when this optimized version should be used
  125151. */
  125152. distance: number;
  125153. /**
  125154. * Gets an already optimized mesh
  125155. */
  125156. optimizeMesh?: boolean;
  125157. }
  125158. /**
  125159. * Class used to specify simplification options
  125160. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125161. */
  125162. export class SimplificationSettings implements ISimplificationSettings {
  125163. /** expected quality */
  125164. quality: number;
  125165. /** distance when this optimized version should be used */
  125166. distance: number;
  125167. /** already optimized mesh */
  125168. optimizeMesh?: boolean | undefined;
  125169. /**
  125170. * Creates a SimplificationSettings
  125171. * @param quality expected quality
  125172. * @param distance distance when this optimized version should be used
  125173. * @param optimizeMesh already optimized mesh
  125174. */
  125175. constructor(
  125176. /** expected quality */
  125177. quality: number,
  125178. /** distance when this optimized version should be used */
  125179. distance: number,
  125180. /** already optimized mesh */
  125181. optimizeMesh?: boolean | undefined);
  125182. }
  125183. /**
  125184. * Interface used to define a simplification task
  125185. */
  125186. export interface ISimplificationTask {
  125187. /**
  125188. * Array of settings
  125189. */
  125190. settings: Array<ISimplificationSettings>;
  125191. /**
  125192. * Simplification type
  125193. */
  125194. simplificationType: SimplificationType;
  125195. /**
  125196. * Mesh to simplify
  125197. */
  125198. mesh: Mesh;
  125199. /**
  125200. * Callback called on success
  125201. */
  125202. successCallback?: () => void;
  125203. /**
  125204. * Defines if parallel processing can be used
  125205. */
  125206. parallelProcessing: boolean;
  125207. }
  125208. /**
  125209. * Queue used to order the simplification tasks
  125210. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125211. */
  125212. export class SimplificationQueue {
  125213. private _simplificationArray;
  125214. /**
  125215. * Gets a boolean indicating that the process is still running
  125216. */
  125217. running: boolean;
  125218. /**
  125219. * Creates a new queue
  125220. */
  125221. constructor();
  125222. /**
  125223. * Adds a new simplification task
  125224. * @param task defines a task to add
  125225. */
  125226. addTask(task: ISimplificationTask): void;
  125227. /**
  125228. * Execute next task
  125229. */
  125230. executeNext(): void;
  125231. /**
  125232. * Execute a simplification task
  125233. * @param task defines the task to run
  125234. */
  125235. runSimplification(task: ISimplificationTask): void;
  125236. private getSimplifier;
  125237. }
  125238. /**
  125239. * The implemented types of simplification
  125240. * At the moment only Quadratic Error Decimation is implemented
  125241. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125242. */
  125243. export enum SimplificationType {
  125244. /** Quadratic error decimation */
  125245. QUADRATIC = 0
  125246. }
  125247. }
  125248. declare module BABYLON {
  125249. interface Scene {
  125250. /** @hidden (Backing field) */
  125251. _simplificationQueue: SimplificationQueue;
  125252. /**
  125253. * Gets or sets the simplification queue attached to the scene
  125254. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125255. */
  125256. simplificationQueue: SimplificationQueue;
  125257. }
  125258. interface Mesh {
  125259. /**
  125260. * Simplify the mesh according to the given array of settings.
  125261. * Function will return immediately and will simplify async
  125262. * @param settings a collection of simplification settings
  125263. * @param parallelProcessing should all levels calculate parallel or one after the other
  125264. * @param simplificationType the type of simplification to run
  125265. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  125266. * @returns the current mesh
  125267. */
  125268. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  125269. }
  125270. /**
  125271. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  125272. * created in a scene
  125273. */
  125274. export class SimplicationQueueSceneComponent implements ISceneComponent {
  125275. /**
  125276. * The component name helpfull to identify the component in the list of scene components.
  125277. */
  125278. readonly name: string;
  125279. /**
  125280. * The scene the component belongs to.
  125281. */
  125282. scene: Scene;
  125283. /**
  125284. * Creates a new instance of the component for the given scene
  125285. * @param scene Defines the scene to register the component in
  125286. */
  125287. constructor(scene: Scene);
  125288. /**
  125289. * Registers the component in a given scene
  125290. */
  125291. register(): void;
  125292. /**
  125293. * Rebuilds the elements related to this component in case of
  125294. * context lost for instance.
  125295. */
  125296. rebuild(): void;
  125297. /**
  125298. * Disposes the component and the associated ressources
  125299. */
  125300. dispose(): void;
  125301. private _beforeCameraUpdate;
  125302. }
  125303. }
  125304. declare module BABYLON {
  125305. /**
  125306. * Navigation plugin interface to add navigation constrained by a navigation mesh
  125307. */
  125308. export interface INavigationEnginePlugin {
  125309. /**
  125310. * plugin name
  125311. */
  125312. name: string;
  125313. /**
  125314. * Creates a navigation mesh
  125315. * @param meshes array of all the geometry used to compute the navigatio mesh
  125316. * @param parameters bunch of parameters used to filter geometry
  125317. */
  125318. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  125319. /**
  125320. * Create a navigation mesh debug mesh
  125321. * @param scene is where the mesh will be added
  125322. * @returns debug display mesh
  125323. */
  125324. createDebugNavMesh(scene: Scene): Mesh;
  125325. /**
  125326. * Get a navigation mesh constrained position, closest to the parameter position
  125327. * @param position world position
  125328. * @returns the closest point to position constrained by the navigation mesh
  125329. */
  125330. getClosestPoint(position: Vector3): Vector3;
  125331. /**
  125332. * Get a navigation mesh constrained position, within a particular radius
  125333. * @param position world position
  125334. * @param maxRadius the maximum distance to the constrained world position
  125335. * @returns the closest point to position constrained by the navigation mesh
  125336. */
  125337. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  125338. /**
  125339. * Compute the final position from a segment made of destination-position
  125340. * @param position world position
  125341. * @param destination world position
  125342. * @returns the resulting point along the navmesh
  125343. */
  125344. moveAlong(position: Vector3, destination: Vector3): Vector3;
  125345. /**
  125346. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  125347. * @param start world position
  125348. * @param end world position
  125349. * @returns array containing world position composing the path
  125350. */
  125351. computePath(start: Vector3, end: Vector3): Vector3[];
  125352. /**
  125353. * If this plugin is supported
  125354. * @returns true if plugin is supported
  125355. */
  125356. isSupported(): boolean;
  125357. /**
  125358. * Create a new Crowd so you can add agents
  125359. * @param maxAgents the maximum agent count in the crowd
  125360. * @param maxAgentRadius the maximum radius an agent can have
  125361. * @param scene to attach the crowd to
  125362. * @returns the crowd you can add agents to
  125363. */
  125364. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  125365. /**
  125366. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  125367. * The queries will try to find a solution within those bounds
  125368. * default is (1,1,1)
  125369. * @param extent x,y,z value that define the extent around the queries point of reference
  125370. */
  125371. setDefaultQueryExtent(extent: Vector3): void;
  125372. /**
  125373. * Get the Bounding box extent specified by setDefaultQueryExtent
  125374. * @returns the box extent values
  125375. */
  125376. getDefaultQueryExtent(): Vector3;
  125377. /**
  125378. * Release all resources
  125379. */
  125380. dispose(): void;
  125381. }
  125382. /**
  125383. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  125384. */
  125385. export interface ICrowd {
  125386. /**
  125387. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  125388. * You can attach anything to that node. The node position is updated in the scene update tick.
  125389. * @param pos world position that will be constrained by the navigation mesh
  125390. * @param parameters agent parameters
  125391. * @param transform hooked to the agent that will be update by the scene
  125392. * @returns agent index
  125393. */
  125394. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  125395. /**
  125396. * Returns the agent position in world space
  125397. * @param index agent index returned by addAgent
  125398. * @returns world space position
  125399. */
  125400. getAgentPosition(index: number): Vector3;
  125401. /**
  125402. * Gets the agent velocity in world space
  125403. * @param index agent index returned by addAgent
  125404. * @returns world space velocity
  125405. */
  125406. getAgentVelocity(index: number): Vector3;
  125407. /**
  125408. * remove a particular agent previously created
  125409. * @param index agent index returned by addAgent
  125410. */
  125411. removeAgent(index: number): void;
  125412. /**
  125413. * get the list of all agents attached to this crowd
  125414. * @returns list of agent indices
  125415. */
  125416. getAgents(): number[];
  125417. /**
  125418. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  125419. * @param deltaTime in seconds
  125420. */
  125421. update(deltaTime: number): void;
  125422. /**
  125423. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  125424. * @param index agent index returned by addAgent
  125425. * @param destination targeted world position
  125426. */
  125427. agentGoto(index: number, destination: Vector3): void;
  125428. /**
  125429. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  125430. * The queries will try to find a solution within those bounds
  125431. * default is (1,1,1)
  125432. * @param extent x,y,z value that define the extent around the queries point of reference
  125433. */
  125434. setDefaultQueryExtent(extent: Vector3): void;
  125435. /**
  125436. * Get the Bounding box extent specified by setDefaultQueryExtent
  125437. * @returns the box extent values
  125438. */
  125439. getDefaultQueryExtent(): Vector3;
  125440. /**
  125441. * Release all resources
  125442. */
  125443. dispose(): void;
  125444. }
  125445. /**
  125446. * Configures an agent
  125447. */
  125448. export interface IAgentParameters {
  125449. /**
  125450. * Agent radius. [Limit: >= 0]
  125451. */
  125452. radius: number;
  125453. /**
  125454. * Agent height. [Limit: > 0]
  125455. */
  125456. height: number;
  125457. /**
  125458. * Maximum allowed acceleration. [Limit: >= 0]
  125459. */
  125460. maxAcceleration: number;
  125461. /**
  125462. * Maximum allowed speed. [Limit: >= 0]
  125463. */
  125464. maxSpeed: number;
  125465. /**
  125466. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  125467. */
  125468. collisionQueryRange: number;
  125469. /**
  125470. * The path visibility optimization range. [Limit: > 0]
  125471. */
  125472. pathOptimizationRange: number;
  125473. /**
  125474. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  125475. */
  125476. separationWeight: number;
  125477. }
  125478. /**
  125479. * Configures the navigation mesh creation
  125480. */
  125481. export interface INavMeshParameters {
  125482. /**
  125483. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  125484. */
  125485. cs: number;
  125486. /**
  125487. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  125488. */
  125489. ch: number;
  125490. /**
  125491. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  125492. */
  125493. walkableSlopeAngle: number;
  125494. /**
  125495. * Minimum floor to 'ceiling' height that will still allow the floor area to
  125496. * be considered walkable. [Limit: >= 3] [Units: vx]
  125497. */
  125498. walkableHeight: number;
  125499. /**
  125500. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  125501. */
  125502. walkableClimb: number;
  125503. /**
  125504. * The distance to erode/shrink the walkable area of the heightfield away from
  125505. * obstructions. [Limit: >=0] [Units: vx]
  125506. */
  125507. walkableRadius: number;
  125508. /**
  125509. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  125510. */
  125511. maxEdgeLen: number;
  125512. /**
  125513. * The maximum distance a simplfied contour's border edges should deviate
  125514. * the original raw contour. [Limit: >=0] [Units: vx]
  125515. */
  125516. maxSimplificationError: number;
  125517. /**
  125518. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  125519. */
  125520. minRegionArea: number;
  125521. /**
  125522. * Any regions with a span count smaller than this value will, if possible,
  125523. * be merged with larger regions. [Limit: >=0] [Units: vx]
  125524. */
  125525. mergeRegionArea: number;
  125526. /**
  125527. * The maximum number of vertices allowed for polygons generated during the
  125528. * contour to polygon conversion process. [Limit: >= 3]
  125529. */
  125530. maxVertsPerPoly: number;
  125531. /**
  125532. * Sets the sampling distance to use when generating the detail mesh.
  125533. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  125534. */
  125535. detailSampleDist: number;
  125536. /**
  125537. * The maximum distance the detail mesh surface should deviate from heightfield
  125538. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  125539. */
  125540. detailSampleMaxError: number;
  125541. }
  125542. }
  125543. declare module BABYLON {
  125544. /**
  125545. * RecastJS navigation plugin
  125546. */
  125547. export class RecastJSPlugin implements INavigationEnginePlugin {
  125548. /**
  125549. * Reference to the Recast library
  125550. */
  125551. bjsRECAST: any;
  125552. /**
  125553. * plugin name
  125554. */
  125555. name: string;
  125556. /**
  125557. * the first navmesh created. We might extend this to support multiple navmeshes
  125558. */
  125559. navMesh: any;
  125560. /**
  125561. * Initializes the recastJS plugin
  125562. * @param recastInjection can be used to inject your own recast reference
  125563. */
  125564. constructor(recastInjection?: any);
  125565. /**
  125566. * Creates a navigation mesh
  125567. * @param meshes array of all the geometry used to compute the navigatio mesh
  125568. * @param parameters bunch of parameters used to filter geometry
  125569. */
  125570. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  125571. /**
  125572. * Create a navigation mesh debug mesh
  125573. * @param scene is where the mesh will be added
  125574. * @returns debug display mesh
  125575. */
  125576. createDebugNavMesh(scene: Scene): Mesh;
  125577. /**
  125578. * Get a navigation mesh constrained position, closest to the parameter position
  125579. * @param position world position
  125580. * @returns the closest point to position constrained by the navigation mesh
  125581. */
  125582. getClosestPoint(position: Vector3): Vector3;
  125583. /**
  125584. * Get a navigation mesh constrained position, within a particular radius
  125585. * @param position world position
  125586. * @param maxRadius the maximum distance to the constrained world position
  125587. * @returns the closest point to position constrained by the navigation mesh
  125588. */
  125589. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  125590. /**
  125591. * Compute the final position from a segment made of destination-position
  125592. * @param position world position
  125593. * @param destination world position
  125594. * @returns the resulting point along the navmesh
  125595. */
  125596. moveAlong(position: Vector3, destination: Vector3): Vector3;
  125597. /**
  125598. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  125599. * @param start world position
  125600. * @param end world position
  125601. * @returns array containing world position composing the path
  125602. */
  125603. computePath(start: Vector3, end: Vector3): Vector3[];
  125604. /**
  125605. * Create a new Crowd so you can add agents
  125606. * @param maxAgents the maximum agent count in the crowd
  125607. * @param maxAgentRadius the maximum radius an agent can have
  125608. * @param scene to attach the crowd to
  125609. * @returns the crowd you can add agents to
  125610. */
  125611. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  125612. /**
  125613. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  125614. * The queries will try to find a solution within those bounds
  125615. * default is (1,1,1)
  125616. * @param extent x,y,z value that define the extent around the queries point of reference
  125617. */
  125618. setDefaultQueryExtent(extent: Vector3): void;
  125619. /**
  125620. * Get the Bounding box extent specified by setDefaultQueryExtent
  125621. * @returns the box extent values
  125622. */
  125623. getDefaultQueryExtent(): Vector3;
  125624. /**
  125625. * Disposes
  125626. */
  125627. dispose(): void;
  125628. /**
  125629. * If this plugin is supported
  125630. * @returns true if plugin is supported
  125631. */
  125632. isSupported(): boolean;
  125633. }
  125634. /**
  125635. * Recast detour crowd implementation
  125636. */
  125637. export class RecastJSCrowd implements ICrowd {
  125638. /**
  125639. * Recast/detour plugin
  125640. */
  125641. bjsRECASTPlugin: RecastJSPlugin;
  125642. /**
  125643. * Link to the detour crowd
  125644. */
  125645. recastCrowd: any;
  125646. /**
  125647. * One transform per agent
  125648. */
  125649. transforms: TransformNode[];
  125650. /**
  125651. * All agents created
  125652. */
  125653. agents: number[];
  125654. /**
  125655. * Link to the scene is kept to unregister the crowd from the scene
  125656. */
  125657. private _scene;
  125658. /**
  125659. * Observer for crowd updates
  125660. */
  125661. private _onBeforeAnimationsObserver;
  125662. /**
  125663. * Constructor
  125664. * @param plugin recastJS plugin
  125665. * @param maxAgents the maximum agent count in the crowd
  125666. * @param maxAgentRadius the maximum radius an agent can have
  125667. * @param scene to attach the crowd to
  125668. * @returns the crowd you can add agents to
  125669. */
  125670. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  125671. /**
  125672. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  125673. * You can attach anything to that node. The node position is updated in the scene update tick.
  125674. * @param pos world position that will be constrained by the navigation mesh
  125675. * @param parameters agent parameters
  125676. * @param transform hooked to the agent that will be update by the scene
  125677. * @returns agent index
  125678. */
  125679. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  125680. /**
  125681. * Returns the agent position in world space
  125682. * @param index agent index returned by addAgent
  125683. * @returns world space position
  125684. */
  125685. getAgentPosition(index: number): Vector3;
  125686. /**
  125687. * Returns the agent velocity in world space
  125688. * @param index agent index returned by addAgent
  125689. * @returns world space velocity
  125690. */
  125691. getAgentVelocity(index: number): Vector3;
  125692. /**
  125693. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  125694. * @param index agent index returned by addAgent
  125695. * @param destination targeted world position
  125696. */
  125697. agentGoto(index: number, destination: Vector3): void;
  125698. /**
  125699. * remove a particular agent previously created
  125700. * @param index agent index returned by addAgent
  125701. */
  125702. removeAgent(index: number): void;
  125703. /**
  125704. * get the list of all agents attached to this crowd
  125705. * @returns list of agent indices
  125706. */
  125707. getAgents(): number[];
  125708. /**
  125709. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  125710. * @param deltaTime in seconds
  125711. */
  125712. update(deltaTime: number): void;
  125713. /**
  125714. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  125715. * The queries will try to find a solution within those bounds
  125716. * default is (1,1,1)
  125717. * @param extent x,y,z value that define the extent around the queries point of reference
  125718. */
  125719. setDefaultQueryExtent(extent: Vector3): void;
  125720. /**
  125721. * Get the Bounding box extent specified by setDefaultQueryExtent
  125722. * @returns the box extent values
  125723. */
  125724. getDefaultQueryExtent(): Vector3;
  125725. /**
  125726. * Release all resources
  125727. */
  125728. dispose(): void;
  125729. }
  125730. }
  125731. declare module BABYLON {
  125732. /**
  125733. * Class used to enable access to IndexedDB
  125734. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  125735. */
  125736. export class Database implements IOfflineProvider {
  125737. private _callbackManifestChecked;
  125738. private _currentSceneUrl;
  125739. private _db;
  125740. private _enableSceneOffline;
  125741. private _enableTexturesOffline;
  125742. private _manifestVersionFound;
  125743. private _mustUpdateRessources;
  125744. private _hasReachedQuota;
  125745. private _isSupported;
  125746. private _idbFactory;
  125747. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  125748. private static IsUASupportingBlobStorage;
  125749. /**
  125750. * Gets a boolean indicating if Database storate is enabled (off by default)
  125751. */
  125752. static IDBStorageEnabled: boolean;
  125753. /**
  125754. * Gets a boolean indicating if scene must be saved in the database
  125755. */
  125756. readonly enableSceneOffline: boolean;
  125757. /**
  125758. * Gets a boolean indicating if textures must be saved in the database
  125759. */
  125760. readonly enableTexturesOffline: boolean;
  125761. /**
  125762. * Creates a new Database
  125763. * @param urlToScene defines the url to load the scene
  125764. * @param callbackManifestChecked defines the callback to use when manifest is checked
  125765. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  125766. */
  125767. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  125768. private static _ParseURL;
  125769. private static _ReturnFullUrlLocation;
  125770. private _checkManifestFile;
  125771. /**
  125772. * Open the database and make it available
  125773. * @param successCallback defines the callback to call on success
  125774. * @param errorCallback defines the callback to call on error
  125775. */
  125776. open(successCallback: () => void, errorCallback: () => void): void;
  125777. /**
  125778. * Loads an image from the database
  125779. * @param url defines the url to load from
  125780. * @param image defines the target DOM image
  125781. */
  125782. loadImage(url: string, image: HTMLImageElement): void;
  125783. private _loadImageFromDBAsync;
  125784. private _saveImageIntoDBAsync;
  125785. private _checkVersionFromDB;
  125786. private _loadVersionFromDBAsync;
  125787. private _saveVersionIntoDBAsync;
  125788. /**
  125789. * Loads a file from database
  125790. * @param url defines the URL to load from
  125791. * @param sceneLoaded defines a callback to call on success
  125792. * @param progressCallBack defines a callback to call when progress changed
  125793. * @param errorCallback defines a callback to call on error
  125794. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  125795. */
  125796. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  125797. private _loadFileAsync;
  125798. private _saveFileAsync;
  125799. /**
  125800. * Validates if xhr data is correct
  125801. * @param xhr defines the request to validate
  125802. * @param dataType defines the expected data type
  125803. * @returns true if data is correct
  125804. */
  125805. private static _ValidateXHRData;
  125806. }
  125807. }
  125808. declare module BABYLON {
  125809. /** @hidden */
  125810. export var gpuUpdateParticlesPixelShader: {
  125811. name: string;
  125812. shader: string;
  125813. };
  125814. }
  125815. declare module BABYLON {
  125816. /** @hidden */
  125817. export var gpuUpdateParticlesVertexShader: {
  125818. name: string;
  125819. shader: string;
  125820. };
  125821. }
  125822. declare module BABYLON {
  125823. /** @hidden */
  125824. export var clipPlaneFragmentDeclaration2: {
  125825. name: string;
  125826. shader: string;
  125827. };
  125828. }
  125829. declare module BABYLON {
  125830. /** @hidden */
  125831. export var gpuRenderParticlesPixelShader: {
  125832. name: string;
  125833. shader: string;
  125834. };
  125835. }
  125836. declare module BABYLON {
  125837. /** @hidden */
  125838. export var clipPlaneVertexDeclaration2: {
  125839. name: string;
  125840. shader: string;
  125841. };
  125842. }
  125843. declare module BABYLON {
  125844. /** @hidden */
  125845. export var gpuRenderParticlesVertexShader: {
  125846. name: string;
  125847. shader: string;
  125848. };
  125849. }
  125850. declare module BABYLON {
  125851. /**
  125852. * This represents a GPU particle system in Babylon
  125853. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  125854. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  125855. */
  125856. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  125857. /**
  125858. * The layer mask we are rendering the particles through.
  125859. */
  125860. layerMask: number;
  125861. private _capacity;
  125862. private _activeCount;
  125863. private _currentActiveCount;
  125864. private _accumulatedCount;
  125865. private _renderEffect;
  125866. private _updateEffect;
  125867. private _buffer0;
  125868. private _buffer1;
  125869. private _spriteBuffer;
  125870. private _updateVAO;
  125871. private _renderVAO;
  125872. private _targetIndex;
  125873. private _sourceBuffer;
  125874. private _targetBuffer;
  125875. private _engine;
  125876. private _currentRenderId;
  125877. private _started;
  125878. private _stopped;
  125879. private _timeDelta;
  125880. private _randomTexture;
  125881. private _randomTexture2;
  125882. private _attributesStrideSize;
  125883. private _updateEffectOptions;
  125884. private _randomTextureSize;
  125885. private _actualFrame;
  125886. private readonly _rawTextureWidth;
  125887. /**
  125888. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  125889. */
  125890. static readonly IsSupported: boolean;
  125891. /**
  125892. * An event triggered when the system is disposed.
  125893. */
  125894. onDisposeObservable: Observable<GPUParticleSystem>;
  125895. /**
  125896. * Gets the maximum number of particles active at the same time.
  125897. * @returns The max number of active particles.
  125898. */
  125899. getCapacity(): number;
  125900. /**
  125901. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  125902. * to override the particles.
  125903. */
  125904. forceDepthWrite: boolean;
  125905. /**
  125906. * Gets or set the number of active particles
  125907. */
  125908. activeParticleCount: number;
  125909. private _preWarmDone;
  125910. /**
  125911. * Is this system ready to be used/rendered
  125912. * @return true if the system is ready
  125913. */
  125914. isReady(): boolean;
  125915. /**
  125916. * Gets if the system has been started. (Note: this will still be true after stop is called)
  125917. * @returns True if it has been started, otherwise false.
  125918. */
  125919. isStarted(): boolean;
  125920. /**
  125921. * Starts the particle system and begins to emit
  125922. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  125923. */
  125924. start(delay?: number): void;
  125925. /**
  125926. * Stops the particle system.
  125927. */
  125928. stop(): void;
  125929. /**
  125930. * Remove all active particles
  125931. */
  125932. reset(): void;
  125933. /**
  125934. * Returns the string "GPUParticleSystem"
  125935. * @returns a string containing the class name
  125936. */
  125937. getClassName(): string;
  125938. private _colorGradientsTexture;
  125939. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  125940. /**
  125941. * Adds a new color gradient
  125942. * @param gradient defines the gradient to use (between 0 and 1)
  125943. * @param color1 defines the color to affect to the specified gradient
  125944. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  125945. * @returns the current particle system
  125946. */
  125947. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  125948. /**
  125949. * Remove a specific color gradient
  125950. * @param gradient defines the gradient to remove
  125951. * @returns the current particle system
  125952. */
  125953. removeColorGradient(gradient: number): GPUParticleSystem;
  125954. private _angularSpeedGradientsTexture;
  125955. private _sizeGradientsTexture;
  125956. private _velocityGradientsTexture;
  125957. private _limitVelocityGradientsTexture;
  125958. private _dragGradientsTexture;
  125959. private _addFactorGradient;
  125960. /**
  125961. * Adds a new size gradient
  125962. * @param gradient defines the gradient to use (between 0 and 1)
  125963. * @param factor defines the size factor to affect to the specified gradient
  125964. * @returns the current particle system
  125965. */
  125966. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  125967. /**
  125968. * Remove a specific size gradient
  125969. * @param gradient defines the gradient to remove
  125970. * @returns the current particle system
  125971. */
  125972. removeSizeGradient(gradient: number): GPUParticleSystem;
  125973. /**
  125974. * Adds a new angular speed gradient
  125975. * @param gradient defines the gradient to use (between 0 and 1)
  125976. * @param factor defines the angular speed to affect to the specified gradient
  125977. * @returns the current particle system
  125978. */
  125979. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  125980. /**
  125981. * Remove a specific angular speed gradient
  125982. * @param gradient defines the gradient to remove
  125983. * @returns the current particle system
  125984. */
  125985. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  125986. /**
  125987. * Adds a new velocity gradient
  125988. * @param gradient defines the gradient to use (between 0 and 1)
  125989. * @param factor defines the velocity to affect to the specified gradient
  125990. * @returns the current particle system
  125991. */
  125992. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  125993. /**
  125994. * Remove a specific velocity gradient
  125995. * @param gradient defines the gradient to remove
  125996. * @returns the current particle system
  125997. */
  125998. removeVelocityGradient(gradient: number): GPUParticleSystem;
  125999. /**
  126000. * Adds a new limit velocity gradient
  126001. * @param gradient defines the gradient to use (between 0 and 1)
  126002. * @param factor defines the limit velocity value to affect to the specified gradient
  126003. * @returns the current particle system
  126004. */
  126005. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  126006. /**
  126007. * Remove a specific limit velocity gradient
  126008. * @param gradient defines the gradient to remove
  126009. * @returns the current particle system
  126010. */
  126011. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  126012. /**
  126013. * Adds a new drag gradient
  126014. * @param gradient defines the gradient to use (between 0 and 1)
  126015. * @param factor defines the drag value to affect to the specified gradient
  126016. * @returns the current particle system
  126017. */
  126018. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  126019. /**
  126020. * Remove a specific drag gradient
  126021. * @param gradient defines the gradient to remove
  126022. * @returns the current particle system
  126023. */
  126024. removeDragGradient(gradient: number): GPUParticleSystem;
  126025. /**
  126026. * Not supported by GPUParticleSystem
  126027. * @param gradient defines the gradient to use (between 0 and 1)
  126028. * @param factor defines the emit rate value to affect to the specified gradient
  126029. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  126030. * @returns the current particle system
  126031. */
  126032. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  126033. /**
  126034. * Not supported by GPUParticleSystem
  126035. * @param gradient defines the gradient to remove
  126036. * @returns the current particle system
  126037. */
  126038. removeEmitRateGradient(gradient: number): IParticleSystem;
  126039. /**
  126040. * Not supported by GPUParticleSystem
  126041. * @param gradient defines the gradient to use (between 0 and 1)
  126042. * @param factor defines the start size value to affect to the specified gradient
  126043. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  126044. * @returns the current particle system
  126045. */
  126046. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  126047. /**
  126048. * Not supported by GPUParticleSystem
  126049. * @param gradient defines the gradient to remove
  126050. * @returns the current particle system
  126051. */
  126052. removeStartSizeGradient(gradient: number): IParticleSystem;
  126053. /**
  126054. * Not supported by GPUParticleSystem
  126055. * @param gradient defines the gradient to use (between 0 and 1)
  126056. * @param min defines the color remap minimal range
  126057. * @param max defines the color remap maximal range
  126058. * @returns the current particle system
  126059. */
  126060. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  126061. /**
  126062. * Not supported by GPUParticleSystem
  126063. * @param gradient defines the gradient to remove
  126064. * @returns the current particle system
  126065. */
  126066. removeColorRemapGradient(): IParticleSystem;
  126067. /**
  126068. * Not supported by GPUParticleSystem
  126069. * @param gradient defines the gradient to use (between 0 and 1)
  126070. * @param min defines the alpha remap minimal range
  126071. * @param max defines the alpha remap maximal range
  126072. * @returns the current particle system
  126073. */
  126074. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  126075. /**
  126076. * Not supported by GPUParticleSystem
  126077. * @param gradient defines the gradient to remove
  126078. * @returns the current particle system
  126079. */
  126080. removeAlphaRemapGradient(): IParticleSystem;
  126081. /**
  126082. * Not supported by GPUParticleSystem
  126083. * @param gradient defines the gradient to use (between 0 and 1)
  126084. * @param color defines the color to affect to the specified gradient
  126085. * @returns the current particle system
  126086. */
  126087. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  126088. /**
  126089. * Not supported by GPUParticleSystem
  126090. * @param gradient defines the gradient to remove
  126091. * @returns the current particle system
  126092. */
  126093. removeRampGradient(): IParticleSystem;
  126094. /**
  126095. * Not supported by GPUParticleSystem
  126096. * @returns the list of ramp gradients
  126097. */
  126098. getRampGradients(): Nullable<Array<Color3Gradient>>;
  126099. /**
  126100. * Not supported by GPUParticleSystem
  126101. * Gets or sets a boolean indicating that ramp gradients must be used
  126102. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  126103. */
  126104. useRampGradients: boolean;
  126105. /**
  126106. * Not supported by GPUParticleSystem
  126107. * @param gradient defines the gradient to use (between 0 and 1)
  126108. * @param factor defines the life time factor to affect to the specified gradient
  126109. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  126110. * @returns the current particle system
  126111. */
  126112. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  126113. /**
  126114. * Not supported by GPUParticleSystem
  126115. * @param gradient defines the gradient to remove
  126116. * @returns the current particle system
  126117. */
  126118. removeLifeTimeGradient(gradient: number): IParticleSystem;
  126119. /**
  126120. * Instantiates a GPU particle system.
  126121. * 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.
  126122. * @param name The name of the particle system
  126123. * @param options The options used to create the system
  126124. * @param scene The scene the particle system belongs to
  126125. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  126126. */
  126127. constructor(name: string, options: Partial<{
  126128. capacity: number;
  126129. randomTextureSize: number;
  126130. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  126131. protected _reset(): void;
  126132. private _createUpdateVAO;
  126133. private _createRenderVAO;
  126134. private _initialize;
  126135. /** @hidden */
  126136. _recreateUpdateEffect(): void;
  126137. /** @hidden */
  126138. _recreateRenderEffect(): void;
  126139. /**
  126140. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  126141. * @param preWarm defines if we are in the pre-warmimg phase
  126142. */
  126143. animate(preWarm?: boolean): void;
  126144. private _createFactorGradientTexture;
  126145. private _createSizeGradientTexture;
  126146. private _createAngularSpeedGradientTexture;
  126147. private _createVelocityGradientTexture;
  126148. private _createLimitVelocityGradientTexture;
  126149. private _createDragGradientTexture;
  126150. private _createColorGradientTexture;
  126151. /**
  126152. * Renders the particle system in its current state
  126153. * @param preWarm defines if the system should only update the particles but not render them
  126154. * @returns the current number of particles
  126155. */
  126156. render(preWarm?: boolean): number;
  126157. /**
  126158. * Rebuilds the particle system
  126159. */
  126160. rebuild(): void;
  126161. private _releaseBuffers;
  126162. private _releaseVAOs;
  126163. /**
  126164. * Disposes the particle system and free the associated resources
  126165. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  126166. */
  126167. dispose(disposeTexture?: boolean): void;
  126168. /**
  126169. * Clones the particle system.
  126170. * @param name The name of the cloned object
  126171. * @param newEmitter The new emitter to use
  126172. * @returns the cloned particle system
  126173. */
  126174. clone(name: string, newEmitter: any): GPUParticleSystem;
  126175. /**
  126176. * Serializes the particle system to a JSON object.
  126177. * @returns the JSON object
  126178. */
  126179. serialize(): any;
  126180. /**
  126181. * Parses a JSON object to create a GPU particle system.
  126182. * @param parsedParticleSystem The JSON object to parse
  126183. * @param scene The scene to create the particle system in
  126184. * @param rootUrl The root url to use to load external dependencies like texture
  126185. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  126186. * @returns the parsed GPU particle system
  126187. */
  126188. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  126189. }
  126190. }
  126191. declare module BABYLON {
  126192. /**
  126193. * Represents a set of particle systems working together to create a specific effect
  126194. */
  126195. export class ParticleSystemSet implements IDisposable {
  126196. /**
  126197. * Gets or sets base Assets URL
  126198. */
  126199. static BaseAssetsUrl: string;
  126200. private _emitterCreationOptions;
  126201. private _emitterNode;
  126202. /**
  126203. * Gets the particle system list
  126204. */
  126205. systems: IParticleSystem[];
  126206. /**
  126207. * Gets the emitter node used with this set
  126208. */
  126209. readonly emitterNode: Nullable<TransformNode>;
  126210. /**
  126211. * Creates a new emitter mesh as a sphere
  126212. * @param options defines the options used to create the sphere
  126213. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  126214. * @param scene defines the hosting scene
  126215. */
  126216. setEmitterAsSphere(options: {
  126217. diameter: number;
  126218. segments: number;
  126219. color: Color3;
  126220. }, renderingGroupId: number, scene: Scene): void;
  126221. /**
  126222. * Starts all particle systems of the set
  126223. * @param emitter defines an optional mesh to use as emitter for the particle systems
  126224. */
  126225. start(emitter?: AbstractMesh): void;
  126226. /**
  126227. * Release all associated resources
  126228. */
  126229. dispose(): void;
  126230. /**
  126231. * Serialize the set into a JSON compatible object
  126232. * @returns a JSON compatible representation of the set
  126233. */
  126234. serialize(): any;
  126235. /**
  126236. * Parse a new ParticleSystemSet from a serialized source
  126237. * @param data defines a JSON compatible representation of the set
  126238. * @param scene defines the hosting scene
  126239. * @param gpu defines if we want GPU particles or CPU particles
  126240. * @returns a new ParticleSystemSet
  126241. */
  126242. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  126243. }
  126244. }
  126245. declare module BABYLON {
  126246. /**
  126247. * This class is made for on one-liner static method to help creating particle system set.
  126248. */
  126249. export class ParticleHelper {
  126250. /**
  126251. * Gets or sets base Assets URL
  126252. */
  126253. static BaseAssetsUrl: string;
  126254. /**
  126255. * Create a default particle system that you can tweak
  126256. * @param emitter defines the emitter to use
  126257. * @param capacity defines the system capacity (default is 500 particles)
  126258. * @param scene defines the hosting scene
  126259. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  126260. * @returns the new Particle system
  126261. */
  126262. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  126263. /**
  126264. * This is the main static method (one-liner) of this helper to create different particle systems
  126265. * @param type This string represents the type to the particle system to create
  126266. * @param scene The scene where the particle system should live
  126267. * @param gpu If the system will use gpu
  126268. * @returns the ParticleSystemSet created
  126269. */
  126270. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  126271. /**
  126272. * Static function used to export a particle system to a ParticleSystemSet variable.
  126273. * Please note that the emitter shape is not exported
  126274. * @param systems defines the particle systems to export
  126275. * @returns the created particle system set
  126276. */
  126277. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  126278. }
  126279. }
  126280. declare module BABYLON {
  126281. interface Engine {
  126282. /**
  126283. * Create an effect to use with particle systems.
  126284. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  126285. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  126286. * @param uniformsNames defines a list of attribute names
  126287. * @param samplers defines an array of string used to represent textures
  126288. * @param defines defines the string containing the defines to use to compile the shaders
  126289. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  126290. * @param onCompiled defines a function to call when the effect creation is successful
  126291. * @param onError defines a function to call when the effect creation has failed
  126292. * @returns the new Effect
  126293. */
  126294. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  126295. }
  126296. interface Mesh {
  126297. /**
  126298. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  126299. * @returns an array of IParticleSystem
  126300. */
  126301. getEmittedParticleSystems(): IParticleSystem[];
  126302. /**
  126303. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  126304. * @returns an array of IParticleSystem
  126305. */
  126306. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  126307. }
  126308. /**
  126309. * @hidden
  126310. */
  126311. export var _IDoNeedToBeInTheBuild: number;
  126312. }
  126313. declare module BABYLON {
  126314. /** Defines the 4 color options */
  126315. export enum PointColor {
  126316. /** color value */
  126317. Color = 2,
  126318. /** uv value */
  126319. UV = 1,
  126320. /** random value */
  126321. Random = 0,
  126322. /** stated value */
  126323. Stated = 3
  126324. }
  126325. /**
  126326. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  126327. * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  126328. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  126329. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  126330. *
  126331. * Full documentation here : TO BE ENTERED
  126332. */
  126333. export class PointsCloudSystem implements IDisposable {
  126334. /**
  126335. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  126336. * Example : var p = SPS.particles[i];
  126337. */
  126338. particles: CloudPoint[];
  126339. /**
  126340. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  126341. */
  126342. nbParticles: number;
  126343. /**
  126344. * This a counter for your own usage. It's not set by any SPS functions.
  126345. */
  126346. counter: number;
  126347. /**
  126348. * The PCS name. This name is also given to the underlying mesh.
  126349. */
  126350. name: string;
  126351. /**
  126352. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  126353. */
  126354. mesh: Mesh;
  126355. /**
  126356. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  126357. * Please read :
  126358. */
  126359. vars: any;
  126360. /**
  126361. * @hidden
  126362. */
  126363. _size: number;
  126364. private _scene;
  126365. private _promises;
  126366. private _positions;
  126367. private _indices;
  126368. private _normals;
  126369. private _colors;
  126370. private _uvs;
  126371. private _indices32;
  126372. private _positions32;
  126373. private _colors32;
  126374. private _uvs32;
  126375. private _updatable;
  126376. private _isVisibilityBoxLocked;
  126377. private _alwaysVisible;
  126378. private _groups;
  126379. private _groupCounter;
  126380. private _computeParticleColor;
  126381. private _computeParticleTexture;
  126382. private _computeParticleRotation;
  126383. private _computeBoundingBox;
  126384. private _isReady;
  126385. /**
  126386. * Creates a PCS (Points Cloud System) object
  126387. * @param name (String) is the PCS name, this will be the underlying mesh name
  126388. * @param pointSize (number) is the size for each point
  126389. * @param scene (Scene) is the scene in which the PCS is added
  126390. * @param options defines the options of the PCS e.g.
  126391. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  126392. */
  126393. constructor(name: string, pointSize: number, scene: Scene, options?: {
  126394. updatable?: boolean;
  126395. });
  126396. /**
  126397. * Builds the PCS underlying mesh. Returns a standard Mesh.
  126398. * If no points were added to the PCS, the returned mesh is just a single point.
  126399. * @returns a promise for the created mesh
  126400. */
  126401. buildMeshAsync(): Promise<Mesh>;
  126402. /**
  126403. * @hidden
  126404. */
  126405. private _buildMesh;
  126406. private _addParticle;
  126407. private _randomUnitVector;
  126408. private _getColorIndicesForCoord;
  126409. private _setPointsColorOrUV;
  126410. private _colorFromTexture;
  126411. private _calculateDensity;
  126412. /**
  126413. * Adds points to the PCS in random positions within a unit sphere
  126414. * @param nb (positive integer) the number of particles to be created from this model
  126415. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  126416. * @returns the number of groups in the system
  126417. */
  126418. addPoints(nb: number, pointFunction?: any): number;
  126419. /**
  126420. * Adds points to the PCS from the surface of the model shape
  126421. * @param mesh is any Mesh object that will be used as a surface model for the points
  126422. * @param nb (positive integer) the number of particles to be created from this model
  126423. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  126424. * @param color (color3) to be used when colorWith is stated
  126425. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  126426. * @returns the number of groups in the system
  126427. */
  126428. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  126429. /**
  126430. * Adds points to the PCS inside the model shape
  126431. * @param mesh is any Mesh object that will be used as a surface model for the points
  126432. * @param nb (positive integer) the number of particles to be created from this model
  126433. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible),
  126434. * @param color (color4) to be used when colorWith is stated
  126435. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  126436. * @returns the number of groups in the system
  126437. */
  126438. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  126439. /**
  126440. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  126441. * This method calls `updateParticle()` for each particle of the SPS.
  126442. * For an animated SPS, it is usually called within the render loop.
  126443. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  126444. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  126445. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  126446. * @returns the PCS.
  126447. */
  126448. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  126449. /**
  126450. * Disposes the PCS.
  126451. */
  126452. dispose(): void;
  126453. /**
  126454. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  126455. * doc :
  126456. * @returns the PCS.
  126457. */
  126458. refreshVisibleSize(): PointsCloudSystem;
  126459. /**
  126460. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  126461. * @param size the size (float) of the visibility box
  126462. * note : this doesn't lock the PCS mesh bounding box.
  126463. * doc :
  126464. */
  126465. setVisibilityBox(size: number): void;
  126466. /**
  126467. * Gets whether the PCS is always visible or not
  126468. * doc :
  126469. */
  126470. /**
  126471. * Sets the PCS as always visible or not
  126472. * doc :
  126473. */
  126474. isAlwaysVisible: boolean;
  126475. /**
  126476. * Tells to `setParticles()` to compute the particle rotations or not
  126477. * Default value : false. The PCS is faster when it's set to false
  126478. * Note : particle rotations are only applied to parent particles
  126479. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  126480. */
  126481. computeParticleRotation: boolean;
  126482. /**
  126483. * Tells to `setParticles()` to compute the particle colors or not.
  126484. * Default value : true. The PCS is faster when it's set to false.
  126485. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  126486. */
  126487. /**
  126488. * Gets if `setParticles()` computes the particle colors or not.
  126489. * Default value : false. The PCS is faster when it's set to false.
  126490. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  126491. */
  126492. computeParticleColor: boolean;
  126493. /**
  126494. * Gets if `setParticles()` computes the particle textures or not.
  126495. * Default value : false. The PCS is faster when it's set to false.
  126496. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  126497. */
  126498. computeParticleTexture: boolean;
  126499. /**
  126500. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  126501. */
  126502. /**
  126503. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  126504. */
  126505. computeBoundingBox: boolean;
  126506. /**
  126507. * This function does nothing. It may be overwritten to set all the particle first values.
  126508. * The PCS doesn't call this function, you may have to call it by your own.
  126509. * doc :
  126510. */
  126511. initParticles(): void;
  126512. /**
  126513. * This function does nothing. It may be overwritten to recycle a particle
  126514. * The PCS doesn't call this function, you can to call it
  126515. * doc :
  126516. * @param particle The particle to recycle
  126517. * @returns the recycled particle
  126518. */
  126519. recycleParticle(particle: CloudPoint): CloudPoint;
  126520. /**
  126521. * Updates a particle : this function should be overwritten by the user.
  126522. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  126523. * doc :
  126524. * @example : just set a particle position or velocity and recycle conditions
  126525. * @param particle The particle to update
  126526. * @returns the updated particle
  126527. */
  126528. updateParticle(particle: CloudPoint): CloudPoint;
  126529. /**
  126530. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  126531. * This does nothing and may be overwritten by the user.
  126532. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  126533. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  126534. * @param update the boolean update value actually passed to setParticles()
  126535. */
  126536. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  126537. /**
  126538. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  126539. * This will be passed three parameters.
  126540. * This does nothing and may be overwritten by the user.
  126541. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  126542. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  126543. * @param update the boolean update value actually passed to setParticles()
  126544. */
  126545. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  126546. }
  126547. }
  126548. declare module BABYLON {
  126549. /**
  126550. * Represents one particle of a points cloud system.
  126551. */
  126552. export class CloudPoint {
  126553. /**
  126554. * particle global index
  126555. */
  126556. idx: number;
  126557. /**
  126558. * The color of the particle
  126559. */
  126560. color: Nullable<Color4>;
  126561. /**
  126562. * The world space position of the particle.
  126563. */
  126564. position: Vector3;
  126565. /**
  126566. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  126567. */
  126568. rotation: Vector3;
  126569. /**
  126570. * The world space rotation quaternion of the particle.
  126571. */
  126572. rotationQuaternion: Nullable<Quaternion>;
  126573. /**
  126574. * The uv of the particle.
  126575. */
  126576. uv: Nullable<Vector2>;
  126577. /**
  126578. * The current speed of the particle.
  126579. */
  126580. velocity: Vector3;
  126581. /**
  126582. * The pivot point in the particle local space.
  126583. */
  126584. pivot: Vector3;
  126585. /**
  126586. * Must the particle be translated from its pivot point in its local space ?
  126587. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  126588. * Default : false
  126589. */
  126590. translateFromPivot: boolean;
  126591. /**
  126592. * Index of this particle in the global "positions" array (Internal use)
  126593. * @hidden
  126594. */
  126595. _pos: number;
  126596. /**
  126597. * @hidden Index of this particle in the global "indices" array (Internal use)
  126598. */
  126599. _ind: number;
  126600. /**
  126601. * Group this particle belongs to
  126602. */
  126603. _group: PointsGroup;
  126604. /**
  126605. * Group id of this particle
  126606. */
  126607. groupId: number;
  126608. /**
  126609. * Index of the particle in its group id (Internal use)
  126610. */
  126611. idxInGroup: number;
  126612. /**
  126613. * @hidden Particle BoundingInfo object (Internal use)
  126614. */
  126615. _boundingInfo: BoundingInfo;
  126616. /**
  126617. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  126618. */
  126619. _pcs: PointsCloudSystem;
  126620. /**
  126621. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  126622. */
  126623. _stillInvisible: boolean;
  126624. /**
  126625. * @hidden Last computed particle rotation matrix
  126626. */
  126627. _rotationMatrix: number[];
  126628. /**
  126629. * Parent particle Id, if any.
  126630. * Default null.
  126631. */
  126632. parentId: Nullable<number>;
  126633. /**
  126634. * @hidden Internal global position in the PCS.
  126635. */
  126636. _globalPosition: Vector3;
  126637. /**
  126638. * Creates a Point Cloud object.
  126639. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  126640. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  126641. * @param group (PointsGroup) is the group the particle belongs to
  126642. * @param groupId (integer) is the group identifier in the PCS.
  126643. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  126644. * @param pcs defines the PCS it is associated to
  126645. */
  126646. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  126647. /**
  126648. * get point size
  126649. */
  126650. /**
  126651. * Set point size
  126652. */
  126653. size: Vector3;
  126654. /**
  126655. * Legacy support, changed quaternion to rotationQuaternion
  126656. */
  126657. /**
  126658. * Legacy support, changed quaternion to rotationQuaternion
  126659. */
  126660. quaternion: Nullable<Quaternion>;
  126661. /**
  126662. * Returns a boolean. True if the particle intersects a mesh, else false
  126663. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  126664. * @param target is the object (point or mesh) what the intersection is computed against
  126665. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  126666. * @returns true if it intersects
  126667. */
  126668. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  126669. /**
  126670. * get the rotation matrix of the particle
  126671. * @hidden
  126672. */
  126673. getRotationMatrix(m: Matrix): void;
  126674. }
  126675. /**
  126676. * Represents a group of points in a points cloud system
  126677. * * PCS internal tool, don't use it manually.
  126678. */
  126679. export class PointsGroup {
  126680. /**
  126681. * The group id
  126682. * @hidden
  126683. */
  126684. groupID: number;
  126685. /**
  126686. * image data for group (internal use)
  126687. * @hidden
  126688. */
  126689. _groupImageData: Nullable<ArrayBufferView>;
  126690. /**
  126691. * Image Width (internal use)
  126692. * @hidden
  126693. */
  126694. _groupImgWidth: number;
  126695. /**
  126696. * Image Height (internal use)
  126697. * @hidden
  126698. */
  126699. _groupImgHeight: number;
  126700. /**
  126701. * Custom position function (internal use)
  126702. * @hidden
  126703. */
  126704. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  126705. /**
  126706. * density per facet for surface points
  126707. * @hidden
  126708. */
  126709. _groupDensity: number[];
  126710. /**
  126711. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  126712. * PCS internal tool, don't use it manually.
  126713. * @hidden
  126714. */
  126715. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  126716. }
  126717. }
  126718. declare module BABYLON {
  126719. interface Scene {
  126720. /** @hidden (Backing field) */
  126721. _physicsEngine: Nullable<IPhysicsEngine>;
  126722. /**
  126723. * Gets the current physics engine
  126724. * @returns a IPhysicsEngine or null if none attached
  126725. */
  126726. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  126727. /**
  126728. * Enables physics to the current scene
  126729. * @param gravity defines the scene's gravity for the physics engine
  126730. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  126731. * @return a boolean indicating if the physics engine was initialized
  126732. */
  126733. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  126734. /**
  126735. * Disables and disposes the physics engine associated with the scene
  126736. */
  126737. disablePhysicsEngine(): void;
  126738. /**
  126739. * Gets a boolean indicating if there is an active physics engine
  126740. * @returns a boolean indicating if there is an active physics engine
  126741. */
  126742. isPhysicsEnabled(): boolean;
  126743. /**
  126744. * Deletes a physics compound impostor
  126745. * @param compound defines the compound to delete
  126746. */
  126747. deleteCompoundImpostor(compound: any): void;
  126748. /**
  126749. * An event triggered when physic simulation is about to be run
  126750. */
  126751. onBeforePhysicsObservable: Observable<Scene>;
  126752. /**
  126753. * An event triggered when physic simulation has been done
  126754. */
  126755. onAfterPhysicsObservable: Observable<Scene>;
  126756. }
  126757. interface AbstractMesh {
  126758. /** @hidden */
  126759. _physicsImpostor: Nullable<PhysicsImpostor>;
  126760. /**
  126761. * Gets or sets impostor used for physic simulation
  126762. * @see http://doc.babylonjs.com/features/physics_engine
  126763. */
  126764. physicsImpostor: Nullable<PhysicsImpostor>;
  126765. /**
  126766. * Gets the current physics impostor
  126767. * @see http://doc.babylonjs.com/features/physics_engine
  126768. * @returns a physics impostor or null
  126769. */
  126770. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  126771. /** Apply a physic impulse to the mesh
  126772. * @param force defines the force to apply
  126773. * @param contactPoint defines where to apply the force
  126774. * @returns the current mesh
  126775. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  126776. */
  126777. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  126778. /**
  126779. * Creates a physic joint between two meshes
  126780. * @param otherMesh defines the other mesh to use
  126781. * @param pivot1 defines the pivot to use on this mesh
  126782. * @param pivot2 defines the pivot to use on the other mesh
  126783. * @param options defines additional options (can be plugin dependent)
  126784. * @returns the current mesh
  126785. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  126786. */
  126787. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  126788. /** @hidden */
  126789. _disposePhysicsObserver: Nullable<Observer<Node>>;
  126790. }
  126791. /**
  126792. * Defines the physics engine scene component responsible to manage a physics engine
  126793. */
  126794. export class PhysicsEngineSceneComponent implements ISceneComponent {
  126795. /**
  126796. * The component name helpful to identify the component in the list of scene components.
  126797. */
  126798. readonly name: string;
  126799. /**
  126800. * The scene the component belongs to.
  126801. */
  126802. scene: Scene;
  126803. /**
  126804. * Creates a new instance of the component for the given scene
  126805. * @param scene Defines the scene to register the component in
  126806. */
  126807. constructor(scene: Scene);
  126808. /**
  126809. * Registers the component in a given scene
  126810. */
  126811. register(): void;
  126812. /**
  126813. * Rebuilds the elements related to this component in case of
  126814. * context lost for instance.
  126815. */
  126816. rebuild(): void;
  126817. /**
  126818. * Disposes the component and the associated ressources
  126819. */
  126820. dispose(): void;
  126821. }
  126822. }
  126823. declare module BABYLON {
  126824. /**
  126825. * A helper for physics simulations
  126826. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126827. */
  126828. export class PhysicsHelper {
  126829. private _scene;
  126830. private _physicsEngine;
  126831. /**
  126832. * Initializes the Physics helper
  126833. * @param scene Babylon.js scene
  126834. */
  126835. constructor(scene: Scene);
  126836. /**
  126837. * Applies a radial explosion impulse
  126838. * @param origin the origin of the explosion
  126839. * @param radiusOrEventOptions the radius or the options of radial explosion
  126840. * @param strength the explosion strength
  126841. * @param falloff possible options: Constant & Linear. Defaults to Constant
  126842. * @returns A physics radial explosion event, or null
  126843. */
  126844. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  126845. /**
  126846. * Applies a radial explosion force
  126847. * @param origin the origin of the explosion
  126848. * @param radiusOrEventOptions the radius or the options of radial explosion
  126849. * @param strength the explosion strength
  126850. * @param falloff possible options: Constant & Linear. Defaults to Constant
  126851. * @returns A physics radial explosion event, or null
  126852. */
  126853. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  126854. /**
  126855. * Creates a gravitational field
  126856. * @param origin the origin of the explosion
  126857. * @param radiusOrEventOptions the radius or the options of radial explosion
  126858. * @param strength the explosion strength
  126859. * @param falloff possible options: Constant & Linear. Defaults to Constant
  126860. * @returns A physics gravitational field event, or null
  126861. */
  126862. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  126863. /**
  126864. * Creates a physics updraft event
  126865. * @param origin the origin of the updraft
  126866. * @param radiusOrEventOptions the radius or the options of the updraft
  126867. * @param strength the strength of the updraft
  126868. * @param height the height of the updraft
  126869. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  126870. * @returns A physics updraft event, or null
  126871. */
  126872. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  126873. /**
  126874. * Creates a physics vortex event
  126875. * @param origin the of the vortex
  126876. * @param radiusOrEventOptions the radius or the options of the vortex
  126877. * @param strength the strength of the vortex
  126878. * @param height the height of the vortex
  126879. * @returns a Physics vortex event, or null
  126880. * A physics vortex event or null
  126881. */
  126882. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  126883. }
  126884. /**
  126885. * Represents a physics radial explosion event
  126886. */
  126887. class PhysicsRadialExplosionEvent {
  126888. private _scene;
  126889. private _options;
  126890. private _sphere;
  126891. private _dataFetched;
  126892. /**
  126893. * Initializes a radial explosioin event
  126894. * @param _scene BabylonJS scene
  126895. * @param _options The options for the vortex event
  126896. */
  126897. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  126898. /**
  126899. * Returns the data related to the radial explosion event (sphere).
  126900. * @returns The radial explosion event data
  126901. */
  126902. getData(): PhysicsRadialExplosionEventData;
  126903. /**
  126904. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  126905. * @param impostor A physics imposter
  126906. * @param origin the origin of the explosion
  126907. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  126908. */
  126909. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  126910. /**
  126911. * Triggers affecterd impostors callbacks
  126912. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  126913. */
  126914. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  126915. /**
  126916. * Disposes the sphere.
  126917. * @param force Specifies if the sphere should be disposed by force
  126918. */
  126919. dispose(force?: boolean): void;
  126920. /*** Helpers ***/
  126921. private _prepareSphere;
  126922. private _intersectsWithSphere;
  126923. }
  126924. /**
  126925. * Represents a gravitational field event
  126926. */
  126927. class PhysicsGravitationalFieldEvent {
  126928. private _physicsHelper;
  126929. private _scene;
  126930. private _origin;
  126931. private _options;
  126932. private _tickCallback;
  126933. private _sphere;
  126934. private _dataFetched;
  126935. /**
  126936. * Initializes the physics gravitational field event
  126937. * @param _physicsHelper A physics helper
  126938. * @param _scene BabylonJS scene
  126939. * @param _origin The origin position of the gravitational field event
  126940. * @param _options The options for the vortex event
  126941. */
  126942. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  126943. /**
  126944. * Returns the data related to the gravitational field event (sphere).
  126945. * @returns A gravitational field event
  126946. */
  126947. getData(): PhysicsGravitationalFieldEventData;
  126948. /**
  126949. * Enables the gravitational field.
  126950. */
  126951. enable(): void;
  126952. /**
  126953. * Disables the gravitational field.
  126954. */
  126955. disable(): void;
  126956. /**
  126957. * Disposes the sphere.
  126958. * @param force The force to dispose from the gravitational field event
  126959. */
  126960. dispose(force?: boolean): void;
  126961. private _tick;
  126962. }
  126963. /**
  126964. * Represents a physics updraft event
  126965. */
  126966. class PhysicsUpdraftEvent {
  126967. private _scene;
  126968. private _origin;
  126969. private _options;
  126970. private _physicsEngine;
  126971. private _originTop;
  126972. private _originDirection;
  126973. private _tickCallback;
  126974. private _cylinder;
  126975. private _cylinderPosition;
  126976. private _dataFetched;
  126977. /**
  126978. * Initializes the physics updraft event
  126979. * @param _scene BabylonJS scene
  126980. * @param _origin The origin position of the updraft
  126981. * @param _options The options for the updraft event
  126982. */
  126983. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  126984. /**
  126985. * Returns the data related to the updraft event (cylinder).
  126986. * @returns A physics updraft event
  126987. */
  126988. getData(): PhysicsUpdraftEventData;
  126989. /**
  126990. * Enables the updraft.
  126991. */
  126992. enable(): void;
  126993. /**
  126994. * Disables the updraft.
  126995. */
  126996. disable(): void;
  126997. /**
  126998. * Disposes the cylinder.
  126999. * @param force Specifies if the updraft should be disposed by force
  127000. */
  127001. dispose(force?: boolean): void;
  127002. private getImpostorHitData;
  127003. private _tick;
  127004. /*** Helpers ***/
  127005. private _prepareCylinder;
  127006. private _intersectsWithCylinder;
  127007. }
  127008. /**
  127009. * Represents a physics vortex event
  127010. */
  127011. class PhysicsVortexEvent {
  127012. private _scene;
  127013. private _origin;
  127014. private _options;
  127015. private _physicsEngine;
  127016. private _originTop;
  127017. private _tickCallback;
  127018. private _cylinder;
  127019. private _cylinderPosition;
  127020. private _dataFetched;
  127021. /**
  127022. * Initializes the physics vortex event
  127023. * @param _scene The BabylonJS scene
  127024. * @param _origin The origin position of the vortex
  127025. * @param _options The options for the vortex event
  127026. */
  127027. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  127028. /**
  127029. * Returns the data related to the vortex event (cylinder).
  127030. * @returns The physics vortex event data
  127031. */
  127032. getData(): PhysicsVortexEventData;
  127033. /**
  127034. * Enables the vortex.
  127035. */
  127036. enable(): void;
  127037. /**
  127038. * Disables the cortex.
  127039. */
  127040. disable(): void;
  127041. /**
  127042. * Disposes the sphere.
  127043. * @param force
  127044. */
  127045. dispose(force?: boolean): void;
  127046. private getImpostorHitData;
  127047. private _tick;
  127048. /*** Helpers ***/
  127049. private _prepareCylinder;
  127050. private _intersectsWithCylinder;
  127051. }
  127052. /**
  127053. * Options fot the radial explosion event
  127054. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127055. */
  127056. export class PhysicsRadialExplosionEventOptions {
  127057. /**
  127058. * The radius of the sphere for the radial explosion.
  127059. */
  127060. radius: number;
  127061. /**
  127062. * The strenth of the explosion.
  127063. */
  127064. strength: number;
  127065. /**
  127066. * The strenght of the force in correspondence to the distance of the affected object
  127067. */
  127068. falloff: PhysicsRadialImpulseFalloff;
  127069. /**
  127070. * Sphere options for the radial explosion.
  127071. */
  127072. sphere: {
  127073. segments: number;
  127074. diameter: number;
  127075. };
  127076. /**
  127077. * Sphere options for the radial explosion.
  127078. */
  127079. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  127080. }
  127081. /**
  127082. * Options fot the updraft event
  127083. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127084. */
  127085. export class PhysicsUpdraftEventOptions {
  127086. /**
  127087. * The radius of the cylinder for the vortex
  127088. */
  127089. radius: number;
  127090. /**
  127091. * The strenth of the updraft.
  127092. */
  127093. strength: number;
  127094. /**
  127095. * The height of the cylinder for the updraft.
  127096. */
  127097. height: number;
  127098. /**
  127099. * The mode for the the updraft.
  127100. */
  127101. updraftMode: PhysicsUpdraftMode;
  127102. }
  127103. /**
  127104. * Options fot the vortex event
  127105. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127106. */
  127107. export class PhysicsVortexEventOptions {
  127108. /**
  127109. * The radius of the cylinder for the vortex
  127110. */
  127111. radius: number;
  127112. /**
  127113. * The strenth of the vortex.
  127114. */
  127115. strength: number;
  127116. /**
  127117. * The height of the cylinder for the vortex.
  127118. */
  127119. height: number;
  127120. /**
  127121. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  127122. */
  127123. centripetalForceThreshold: number;
  127124. /**
  127125. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  127126. */
  127127. centripetalForceMultiplier: number;
  127128. /**
  127129. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  127130. */
  127131. centrifugalForceMultiplier: number;
  127132. /**
  127133. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  127134. */
  127135. updraftForceMultiplier: number;
  127136. }
  127137. /**
  127138. * The strenght of the force in correspondence to the distance of the affected object
  127139. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127140. */
  127141. export enum PhysicsRadialImpulseFalloff {
  127142. /** Defines that impulse is constant in strength across it's whole radius */
  127143. Constant = 0,
  127144. /** Defines that impulse gets weaker if it's further from the origin */
  127145. Linear = 1
  127146. }
  127147. /**
  127148. * The strength of the force in correspondence to the distance of the affected object
  127149. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127150. */
  127151. export enum PhysicsUpdraftMode {
  127152. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  127153. Center = 0,
  127154. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  127155. Perpendicular = 1
  127156. }
  127157. /**
  127158. * Interface for a physics hit data
  127159. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127160. */
  127161. export interface PhysicsHitData {
  127162. /**
  127163. * The force applied at the contact point
  127164. */
  127165. force: Vector3;
  127166. /**
  127167. * The contact point
  127168. */
  127169. contactPoint: Vector3;
  127170. /**
  127171. * The distance from the origin to the contact point
  127172. */
  127173. distanceFromOrigin: number;
  127174. }
  127175. /**
  127176. * Interface for radial explosion event data
  127177. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127178. */
  127179. export interface PhysicsRadialExplosionEventData {
  127180. /**
  127181. * A sphere used for the radial explosion event
  127182. */
  127183. sphere: Mesh;
  127184. }
  127185. /**
  127186. * Interface for gravitational field event data
  127187. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127188. */
  127189. export interface PhysicsGravitationalFieldEventData {
  127190. /**
  127191. * A sphere mesh used for the gravitational field event
  127192. */
  127193. sphere: Mesh;
  127194. }
  127195. /**
  127196. * Interface for updraft event data
  127197. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127198. */
  127199. export interface PhysicsUpdraftEventData {
  127200. /**
  127201. * A cylinder used for the updraft event
  127202. */
  127203. cylinder: Mesh;
  127204. }
  127205. /**
  127206. * Interface for vortex event data
  127207. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127208. */
  127209. export interface PhysicsVortexEventData {
  127210. /**
  127211. * A cylinder used for the vortex event
  127212. */
  127213. cylinder: Mesh;
  127214. }
  127215. /**
  127216. * Interface for an affected physics impostor
  127217. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127218. */
  127219. export interface PhysicsAffectedImpostorWithData {
  127220. /**
  127221. * The impostor affected by the effect
  127222. */
  127223. impostor: PhysicsImpostor;
  127224. /**
  127225. * The data about the hit/horce from the explosion
  127226. */
  127227. hitData: PhysicsHitData;
  127228. }
  127229. }
  127230. declare module BABYLON {
  127231. /** @hidden */
  127232. export var blackAndWhitePixelShader: {
  127233. name: string;
  127234. shader: string;
  127235. };
  127236. }
  127237. declare module BABYLON {
  127238. /**
  127239. * Post process used to render in black and white
  127240. */
  127241. export class BlackAndWhitePostProcess extends PostProcess {
  127242. /**
  127243. * Linear about to convert he result to black and white (default: 1)
  127244. */
  127245. degree: number;
  127246. /**
  127247. * Creates a black and white post process
  127248. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  127249. * @param name The name of the effect.
  127250. * @param options The required width/height ratio to downsize to before computing the render pass.
  127251. * @param camera The camera to apply the render pass to.
  127252. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127253. * @param engine The engine which the post process will be applied. (default: current engine)
  127254. * @param reusable If the post process can be reused on the same frame. (default: false)
  127255. */
  127256. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127257. }
  127258. }
  127259. declare module BABYLON {
  127260. /**
  127261. * This represents a set of one or more post processes in Babylon.
  127262. * A post process can be used to apply a shader to a texture after it is rendered.
  127263. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  127264. */
  127265. export class PostProcessRenderEffect {
  127266. private _postProcesses;
  127267. private _getPostProcesses;
  127268. private _singleInstance;
  127269. private _cameras;
  127270. private _indicesForCamera;
  127271. /**
  127272. * Name of the effect
  127273. * @hidden
  127274. */
  127275. _name: string;
  127276. /**
  127277. * Instantiates a post process render effect.
  127278. * A post process can be used to apply a shader to a texture after it is rendered.
  127279. * @param engine The engine the effect is tied to
  127280. * @param name The name of the effect
  127281. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  127282. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  127283. */
  127284. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  127285. /**
  127286. * Checks if all the post processes in the effect are supported.
  127287. */
  127288. readonly isSupported: boolean;
  127289. /**
  127290. * Updates the current state of the effect
  127291. * @hidden
  127292. */
  127293. _update(): void;
  127294. /**
  127295. * Attaches the effect on cameras
  127296. * @param cameras The camera to attach to.
  127297. * @hidden
  127298. */
  127299. _attachCameras(cameras: Camera): void;
  127300. /**
  127301. * Attaches the effect on cameras
  127302. * @param cameras The camera to attach to.
  127303. * @hidden
  127304. */
  127305. _attachCameras(cameras: Camera[]): void;
  127306. /**
  127307. * Detaches the effect on cameras
  127308. * @param cameras The camera to detatch from.
  127309. * @hidden
  127310. */
  127311. _detachCameras(cameras: Camera): void;
  127312. /**
  127313. * Detatches the effect on cameras
  127314. * @param cameras The camera to detatch from.
  127315. * @hidden
  127316. */
  127317. _detachCameras(cameras: Camera[]): void;
  127318. /**
  127319. * Enables the effect on given cameras
  127320. * @param cameras The camera to enable.
  127321. * @hidden
  127322. */
  127323. _enable(cameras: Camera): void;
  127324. /**
  127325. * Enables the effect on given cameras
  127326. * @param cameras The camera to enable.
  127327. * @hidden
  127328. */
  127329. _enable(cameras: Nullable<Camera[]>): void;
  127330. /**
  127331. * Disables the effect on the given cameras
  127332. * @param cameras The camera to disable.
  127333. * @hidden
  127334. */
  127335. _disable(cameras: Camera): void;
  127336. /**
  127337. * Disables the effect on the given cameras
  127338. * @param cameras The camera to disable.
  127339. * @hidden
  127340. */
  127341. _disable(cameras: Nullable<Camera[]>): void;
  127342. /**
  127343. * Gets a list of the post processes contained in the effect.
  127344. * @param camera The camera to get the post processes on.
  127345. * @returns The list of the post processes in the effect.
  127346. */
  127347. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  127348. }
  127349. }
  127350. declare module BABYLON {
  127351. /** @hidden */
  127352. export var extractHighlightsPixelShader: {
  127353. name: string;
  127354. shader: string;
  127355. };
  127356. }
  127357. declare module BABYLON {
  127358. /**
  127359. * 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.
  127360. */
  127361. export class ExtractHighlightsPostProcess extends PostProcess {
  127362. /**
  127363. * The luminance threshold, pixels below this value will be set to black.
  127364. */
  127365. threshold: number;
  127366. /** @hidden */
  127367. _exposure: number;
  127368. /**
  127369. * Post process which has the input texture to be used when performing highlight extraction
  127370. * @hidden
  127371. */
  127372. _inputPostProcess: Nullable<PostProcess>;
  127373. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127374. }
  127375. }
  127376. declare module BABYLON {
  127377. /** @hidden */
  127378. export var bloomMergePixelShader: {
  127379. name: string;
  127380. shader: string;
  127381. };
  127382. }
  127383. declare module BABYLON {
  127384. /**
  127385. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  127386. */
  127387. export class BloomMergePostProcess extends PostProcess {
  127388. /** Weight of the bloom to be added to the original input. */
  127389. weight: number;
  127390. /**
  127391. * Creates a new instance of @see BloomMergePostProcess
  127392. * @param name The name of the effect.
  127393. * @param originalFromInput Post process which's input will be used for the merge.
  127394. * @param blurred Blurred highlights post process which's output will be used.
  127395. * @param weight Weight of the bloom to be added to the original input.
  127396. * @param options The required width/height ratio to downsize to before computing the render pass.
  127397. * @param camera The camera to apply the render pass to.
  127398. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127399. * @param engine The engine which the post process will be applied. (default: current engine)
  127400. * @param reusable If the post process can be reused on the same frame. (default: false)
  127401. * @param textureType Type of textures used when performing the post process. (default: 0)
  127402. * @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)
  127403. */
  127404. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  127405. /** Weight of the bloom to be added to the original input. */
  127406. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127407. }
  127408. }
  127409. declare module BABYLON {
  127410. /**
  127411. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  127412. */
  127413. export class BloomEffect extends PostProcessRenderEffect {
  127414. private bloomScale;
  127415. /**
  127416. * @hidden Internal
  127417. */
  127418. _effects: Array<PostProcess>;
  127419. /**
  127420. * @hidden Internal
  127421. */
  127422. _downscale: ExtractHighlightsPostProcess;
  127423. private _blurX;
  127424. private _blurY;
  127425. private _merge;
  127426. /**
  127427. * The luminance threshold to find bright areas of the image to bloom.
  127428. */
  127429. threshold: number;
  127430. /**
  127431. * The strength of the bloom.
  127432. */
  127433. weight: number;
  127434. /**
  127435. * Specifies the size of the bloom blur kernel, relative to the final output size
  127436. */
  127437. kernel: number;
  127438. /**
  127439. * Creates a new instance of @see BloomEffect
  127440. * @param scene The scene the effect belongs to.
  127441. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  127442. * @param bloomKernel The size of the kernel to be used when applying the blur.
  127443. * @param bloomWeight The the strength of bloom.
  127444. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  127445. * @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)
  127446. */
  127447. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  127448. /**
  127449. * Disposes each of the internal effects for a given camera.
  127450. * @param camera The camera to dispose the effect on.
  127451. */
  127452. disposeEffects(camera: Camera): void;
  127453. /**
  127454. * @hidden Internal
  127455. */
  127456. _updateEffects(): void;
  127457. /**
  127458. * Internal
  127459. * @returns if all the contained post processes are ready.
  127460. * @hidden
  127461. */
  127462. _isReady(): boolean;
  127463. }
  127464. }
  127465. declare module BABYLON {
  127466. /** @hidden */
  127467. export var chromaticAberrationPixelShader: {
  127468. name: string;
  127469. shader: string;
  127470. };
  127471. }
  127472. declare module BABYLON {
  127473. /**
  127474. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  127475. */
  127476. export class ChromaticAberrationPostProcess extends PostProcess {
  127477. /**
  127478. * The amount of seperation of rgb channels (default: 30)
  127479. */
  127480. aberrationAmount: number;
  127481. /**
  127482. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  127483. */
  127484. radialIntensity: number;
  127485. /**
  127486. * 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))
  127487. */
  127488. direction: Vector2;
  127489. /**
  127490. * 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))
  127491. */
  127492. centerPosition: Vector2;
  127493. /**
  127494. * Creates a new instance ChromaticAberrationPostProcess
  127495. * @param name The name of the effect.
  127496. * @param screenWidth The width of the screen to apply the effect on.
  127497. * @param screenHeight The height of the screen to apply the effect on.
  127498. * @param options The required width/height ratio to downsize to before computing the render pass.
  127499. * @param camera The camera to apply the render pass to.
  127500. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127501. * @param engine The engine which the post process will be applied. (default: current engine)
  127502. * @param reusable If the post process can be reused on the same frame. (default: false)
  127503. * @param textureType Type of textures used when performing the post process. (default: 0)
  127504. * @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)
  127505. */
  127506. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127507. }
  127508. }
  127509. declare module BABYLON {
  127510. /** @hidden */
  127511. export var circleOfConfusionPixelShader: {
  127512. name: string;
  127513. shader: string;
  127514. };
  127515. }
  127516. declare module BABYLON {
  127517. /**
  127518. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  127519. */
  127520. export class CircleOfConfusionPostProcess extends PostProcess {
  127521. /**
  127522. * 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.
  127523. */
  127524. lensSize: number;
  127525. /**
  127526. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  127527. */
  127528. fStop: number;
  127529. /**
  127530. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  127531. */
  127532. focusDistance: number;
  127533. /**
  127534. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  127535. */
  127536. focalLength: number;
  127537. private _depthTexture;
  127538. /**
  127539. * Creates a new instance CircleOfConfusionPostProcess
  127540. * @param name The name of the effect.
  127541. * @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.
  127542. * @param options The required width/height ratio to downsize to before computing the render pass.
  127543. * @param camera The camera to apply the render pass to.
  127544. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127545. * @param engine The engine which the post process will be applied. (default: current engine)
  127546. * @param reusable If the post process can be reused on the same frame. (default: false)
  127547. * @param textureType Type of textures used when performing the post process. (default: 0)
  127548. * @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)
  127549. */
  127550. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127551. /**
  127552. * 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.
  127553. */
  127554. depthTexture: RenderTargetTexture;
  127555. }
  127556. }
  127557. declare module BABYLON {
  127558. /** @hidden */
  127559. export var colorCorrectionPixelShader: {
  127560. name: string;
  127561. shader: string;
  127562. };
  127563. }
  127564. declare module BABYLON {
  127565. /**
  127566. *
  127567. * This post-process allows the modification of rendered colors by using
  127568. * a 'look-up table' (LUT). This effect is also called Color Grading.
  127569. *
  127570. * The object needs to be provided an url to a texture containing the color
  127571. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  127572. * Use an image editing software to tweak the LUT to match your needs.
  127573. *
  127574. * For an example of a color LUT, see here:
  127575. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  127576. * For explanations on color grading, see here:
  127577. * @see http://udn.epicgames.com/Three/ColorGrading.html
  127578. *
  127579. */
  127580. export class ColorCorrectionPostProcess extends PostProcess {
  127581. private _colorTableTexture;
  127582. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127583. }
  127584. }
  127585. declare module BABYLON {
  127586. /** @hidden */
  127587. export var convolutionPixelShader: {
  127588. name: string;
  127589. shader: string;
  127590. };
  127591. }
  127592. declare module BABYLON {
  127593. /**
  127594. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  127595. * input texture to perform effects such as edge detection or sharpening
  127596. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  127597. */
  127598. export class ConvolutionPostProcess extends PostProcess {
  127599. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  127600. kernel: number[];
  127601. /**
  127602. * Creates a new instance ConvolutionPostProcess
  127603. * @param name The name of the effect.
  127604. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  127605. * @param options The required width/height ratio to downsize to before computing the render pass.
  127606. * @param camera The camera to apply the render pass to.
  127607. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127608. * @param engine The engine which the post process will be applied. (default: current engine)
  127609. * @param reusable If the post process can be reused on the same frame. (default: false)
  127610. * @param textureType Type of textures used when performing the post process. (default: 0)
  127611. */
  127612. constructor(name: string,
  127613. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  127614. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  127615. /**
  127616. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127617. */
  127618. static EdgeDetect0Kernel: number[];
  127619. /**
  127620. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127621. */
  127622. static EdgeDetect1Kernel: number[];
  127623. /**
  127624. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127625. */
  127626. static EdgeDetect2Kernel: number[];
  127627. /**
  127628. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127629. */
  127630. static SharpenKernel: number[];
  127631. /**
  127632. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127633. */
  127634. static EmbossKernel: number[];
  127635. /**
  127636. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127637. */
  127638. static GaussianKernel: number[];
  127639. }
  127640. }
  127641. declare module BABYLON {
  127642. /**
  127643. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  127644. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  127645. * based on samples that have a large difference in distance than the center pixel.
  127646. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  127647. */
  127648. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  127649. direction: Vector2;
  127650. /**
  127651. * Creates a new instance CircleOfConfusionPostProcess
  127652. * @param name The name of the effect.
  127653. * @param scene The scene the effect belongs to.
  127654. * @param direction The direction the blur should be applied.
  127655. * @param kernel The size of the kernel used to blur.
  127656. * @param options The required width/height ratio to downsize to before computing the render pass.
  127657. * @param camera The camera to apply the render pass to.
  127658. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  127659. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  127660. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127661. * @param engine The engine which the post process will be applied. (default: current engine)
  127662. * @param reusable If the post process can be reused on the same frame. (default: false)
  127663. * @param textureType Type of textures used when performing the post process. (default: 0)
  127664. * @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)
  127665. */
  127666. 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);
  127667. }
  127668. }
  127669. declare module BABYLON {
  127670. /** @hidden */
  127671. export var depthOfFieldMergePixelShader: {
  127672. name: string;
  127673. shader: string;
  127674. };
  127675. }
  127676. declare module BABYLON {
  127677. /**
  127678. * Options to be set when merging outputs from the default pipeline.
  127679. */
  127680. export class DepthOfFieldMergePostProcessOptions {
  127681. /**
  127682. * The original image to merge on top of
  127683. */
  127684. originalFromInput: PostProcess;
  127685. /**
  127686. * Parameters to perform the merge of the depth of field effect
  127687. */
  127688. depthOfField?: {
  127689. circleOfConfusion: PostProcess;
  127690. blurSteps: Array<PostProcess>;
  127691. };
  127692. /**
  127693. * Parameters to perform the merge of bloom effect
  127694. */
  127695. bloom?: {
  127696. blurred: PostProcess;
  127697. weight: number;
  127698. };
  127699. }
  127700. /**
  127701. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  127702. */
  127703. export class DepthOfFieldMergePostProcess extends PostProcess {
  127704. private blurSteps;
  127705. /**
  127706. * Creates a new instance of DepthOfFieldMergePostProcess
  127707. * @param name The name of the effect.
  127708. * @param originalFromInput Post process which's input will be used for the merge.
  127709. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  127710. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  127711. * @param options The required width/height ratio to downsize to before computing the render pass.
  127712. * @param camera The camera to apply the render pass to.
  127713. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127714. * @param engine The engine which the post process will be applied. (default: current engine)
  127715. * @param reusable If the post process can be reused on the same frame. (default: false)
  127716. * @param textureType Type of textures used when performing the post process. (default: 0)
  127717. * @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)
  127718. */
  127719. 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);
  127720. /**
  127721. * Updates the effect with the current post process compile time values and recompiles the shader.
  127722. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  127723. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  127724. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  127725. * @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
  127726. * @param onCompiled Called when the shader has been compiled.
  127727. * @param onError Called if there is an error when compiling a shader.
  127728. */
  127729. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  127730. }
  127731. }
  127732. declare module BABYLON {
  127733. /**
  127734. * Specifies the level of max blur that should be applied when using the depth of field effect
  127735. */
  127736. export enum DepthOfFieldEffectBlurLevel {
  127737. /**
  127738. * Subtle blur
  127739. */
  127740. Low = 0,
  127741. /**
  127742. * Medium blur
  127743. */
  127744. Medium = 1,
  127745. /**
  127746. * Large blur
  127747. */
  127748. High = 2
  127749. }
  127750. /**
  127751. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  127752. */
  127753. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  127754. private _circleOfConfusion;
  127755. /**
  127756. * @hidden Internal, blurs from high to low
  127757. */
  127758. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  127759. private _depthOfFieldBlurY;
  127760. private _dofMerge;
  127761. /**
  127762. * @hidden Internal post processes in depth of field effect
  127763. */
  127764. _effects: Array<PostProcess>;
  127765. /**
  127766. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  127767. */
  127768. focalLength: number;
  127769. /**
  127770. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  127771. */
  127772. fStop: number;
  127773. /**
  127774. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  127775. */
  127776. focusDistance: number;
  127777. /**
  127778. * 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.
  127779. */
  127780. lensSize: number;
  127781. /**
  127782. * Creates a new instance DepthOfFieldEffect
  127783. * @param scene The scene the effect belongs to.
  127784. * @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.
  127785. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  127786. * @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)
  127787. */
  127788. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  127789. /**
  127790. * Get the current class name of the current effet
  127791. * @returns "DepthOfFieldEffect"
  127792. */
  127793. getClassName(): string;
  127794. /**
  127795. * 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.
  127796. */
  127797. depthTexture: RenderTargetTexture;
  127798. /**
  127799. * Disposes each of the internal effects for a given camera.
  127800. * @param camera The camera to dispose the effect on.
  127801. */
  127802. disposeEffects(camera: Camera): void;
  127803. /**
  127804. * @hidden Internal
  127805. */
  127806. _updateEffects(): void;
  127807. /**
  127808. * Internal
  127809. * @returns if all the contained post processes are ready.
  127810. * @hidden
  127811. */
  127812. _isReady(): boolean;
  127813. }
  127814. }
  127815. declare module BABYLON {
  127816. /** @hidden */
  127817. export var displayPassPixelShader: {
  127818. name: string;
  127819. shader: string;
  127820. };
  127821. }
  127822. declare module BABYLON {
  127823. /**
  127824. * DisplayPassPostProcess which produces an output the same as it's input
  127825. */
  127826. export class DisplayPassPostProcess extends PostProcess {
  127827. /**
  127828. * Creates the DisplayPassPostProcess
  127829. * @param name The name of the effect.
  127830. * @param options The required width/height ratio to downsize to before computing the render pass.
  127831. * @param camera The camera to apply the render pass to.
  127832. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127833. * @param engine The engine which the post process will be applied. (default: current engine)
  127834. * @param reusable If the post process can be reused on the same frame. (default: false)
  127835. */
  127836. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127837. }
  127838. }
  127839. declare module BABYLON {
  127840. /** @hidden */
  127841. export var filterPixelShader: {
  127842. name: string;
  127843. shader: string;
  127844. };
  127845. }
  127846. declare module BABYLON {
  127847. /**
  127848. * Applies a kernel filter to the image
  127849. */
  127850. export class FilterPostProcess extends PostProcess {
  127851. /** The matrix to be applied to the image */
  127852. kernelMatrix: Matrix;
  127853. /**
  127854. *
  127855. * @param name The name of the effect.
  127856. * @param kernelMatrix The matrix to be applied to the image
  127857. * @param options The required width/height ratio to downsize to before computing the render pass.
  127858. * @param camera The camera to apply the render pass to.
  127859. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127860. * @param engine The engine which the post process will be applied. (default: current engine)
  127861. * @param reusable If the post process can be reused on the same frame. (default: false)
  127862. */
  127863. constructor(name: string,
  127864. /** The matrix to be applied to the image */
  127865. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127866. }
  127867. }
  127868. declare module BABYLON {
  127869. /** @hidden */
  127870. export var fxaaPixelShader: {
  127871. name: string;
  127872. shader: string;
  127873. };
  127874. }
  127875. declare module BABYLON {
  127876. /** @hidden */
  127877. export var fxaaVertexShader: {
  127878. name: string;
  127879. shader: string;
  127880. };
  127881. }
  127882. declare module BABYLON {
  127883. /**
  127884. * Fxaa post process
  127885. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  127886. */
  127887. export class FxaaPostProcess extends PostProcess {
  127888. /** @hidden */
  127889. texelWidth: number;
  127890. /** @hidden */
  127891. texelHeight: number;
  127892. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  127893. private _getDefines;
  127894. }
  127895. }
  127896. declare module BABYLON {
  127897. /** @hidden */
  127898. export var grainPixelShader: {
  127899. name: string;
  127900. shader: string;
  127901. };
  127902. }
  127903. declare module BABYLON {
  127904. /**
  127905. * The GrainPostProcess adds noise to the image at mid luminance levels
  127906. */
  127907. export class GrainPostProcess extends PostProcess {
  127908. /**
  127909. * The intensity of the grain added (default: 30)
  127910. */
  127911. intensity: number;
  127912. /**
  127913. * If the grain should be randomized on every frame
  127914. */
  127915. animated: boolean;
  127916. /**
  127917. * Creates a new instance of @see GrainPostProcess
  127918. * @param name The name of the effect.
  127919. * @param options The required width/height ratio to downsize to before computing the render pass.
  127920. * @param camera The camera to apply the render pass to.
  127921. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127922. * @param engine The engine which the post process will be applied. (default: current engine)
  127923. * @param reusable If the post process can be reused on the same frame. (default: false)
  127924. * @param textureType Type of textures used when performing the post process. (default: 0)
  127925. * @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)
  127926. */
  127927. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127928. }
  127929. }
  127930. declare module BABYLON {
  127931. /** @hidden */
  127932. export var highlightsPixelShader: {
  127933. name: string;
  127934. shader: string;
  127935. };
  127936. }
  127937. declare module BABYLON {
  127938. /**
  127939. * Extracts highlights from the image
  127940. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  127941. */
  127942. export class HighlightsPostProcess extends PostProcess {
  127943. /**
  127944. * Extracts highlights from the image
  127945. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  127946. * @param name The name of the effect.
  127947. * @param options The required width/height ratio to downsize to before computing the render pass.
  127948. * @param camera The camera to apply the render pass to.
  127949. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127950. * @param engine The engine which the post process will be applied. (default: current engine)
  127951. * @param reusable If the post process can be reused on the same frame. (default: false)
  127952. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  127953. */
  127954. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  127955. }
  127956. }
  127957. declare module BABYLON {
  127958. /** @hidden */
  127959. export var mrtFragmentDeclaration: {
  127960. name: string;
  127961. shader: string;
  127962. };
  127963. }
  127964. declare module BABYLON {
  127965. /** @hidden */
  127966. export var geometryPixelShader: {
  127967. name: string;
  127968. shader: string;
  127969. };
  127970. }
  127971. declare module BABYLON {
  127972. /** @hidden */
  127973. export var geometryVertexShader: {
  127974. name: string;
  127975. shader: string;
  127976. };
  127977. }
  127978. declare module BABYLON {
  127979. /** @hidden */
  127980. interface ISavedTransformationMatrix {
  127981. world: Matrix;
  127982. viewProjection: Matrix;
  127983. }
  127984. /**
  127985. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  127986. */
  127987. export class GeometryBufferRenderer {
  127988. /**
  127989. * Constant used to retrieve the position texture index in the G-Buffer textures array
  127990. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  127991. */
  127992. static readonly POSITION_TEXTURE_TYPE: number;
  127993. /**
  127994. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  127995. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  127996. */
  127997. static readonly VELOCITY_TEXTURE_TYPE: number;
  127998. /**
  127999. * Dictionary used to store the previous transformation matrices of each rendered mesh
  128000. * in order to compute objects velocities when enableVelocity is set to "true"
  128001. * @hidden
  128002. */
  128003. _previousTransformationMatrices: {
  128004. [index: number]: ISavedTransformationMatrix;
  128005. };
  128006. /**
  128007. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  128008. * in order to compute objects velocities when enableVelocity is set to "true"
  128009. * @hidden
  128010. */
  128011. _previousBonesTransformationMatrices: {
  128012. [index: number]: Float32Array;
  128013. };
  128014. /**
  128015. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  128016. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  128017. */
  128018. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  128019. private _scene;
  128020. private _multiRenderTarget;
  128021. private _ratio;
  128022. private _enablePosition;
  128023. private _enableVelocity;
  128024. private _positionIndex;
  128025. private _velocityIndex;
  128026. protected _effect: Effect;
  128027. protected _cachedDefines: string;
  128028. /**
  128029. * Set the render list (meshes to be rendered) used in the G buffer.
  128030. */
  128031. renderList: Mesh[];
  128032. /**
  128033. * Gets wether or not G buffer are supported by the running hardware.
  128034. * This requires draw buffer supports
  128035. */
  128036. readonly isSupported: boolean;
  128037. /**
  128038. * Returns the index of the given texture type in the G-Buffer textures array
  128039. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  128040. * @returns the index of the given texture type in the G-Buffer textures array
  128041. */
  128042. getTextureIndex(textureType: number): number;
  128043. /**
  128044. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  128045. */
  128046. /**
  128047. * Sets whether or not objects positions are enabled for the G buffer.
  128048. */
  128049. enablePosition: boolean;
  128050. /**
  128051. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  128052. */
  128053. /**
  128054. * Sets wether or not objects velocities are enabled for the G buffer.
  128055. */
  128056. enableVelocity: boolean;
  128057. /**
  128058. * Gets the scene associated with the buffer.
  128059. */
  128060. readonly scene: Scene;
  128061. /**
  128062. * Gets the ratio used by the buffer during its creation.
  128063. * How big is the buffer related to the main canvas.
  128064. */
  128065. readonly ratio: number;
  128066. /** @hidden */
  128067. static _SceneComponentInitialization: (scene: Scene) => void;
  128068. /**
  128069. * Creates a new G Buffer for the scene
  128070. * @param scene The scene the buffer belongs to
  128071. * @param ratio How big is the buffer related to the main canvas.
  128072. */
  128073. constructor(scene: Scene, ratio?: number);
  128074. /**
  128075. * Checks wether everything is ready to render a submesh to the G buffer.
  128076. * @param subMesh the submesh to check readiness for
  128077. * @param useInstances is the mesh drawn using instance or not
  128078. * @returns true if ready otherwise false
  128079. */
  128080. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  128081. /**
  128082. * Gets the current underlying G Buffer.
  128083. * @returns the buffer
  128084. */
  128085. getGBuffer(): MultiRenderTarget;
  128086. /**
  128087. * Gets the number of samples used to render the buffer (anti aliasing).
  128088. */
  128089. /**
  128090. * Sets the number of samples used to render the buffer (anti aliasing).
  128091. */
  128092. samples: number;
  128093. /**
  128094. * Disposes the renderer and frees up associated resources.
  128095. */
  128096. dispose(): void;
  128097. protected _createRenderTargets(): void;
  128098. private _copyBonesTransformationMatrices;
  128099. }
  128100. }
  128101. declare module BABYLON {
  128102. interface Scene {
  128103. /** @hidden (Backing field) */
  128104. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  128105. /**
  128106. * Gets or Sets the current geometry buffer associated to the scene.
  128107. */
  128108. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  128109. /**
  128110. * Enables a GeometryBufferRender and associates it with the scene
  128111. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  128112. * @returns the GeometryBufferRenderer
  128113. */
  128114. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  128115. /**
  128116. * Disables the GeometryBufferRender associated with the scene
  128117. */
  128118. disableGeometryBufferRenderer(): void;
  128119. }
  128120. /**
  128121. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  128122. * in several rendering techniques.
  128123. */
  128124. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  128125. /**
  128126. * The component name helpful to identify the component in the list of scene components.
  128127. */
  128128. readonly name: string;
  128129. /**
  128130. * The scene the component belongs to.
  128131. */
  128132. scene: Scene;
  128133. /**
  128134. * Creates a new instance of the component for the given scene
  128135. * @param scene Defines the scene to register the component in
  128136. */
  128137. constructor(scene: Scene);
  128138. /**
  128139. * Registers the component in a given scene
  128140. */
  128141. register(): void;
  128142. /**
  128143. * Rebuilds the elements related to this component in case of
  128144. * context lost for instance.
  128145. */
  128146. rebuild(): void;
  128147. /**
  128148. * Disposes the component and the associated ressources
  128149. */
  128150. dispose(): void;
  128151. private _gatherRenderTargets;
  128152. }
  128153. }
  128154. declare module BABYLON {
  128155. /** @hidden */
  128156. export var motionBlurPixelShader: {
  128157. name: string;
  128158. shader: string;
  128159. };
  128160. }
  128161. declare module BABYLON {
  128162. /**
  128163. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  128164. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  128165. * As an example, all you have to do is to create the post-process:
  128166. * var mb = new BABYLON.MotionBlurPostProcess(
  128167. * 'mb', // The name of the effect.
  128168. * scene, // The scene containing the objects to blur according to their velocity.
  128169. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  128170. * camera // The camera to apply the render pass to.
  128171. * );
  128172. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  128173. */
  128174. export class MotionBlurPostProcess extends PostProcess {
  128175. /**
  128176. * Defines how much the image is blurred by the movement. Default value is equal to 1
  128177. */
  128178. motionStrength: number;
  128179. /**
  128180. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  128181. */
  128182. /**
  128183. * Sets the number of iterations to be used for motion blur quality
  128184. */
  128185. motionBlurSamples: number;
  128186. private _motionBlurSamples;
  128187. private _geometryBufferRenderer;
  128188. /**
  128189. * Creates a new instance MotionBlurPostProcess
  128190. * @param name The name of the effect.
  128191. * @param scene The scene containing the objects to blur according to their velocity.
  128192. * @param options The required width/height ratio to downsize to before computing the render pass.
  128193. * @param camera The camera to apply the render pass to.
  128194. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128195. * @param engine The engine which the post process will be applied. (default: current engine)
  128196. * @param reusable If the post process can be reused on the same frame. (default: false)
  128197. * @param textureType Type of textures used when performing the post process. (default: 0)
  128198. * @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)
  128199. */
  128200. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128201. /**
  128202. * Excludes the given skinned mesh from computing bones velocities.
  128203. * 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.
  128204. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  128205. */
  128206. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  128207. /**
  128208. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  128209. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  128210. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  128211. */
  128212. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  128213. /**
  128214. * Disposes the post process.
  128215. * @param camera The camera to dispose the post process on.
  128216. */
  128217. dispose(camera?: Camera): void;
  128218. }
  128219. }
  128220. declare module BABYLON {
  128221. /** @hidden */
  128222. export var refractionPixelShader: {
  128223. name: string;
  128224. shader: string;
  128225. };
  128226. }
  128227. declare module BABYLON {
  128228. /**
  128229. * Post process which applies a refractin texture
  128230. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  128231. */
  128232. export class RefractionPostProcess extends PostProcess {
  128233. /** the base color of the refraction (used to taint the rendering) */
  128234. color: Color3;
  128235. /** simulated refraction depth */
  128236. depth: number;
  128237. /** the coefficient of the base color (0 to remove base color tainting) */
  128238. colorLevel: number;
  128239. private _refTexture;
  128240. private _ownRefractionTexture;
  128241. /**
  128242. * Gets or sets the refraction texture
  128243. * Please note that you are responsible for disposing the texture if you set it manually
  128244. */
  128245. refractionTexture: Texture;
  128246. /**
  128247. * Initializes the RefractionPostProcess
  128248. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  128249. * @param name The name of the effect.
  128250. * @param refractionTextureUrl Url of the refraction texture to use
  128251. * @param color the base color of the refraction (used to taint the rendering)
  128252. * @param depth simulated refraction depth
  128253. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  128254. * @param camera The camera to apply the render pass to.
  128255. * @param options The required width/height ratio to downsize to before computing the render pass.
  128256. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128257. * @param engine The engine which the post process will be applied. (default: current engine)
  128258. * @param reusable If the post process can be reused on the same frame. (default: false)
  128259. */
  128260. constructor(name: string, refractionTextureUrl: string,
  128261. /** the base color of the refraction (used to taint the rendering) */
  128262. color: Color3,
  128263. /** simulated refraction depth */
  128264. depth: number,
  128265. /** the coefficient of the base color (0 to remove base color tainting) */
  128266. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128267. /**
  128268. * Disposes of the post process
  128269. * @param camera Camera to dispose post process on
  128270. */
  128271. dispose(camera: Camera): void;
  128272. }
  128273. }
  128274. declare module BABYLON {
  128275. /** @hidden */
  128276. export var sharpenPixelShader: {
  128277. name: string;
  128278. shader: string;
  128279. };
  128280. }
  128281. declare module BABYLON {
  128282. /**
  128283. * The SharpenPostProcess applies a sharpen kernel to every pixel
  128284. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  128285. */
  128286. export class SharpenPostProcess extends PostProcess {
  128287. /**
  128288. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  128289. */
  128290. colorAmount: number;
  128291. /**
  128292. * How much sharpness should be applied (default: 0.3)
  128293. */
  128294. edgeAmount: number;
  128295. /**
  128296. * Creates a new instance ConvolutionPostProcess
  128297. * @param name The name of the effect.
  128298. * @param options The required width/height ratio to downsize to before computing the render pass.
  128299. * @param camera The camera to apply the render pass to.
  128300. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128301. * @param engine The engine which the post process will be applied. (default: current engine)
  128302. * @param reusable If the post process can be reused on the same frame. (default: false)
  128303. * @param textureType Type of textures used when performing the post process. (default: 0)
  128304. * @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)
  128305. */
  128306. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128307. }
  128308. }
  128309. declare module BABYLON {
  128310. /**
  128311. * PostProcessRenderPipeline
  128312. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128313. */
  128314. export class PostProcessRenderPipeline {
  128315. private engine;
  128316. private _renderEffects;
  128317. private _renderEffectsForIsolatedPass;
  128318. /**
  128319. * List of inspectable custom properties (used by the Inspector)
  128320. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  128321. */
  128322. inspectableCustomProperties: IInspectable[];
  128323. /**
  128324. * @hidden
  128325. */
  128326. protected _cameras: Camera[];
  128327. /** @hidden */
  128328. _name: string;
  128329. /**
  128330. * Gets pipeline name
  128331. */
  128332. readonly name: string;
  128333. /**
  128334. * Initializes a PostProcessRenderPipeline
  128335. * @param engine engine to add the pipeline to
  128336. * @param name name of the pipeline
  128337. */
  128338. constructor(engine: Engine, name: string);
  128339. /**
  128340. * Gets the class name
  128341. * @returns "PostProcessRenderPipeline"
  128342. */
  128343. getClassName(): string;
  128344. /**
  128345. * If all the render effects in the pipeline are supported
  128346. */
  128347. readonly isSupported: boolean;
  128348. /**
  128349. * Adds an effect to the pipeline
  128350. * @param renderEffect the effect to add
  128351. */
  128352. addEffect(renderEffect: PostProcessRenderEffect): void;
  128353. /** @hidden */
  128354. _rebuild(): void;
  128355. /** @hidden */
  128356. _enableEffect(renderEffectName: string, cameras: Camera): void;
  128357. /** @hidden */
  128358. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  128359. /** @hidden */
  128360. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  128361. /** @hidden */
  128362. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  128363. /** @hidden */
  128364. _attachCameras(cameras: Camera, unique: boolean): void;
  128365. /** @hidden */
  128366. _attachCameras(cameras: Camera[], unique: boolean): void;
  128367. /** @hidden */
  128368. _detachCameras(cameras: Camera): void;
  128369. /** @hidden */
  128370. _detachCameras(cameras: Nullable<Camera[]>): void;
  128371. /** @hidden */
  128372. _update(): void;
  128373. /** @hidden */
  128374. _reset(): void;
  128375. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  128376. /**
  128377. * Disposes of the pipeline
  128378. */
  128379. dispose(): void;
  128380. }
  128381. }
  128382. declare module BABYLON {
  128383. /**
  128384. * PostProcessRenderPipelineManager class
  128385. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128386. */
  128387. export class PostProcessRenderPipelineManager {
  128388. private _renderPipelines;
  128389. /**
  128390. * Initializes a PostProcessRenderPipelineManager
  128391. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128392. */
  128393. constructor();
  128394. /**
  128395. * Gets the list of supported render pipelines
  128396. */
  128397. readonly supportedPipelines: PostProcessRenderPipeline[];
  128398. /**
  128399. * Adds a pipeline to the manager
  128400. * @param renderPipeline The pipeline to add
  128401. */
  128402. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  128403. /**
  128404. * Attaches a camera to the pipeline
  128405. * @param renderPipelineName The name of the pipeline to attach to
  128406. * @param cameras the camera to attach
  128407. * @param unique if the camera can be attached multiple times to the pipeline
  128408. */
  128409. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  128410. /**
  128411. * Detaches a camera from the pipeline
  128412. * @param renderPipelineName The name of the pipeline to detach from
  128413. * @param cameras the camera to detach
  128414. */
  128415. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  128416. /**
  128417. * Enables an effect by name on a pipeline
  128418. * @param renderPipelineName the name of the pipeline to enable the effect in
  128419. * @param renderEffectName the name of the effect to enable
  128420. * @param cameras the cameras that the effect should be enabled on
  128421. */
  128422. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  128423. /**
  128424. * Disables an effect by name on a pipeline
  128425. * @param renderPipelineName the name of the pipeline to disable the effect in
  128426. * @param renderEffectName the name of the effect to disable
  128427. * @param cameras the cameras that the effect should be disabled on
  128428. */
  128429. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  128430. /**
  128431. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  128432. */
  128433. update(): void;
  128434. /** @hidden */
  128435. _rebuild(): void;
  128436. /**
  128437. * Disposes of the manager and pipelines
  128438. */
  128439. dispose(): void;
  128440. }
  128441. }
  128442. declare module BABYLON {
  128443. interface Scene {
  128444. /** @hidden (Backing field) */
  128445. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  128446. /**
  128447. * Gets the postprocess render pipeline manager
  128448. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128449. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  128450. */
  128451. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  128452. }
  128453. /**
  128454. * Defines the Render Pipeline scene component responsible to rendering pipelines
  128455. */
  128456. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  128457. /**
  128458. * The component name helpfull to identify the component in the list of scene components.
  128459. */
  128460. readonly name: string;
  128461. /**
  128462. * The scene the component belongs to.
  128463. */
  128464. scene: Scene;
  128465. /**
  128466. * Creates a new instance of the component for the given scene
  128467. * @param scene Defines the scene to register the component in
  128468. */
  128469. constructor(scene: Scene);
  128470. /**
  128471. * Registers the component in a given scene
  128472. */
  128473. register(): void;
  128474. /**
  128475. * Rebuilds the elements related to this component in case of
  128476. * context lost for instance.
  128477. */
  128478. rebuild(): void;
  128479. /**
  128480. * Disposes the component and the associated ressources
  128481. */
  128482. dispose(): void;
  128483. private _gatherRenderTargets;
  128484. }
  128485. }
  128486. declare module BABYLON {
  128487. /**
  128488. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  128489. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  128490. */
  128491. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  128492. private _scene;
  128493. private _camerasToBeAttached;
  128494. /**
  128495. * ID of the sharpen post process,
  128496. */
  128497. private readonly SharpenPostProcessId;
  128498. /**
  128499. * @ignore
  128500. * ID of the image processing post process;
  128501. */
  128502. readonly ImageProcessingPostProcessId: string;
  128503. /**
  128504. * @ignore
  128505. * ID of the Fast Approximate Anti-Aliasing post process;
  128506. */
  128507. readonly FxaaPostProcessId: string;
  128508. /**
  128509. * ID of the chromatic aberration post process,
  128510. */
  128511. private readonly ChromaticAberrationPostProcessId;
  128512. /**
  128513. * ID of the grain post process
  128514. */
  128515. private readonly GrainPostProcessId;
  128516. /**
  128517. * Sharpen post process which will apply a sharpen convolution to enhance edges
  128518. */
  128519. sharpen: SharpenPostProcess;
  128520. private _sharpenEffect;
  128521. private bloom;
  128522. /**
  128523. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  128524. */
  128525. depthOfField: DepthOfFieldEffect;
  128526. /**
  128527. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  128528. */
  128529. fxaa: FxaaPostProcess;
  128530. /**
  128531. * Image post processing pass used to perform operations such as tone mapping or color grading.
  128532. */
  128533. imageProcessing: ImageProcessingPostProcess;
  128534. /**
  128535. * Chromatic aberration post process which will shift rgb colors in the image
  128536. */
  128537. chromaticAberration: ChromaticAberrationPostProcess;
  128538. private _chromaticAberrationEffect;
  128539. /**
  128540. * Grain post process which add noise to the image
  128541. */
  128542. grain: GrainPostProcess;
  128543. private _grainEffect;
  128544. /**
  128545. * Glow post process which adds a glow to emissive areas of the image
  128546. */
  128547. private _glowLayer;
  128548. /**
  128549. * Animations which can be used to tweak settings over a period of time
  128550. */
  128551. animations: Animation[];
  128552. private _imageProcessingConfigurationObserver;
  128553. private _sharpenEnabled;
  128554. private _bloomEnabled;
  128555. private _depthOfFieldEnabled;
  128556. private _depthOfFieldBlurLevel;
  128557. private _fxaaEnabled;
  128558. private _imageProcessingEnabled;
  128559. private _defaultPipelineTextureType;
  128560. private _bloomScale;
  128561. private _chromaticAberrationEnabled;
  128562. private _grainEnabled;
  128563. private _buildAllowed;
  128564. /**
  128565. * Gets active scene
  128566. */
  128567. readonly scene: Scene;
  128568. /**
  128569. * Enable or disable the sharpen process from the pipeline
  128570. */
  128571. sharpenEnabled: boolean;
  128572. private _resizeObserver;
  128573. private _hardwareScaleLevel;
  128574. private _bloomKernel;
  128575. /**
  128576. * Specifies the size of the bloom blur kernel, relative to the final output size
  128577. */
  128578. bloomKernel: number;
  128579. /**
  128580. * Specifies the weight of the bloom in the final rendering
  128581. */
  128582. private _bloomWeight;
  128583. /**
  128584. * Specifies the luma threshold for the area that will be blurred by the bloom
  128585. */
  128586. private _bloomThreshold;
  128587. private _hdr;
  128588. /**
  128589. * The strength of the bloom.
  128590. */
  128591. bloomWeight: number;
  128592. /**
  128593. * The strength of the bloom.
  128594. */
  128595. bloomThreshold: number;
  128596. /**
  128597. * The scale of the bloom, lower value will provide better performance.
  128598. */
  128599. bloomScale: number;
  128600. /**
  128601. * Enable or disable the bloom from the pipeline
  128602. */
  128603. bloomEnabled: boolean;
  128604. private _rebuildBloom;
  128605. /**
  128606. * If the depth of field is enabled.
  128607. */
  128608. depthOfFieldEnabled: boolean;
  128609. /**
  128610. * Blur level of the depth of field effect. (Higher blur will effect performance)
  128611. */
  128612. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  128613. /**
  128614. * If the anti aliasing is enabled.
  128615. */
  128616. fxaaEnabled: boolean;
  128617. private _samples;
  128618. /**
  128619. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  128620. */
  128621. samples: number;
  128622. /**
  128623. * If image processing is enabled.
  128624. */
  128625. imageProcessingEnabled: boolean;
  128626. /**
  128627. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  128628. */
  128629. glowLayerEnabled: boolean;
  128630. /**
  128631. * Gets the glow layer (or null if not defined)
  128632. */
  128633. readonly glowLayer: Nullable<GlowLayer>;
  128634. /**
  128635. * Enable or disable the chromaticAberration process from the pipeline
  128636. */
  128637. chromaticAberrationEnabled: boolean;
  128638. /**
  128639. * Enable or disable the grain process from the pipeline
  128640. */
  128641. grainEnabled: boolean;
  128642. /**
  128643. * @constructor
  128644. * @param name - The rendering pipeline name (default: "")
  128645. * @param hdr - If high dynamic range textures should be used (default: true)
  128646. * @param scene - The scene linked to this pipeline (default: the last created scene)
  128647. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  128648. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  128649. */
  128650. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  128651. /**
  128652. * Get the class name
  128653. * @returns "DefaultRenderingPipeline"
  128654. */
  128655. getClassName(): string;
  128656. /**
  128657. * Force the compilation of the entire pipeline.
  128658. */
  128659. prepare(): void;
  128660. private _hasCleared;
  128661. private _prevPostProcess;
  128662. private _prevPrevPostProcess;
  128663. private _setAutoClearAndTextureSharing;
  128664. private _depthOfFieldSceneObserver;
  128665. private _buildPipeline;
  128666. private _disposePostProcesses;
  128667. /**
  128668. * Adds a camera to the pipeline
  128669. * @param camera the camera to be added
  128670. */
  128671. addCamera(camera: Camera): void;
  128672. /**
  128673. * Removes a camera from the pipeline
  128674. * @param camera the camera to remove
  128675. */
  128676. removeCamera(camera: Camera): void;
  128677. /**
  128678. * Dispose of the pipeline and stop all post processes
  128679. */
  128680. dispose(): void;
  128681. /**
  128682. * Serialize the rendering pipeline (Used when exporting)
  128683. * @returns the serialized object
  128684. */
  128685. serialize(): any;
  128686. /**
  128687. * Parse the serialized pipeline
  128688. * @param source Source pipeline.
  128689. * @param scene The scene to load the pipeline to.
  128690. * @param rootUrl The URL of the serialized pipeline.
  128691. * @returns An instantiated pipeline from the serialized object.
  128692. */
  128693. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  128694. }
  128695. }
  128696. declare module BABYLON {
  128697. /** @hidden */
  128698. export var lensHighlightsPixelShader: {
  128699. name: string;
  128700. shader: string;
  128701. };
  128702. }
  128703. declare module BABYLON {
  128704. /** @hidden */
  128705. export var depthOfFieldPixelShader: {
  128706. name: string;
  128707. shader: string;
  128708. };
  128709. }
  128710. declare module BABYLON {
  128711. /**
  128712. * BABYLON.JS Chromatic Aberration GLSL Shader
  128713. * Author: Olivier Guyot
  128714. * Separates very slightly R, G and B colors on the edges of the screen
  128715. * Inspired by Francois Tarlier & Martins Upitis
  128716. */
  128717. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  128718. /**
  128719. * @ignore
  128720. * The chromatic aberration PostProcess id in the pipeline
  128721. */
  128722. LensChromaticAberrationEffect: string;
  128723. /**
  128724. * @ignore
  128725. * The highlights enhancing PostProcess id in the pipeline
  128726. */
  128727. HighlightsEnhancingEffect: string;
  128728. /**
  128729. * @ignore
  128730. * The depth-of-field PostProcess id in the pipeline
  128731. */
  128732. LensDepthOfFieldEffect: string;
  128733. private _scene;
  128734. private _depthTexture;
  128735. private _grainTexture;
  128736. private _chromaticAberrationPostProcess;
  128737. private _highlightsPostProcess;
  128738. private _depthOfFieldPostProcess;
  128739. private _edgeBlur;
  128740. private _grainAmount;
  128741. private _chromaticAberration;
  128742. private _distortion;
  128743. private _highlightsGain;
  128744. private _highlightsThreshold;
  128745. private _dofDistance;
  128746. private _dofAperture;
  128747. private _dofDarken;
  128748. private _dofPentagon;
  128749. private _blurNoise;
  128750. /**
  128751. * @constructor
  128752. *
  128753. * Effect parameters are as follow:
  128754. * {
  128755. * chromatic_aberration: number; // from 0 to x (1 for realism)
  128756. * edge_blur: number; // from 0 to x (1 for realism)
  128757. * distortion: number; // from 0 to x (1 for realism)
  128758. * grain_amount: number; // from 0 to 1
  128759. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  128760. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  128761. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  128762. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  128763. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  128764. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  128765. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  128766. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  128767. * }
  128768. * Note: if an effect parameter is unset, effect is disabled
  128769. *
  128770. * @param name The rendering pipeline name
  128771. * @param parameters - An object containing all parameters (see above)
  128772. * @param scene The scene linked to this pipeline
  128773. * @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)
  128774. * @param cameras The array of cameras that the rendering pipeline will be attached to
  128775. */
  128776. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  128777. /**
  128778. * Get the class name
  128779. * @returns "LensRenderingPipeline"
  128780. */
  128781. getClassName(): string;
  128782. /**
  128783. * Gets associated scene
  128784. */
  128785. readonly scene: Scene;
  128786. /**
  128787. * Gets or sets the edge blur
  128788. */
  128789. edgeBlur: number;
  128790. /**
  128791. * Gets or sets the grain amount
  128792. */
  128793. grainAmount: number;
  128794. /**
  128795. * Gets or sets the chromatic aberration amount
  128796. */
  128797. chromaticAberration: number;
  128798. /**
  128799. * Gets or sets the depth of field aperture
  128800. */
  128801. dofAperture: number;
  128802. /**
  128803. * Gets or sets the edge distortion
  128804. */
  128805. edgeDistortion: number;
  128806. /**
  128807. * Gets or sets the depth of field distortion
  128808. */
  128809. dofDistortion: number;
  128810. /**
  128811. * Gets or sets the darken out of focus amount
  128812. */
  128813. darkenOutOfFocus: number;
  128814. /**
  128815. * Gets or sets a boolean indicating if blur noise is enabled
  128816. */
  128817. blurNoise: boolean;
  128818. /**
  128819. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  128820. */
  128821. pentagonBokeh: boolean;
  128822. /**
  128823. * Gets or sets the highlight grain amount
  128824. */
  128825. highlightsGain: number;
  128826. /**
  128827. * Gets or sets the highlight threshold
  128828. */
  128829. highlightsThreshold: number;
  128830. /**
  128831. * Sets the amount of blur at the edges
  128832. * @param amount blur amount
  128833. */
  128834. setEdgeBlur(amount: number): void;
  128835. /**
  128836. * Sets edge blur to 0
  128837. */
  128838. disableEdgeBlur(): void;
  128839. /**
  128840. * Sets the amout of grain
  128841. * @param amount Amount of grain
  128842. */
  128843. setGrainAmount(amount: number): void;
  128844. /**
  128845. * Set grain amount to 0
  128846. */
  128847. disableGrain(): void;
  128848. /**
  128849. * Sets the chromatic aberration amount
  128850. * @param amount amount of chromatic aberration
  128851. */
  128852. setChromaticAberration(amount: number): void;
  128853. /**
  128854. * Sets chromatic aberration amount to 0
  128855. */
  128856. disableChromaticAberration(): void;
  128857. /**
  128858. * Sets the EdgeDistortion amount
  128859. * @param amount amount of EdgeDistortion
  128860. */
  128861. setEdgeDistortion(amount: number): void;
  128862. /**
  128863. * Sets edge distortion to 0
  128864. */
  128865. disableEdgeDistortion(): void;
  128866. /**
  128867. * Sets the FocusDistance amount
  128868. * @param amount amount of FocusDistance
  128869. */
  128870. setFocusDistance(amount: number): void;
  128871. /**
  128872. * Disables depth of field
  128873. */
  128874. disableDepthOfField(): void;
  128875. /**
  128876. * Sets the Aperture amount
  128877. * @param amount amount of Aperture
  128878. */
  128879. setAperture(amount: number): void;
  128880. /**
  128881. * Sets the DarkenOutOfFocus amount
  128882. * @param amount amount of DarkenOutOfFocus
  128883. */
  128884. setDarkenOutOfFocus(amount: number): void;
  128885. private _pentagonBokehIsEnabled;
  128886. /**
  128887. * Creates a pentagon bokeh effect
  128888. */
  128889. enablePentagonBokeh(): void;
  128890. /**
  128891. * Disables the pentagon bokeh effect
  128892. */
  128893. disablePentagonBokeh(): void;
  128894. /**
  128895. * Enables noise blur
  128896. */
  128897. enableNoiseBlur(): void;
  128898. /**
  128899. * Disables noise blur
  128900. */
  128901. disableNoiseBlur(): void;
  128902. /**
  128903. * Sets the HighlightsGain amount
  128904. * @param amount amount of HighlightsGain
  128905. */
  128906. setHighlightsGain(amount: number): void;
  128907. /**
  128908. * Sets the HighlightsThreshold amount
  128909. * @param amount amount of HighlightsThreshold
  128910. */
  128911. setHighlightsThreshold(amount: number): void;
  128912. /**
  128913. * Disables highlights
  128914. */
  128915. disableHighlights(): void;
  128916. /**
  128917. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  128918. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  128919. */
  128920. dispose(disableDepthRender?: boolean): void;
  128921. private _createChromaticAberrationPostProcess;
  128922. private _createHighlightsPostProcess;
  128923. private _createDepthOfFieldPostProcess;
  128924. private _createGrainTexture;
  128925. }
  128926. }
  128927. declare module BABYLON {
  128928. /** @hidden */
  128929. export var ssao2PixelShader: {
  128930. name: string;
  128931. shader: string;
  128932. };
  128933. }
  128934. declare module BABYLON {
  128935. /** @hidden */
  128936. export var ssaoCombinePixelShader: {
  128937. name: string;
  128938. shader: string;
  128939. };
  128940. }
  128941. declare module BABYLON {
  128942. /**
  128943. * Render pipeline to produce ssao effect
  128944. */
  128945. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  128946. /**
  128947. * @ignore
  128948. * The PassPostProcess id in the pipeline that contains the original scene color
  128949. */
  128950. SSAOOriginalSceneColorEffect: string;
  128951. /**
  128952. * @ignore
  128953. * The SSAO PostProcess id in the pipeline
  128954. */
  128955. SSAORenderEffect: string;
  128956. /**
  128957. * @ignore
  128958. * The horizontal blur PostProcess id in the pipeline
  128959. */
  128960. SSAOBlurHRenderEffect: string;
  128961. /**
  128962. * @ignore
  128963. * The vertical blur PostProcess id in the pipeline
  128964. */
  128965. SSAOBlurVRenderEffect: string;
  128966. /**
  128967. * @ignore
  128968. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  128969. */
  128970. SSAOCombineRenderEffect: string;
  128971. /**
  128972. * The output strength of the SSAO post-process. Default value is 1.0.
  128973. */
  128974. totalStrength: number;
  128975. /**
  128976. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  128977. */
  128978. maxZ: number;
  128979. /**
  128980. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  128981. */
  128982. minZAspect: number;
  128983. private _samples;
  128984. /**
  128985. * Number of samples used for the SSAO calculations. Default value is 8
  128986. */
  128987. samples: number;
  128988. private _textureSamples;
  128989. /**
  128990. * Number of samples to use for antialiasing
  128991. */
  128992. textureSamples: number;
  128993. /**
  128994. * Ratio object used for SSAO ratio and blur ratio
  128995. */
  128996. private _ratio;
  128997. /**
  128998. * Dynamically generated sphere sampler.
  128999. */
  129000. private _sampleSphere;
  129001. /**
  129002. * Blur filter offsets
  129003. */
  129004. private _samplerOffsets;
  129005. private _expensiveBlur;
  129006. /**
  129007. * If bilateral blur should be used
  129008. */
  129009. expensiveBlur: boolean;
  129010. /**
  129011. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  129012. */
  129013. radius: number;
  129014. /**
  129015. * The base color of the SSAO post-process
  129016. * The final result is "base + ssao" between [0, 1]
  129017. */
  129018. base: number;
  129019. /**
  129020. * Support test.
  129021. */
  129022. static readonly IsSupported: boolean;
  129023. private _scene;
  129024. private _depthTexture;
  129025. private _normalTexture;
  129026. private _randomTexture;
  129027. private _originalColorPostProcess;
  129028. private _ssaoPostProcess;
  129029. private _blurHPostProcess;
  129030. private _blurVPostProcess;
  129031. private _ssaoCombinePostProcess;
  129032. private _firstUpdate;
  129033. /**
  129034. * Gets active scene
  129035. */
  129036. readonly scene: Scene;
  129037. /**
  129038. * @constructor
  129039. * @param name The rendering pipeline name
  129040. * @param scene The scene linked to this pipeline
  129041. * @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 }
  129042. * @param cameras The array of cameras that the rendering pipeline will be attached to
  129043. */
  129044. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  129045. /**
  129046. * Get the class name
  129047. * @returns "SSAO2RenderingPipeline"
  129048. */
  129049. getClassName(): string;
  129050. /**
  129051. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  129052. */
  129053. dispose(disableGeometryBufferRenderer?: boolean): void;
  129054. private _createBlurPostProcess;
  129055. /** @hidden */
  129056. _rebuild(): void;
  129057. private _bits;
  129058. private _radicalInverse_VdC;
  129059. private _hammersley;
  129060. private _hemisphereSample_uniform;
  129061. private _generateHemisphere;
  129062. private _createSSAOPostProcess;
  129063. private _createSSAOCombinePostProcess;
  129064. private _createRandomTexture;
  129065. /**
  129066. * Serialize the rendering pipeline (Used when exporting)
  129067. * @returns the serialized object
  129068. */
  129069. serialize(): any;
  129070. /**
  129071. * Parse the serialized pipeline
  129072. * @param source Source pipeline.
  129073. * @param scene The scene to load the pipeline to.
  129074. * @param rootUrl The URL of the serialized pipeline.
  129075. * @returns An instantiated pipeline from the serialized object.
  129076. */
  129077. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  129078. }
  129079. }
  129080. declare module BABYLON {
  129081. /** @hidden */
  129082. export var ssaoPixelShader: {
  129083. name: string;
  129084. shader: string;
  129085. };
  129086. }
  129087. declare module BABYLON {
  129088. /**
  129089. * Render pipeline to produce ssao effect
  129090. */
  129091. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  129092. /**
  129093. * @ignore
  129094. * The PassPostProcess id in the pipeline that contains the original scene color
  129095. */
  129096. SSAOOriginalSceneColorEffect: string;
  129097. /**
  129098. * @ignore
  129099. * The SSAO PostProcess id in the pipeline
  129100. */
  129101. SSAORenderEffect: string;
  129102. /**
  129103. * @ignore
  129104. * The horizontal blur PostProcess id in the pipeline
  129105. */
  129106. SSAOBlurHRenderEffect: string;
  129107. /**
  129108. * @ignore
  129109. * The vertical blur PostProcess id in the pipeline
  129110. */
  129111. SSAOBlurVRenderEffect: string;
  129112. /**
  129113. * @ignore
  129114. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  129115. */
  129116. SSAOCombineRenderEffect: string;
  129117. /**
  129118. * The output strength of the SSAO post-process. Default value is 1.0.
  129119. */
  129120. totalStrength: number;
  129121. /**
  129122. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  129123. */
  129124. radius: number;
  129125. /**
  129126. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  129127. * Must not be equal to fallOff and superior to fallOff.
  129128. * Default value is 0.0075
  129129. */
  129130. area: number;
  129131. /**
  129132. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  129133. * Must not be equal to area and inferior to area.
  129134. * Default value is 0.000001
  129135. */
  129136. fallOff: number;
  129137. /**
  129138. * The base color of the SSAO post-process
  129139. * The final result is "base + ssao" between [0, 1]
  129140. */
  129141. base: number;
  129142. private _scene;
  129143. private _depthTexture;
  129144. private _randomTexture;
  129145. private _originalColorPostProcess;
  129146. private _ssaoPostProcess;
  129147. private _blurHPostProcess;
  129148. private _blurVPostProcess;
  129149. private _ssaoCombinePostProcess;
  129150. private _firstUpdate;
  129151. /**
  129152. * Gets active scene
  129153. */
  129154. readonly scene: Scene;
  129155. /**
  129156. * @constructor
  129157. * @param name - The rendering pipeline name
  129158. * @param scene - The scene linked to this pipeline
  129159. * @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 }
  129160. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  129161. */
  129162. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  129163. /**
  129164. * Get the class name
  129165. * @returns "SSAORenderingPipeline"
  129166. */
  129167. getClassName(): string;
  129168. /**
  129169. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  129170. */
  129171. dispose(disableDepthRender?: boolean): void;
  129172. private _createBlurPostProcess;
  129173. /** @hidden */
  129174. _rebuild(): void;
  129175. private _createSSAOPostProcess;
  129176. private _createSSAOCombinePostProcess;
  129177. private _createRandomTexture;
  129178. }
  129179. }
  129180. declare module BABYLON {
  129181. /** @hidden */
  129182. export var standardPixelShader: {
  129183. name: string;
  129184. shader: string;
  129185. };
  129186. }
  129187. declare module BABYLON {
  129188. /**
  129189. * Standard rendering pipeline
  129190. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  129191. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  129192. */
  129193. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  129194. /**
  129195. * Public members
  129196. */
  129197. /**
  129198. * Post-process which contains the original scene color before the pipeline applies all the effects
  129199. */
  129200. originalPostProcess: Nullable<PostProcess>;
  129201. /**
  129202. * Post-process used to down scale an image x4
  129203. */
  129204. downSampleX4PostProcess: Nullable<PostProcess>;
  129205. /**
  129206. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  129207. */
  129208. brightPassPostProcess: Nullable<PostProcess>;
  129209. /**
  129210. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  129211. */
  129212. blurHPostProcesses: PostProcess[];
  129213. /**
  129214. * Post-process array storing all the vertical blur post-processes used by the pipeline
  129215. */
  129216. blurVPostProcesses: PostProcess[];
  129217. /**
  129218. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  129219. */
  129220. textureAdderPostProcess: Nullable<PostProcess>;
  129221. /**
  129222. * Post-process used to create volumetric lighting effect
  129223. */
  129224. volumetricLightPostProcess: Nullable<PostProcess>;
  129225. /**
  129226. * Post-process used to smooth the previous volumetric light post-process on the X axis
  129227. */
  129228. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  129229. /**
  129230. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  129231. */
  129232. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  129233. /**
  129234. * Post-process used to merge the volumetric light effect and the real scene color
  129235. */
  129236. volumetricLightMergePostProces: Nullable<PostProcess>;
  129237. /**
  129238. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  129239. */
  129240. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  129241. /**
  129242. * Base post-process used to calculate the average luminance of the final image for HDR
  129243. */
  129244. luminancePostProcess: Nullable<PostProcess>;
  129245. /**
  129246. * Post-processes used to create down sample post-processes in order to get
  129247. * the average luminance of the final image for HDR
  129248. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  129249. */
  129250. luminanceDownSamplePostProcesses: PostProcess[];
  129251. /**
  129252. * Post-process used to create a HDR effect (light adaptation)
  129253. */
  129254. hdrPostProcess: Nullable<PostProcess>;
  129255. /**
  129256. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  129257. */
  129258. textureAdderFinalPostProcess: Nullable<PostProcess>;
  129259. /**
  129260. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  129261. */
  129262. lensFlareFinalPostProcess: Nullable<PostProcess>;
  129263. /**
  129264. * Post-process used to merge the final HDR post-process and the real scene color
  129265. */
  129266. hdrFinalPostProcess: Nullable<PostProcess>;
  129267. /**
  129268. * Post-process used to create a lens flare effect
  129269. */
  129270. lensFlarePostProcess: Nullable<PostProcess>;
  129271. /**
  129272. * Post-process that merges the result of the lens flare post-process and the real scene color
  129273. */
  129274. lensFlareComposePostProcess: Nullable<PostProcess>;
  129275. /**
  129276. * Post-process used to create a motion blur effect
  129277. */
  129278. motionBlurPostProcess: Nullable<PostProcess>;
  129279. /**
  129280. * Post-process used to create a depth of field effect
  129281. */
  129282. depthOfFieldPostProcess: Nullable<PostProcess>;
  129283. /**
  129284. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  129285. */
  129286. fxaaPostProcess: Nullable<FxaaPostProcess>;
  129287. /**
  129288. * Represents the brightness threshold in order to configure the illuminated surfaces
  129289. */
  129290. brightThreshold: number;
  129291. /**
  129292. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  129293. */
  129294. blurWidth: number;
  129295. /**
  129296. * Sets if the blur for highlighted surfaces must be only horizontal
  129297. */
  129298. horizontalBlur: boolean;
  129299. /**
  129300. * Gets the overall exposure used by the pipeline
  129301. */
  129302. /**
  129303. * Sets the overall exposure used by the pipeline
  129304. */
  129305. exposure: number;
  129306. /**
  129307. * Texture used typically to simulate "dirty" on camera lens
  129308. */
  129309. lensTexture: Nullable<Texture>;
  129310. /**
  129311. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  129312. */
  129313. volumetricLightCoefficient: number;
  129314. /**
  129315. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  129316. */
  129317. volumetricLightPower: number;
  129318. /**
  129319. * Used the set the blur intensity to smooth the volumetric lights
  129320. */
  129321. volumetricLightBlurScale: number;
  129322. /**
  129323. * Light (spot or directional) used to generate the volumetric lights rays
  129324. * The source light must have a shadow generate so the pipeline can get its
  129325. * depth map
  129326. */
  129327. sourceLight: Nullable<SpotLight | DirectionalLight>;
  129328. /**
  129329. * For eye adaptation, represents the minimum luminance the eye can see
  129330. */
  129331. hdrMinimumLuminance: number;
  129332. /**
  129333. * For eye adaptation, represents the decrease luminance speed
  129334. */
  129335. hdrDecreaseRate: number;
  129336. /**
  129337. * For eye adaptation, represents the increase luminance speed
  129338. */
  129339. hdrIncreaseRate: number;
  129340. /**
  129341. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  129342. */
  129343. /**
  129344. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  129345. */
  129346. hdrAutoExposure: boolean;
  129347. /**
  129348. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  129349. */
  129350. lensColorTexture: Nullable<Texture>;
  129351. /**
  129352. * The overall strengh for the lens flare effect
  129353. */
  129354. lensFlareStrength: number;
  129355. /**
  129356. * Dispersion coefficient for lens flare ghosts
  129357. */
  129358. lensFlareGhostDispersal: number;
  129359. /**
  129360. * Main lens flare halo width
  129361. */
  129362. lensFlareHaloWidth: number;
  129363. /**
  129364. * Based on the lens distortion effect, defines how much the lens flare result
  129365. * is distorted
  129366. */
  129367. lensFlareDistortionStrength: number;
  129368. /**
  129369. * Configures the blur intensity used for for lens flare (halo)
  129370. */
  129371. lensFlareBlurWidth: number;
  129372. /**
  129373. * Lens star texture must be used to simulate rays on the flares and is available
  129374. * in the documentation
  129375. */
  129376. lensStarTexture: Nullable<Texture>;
  129377. /**
  129378. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  129379. * flare effect by taking account of the dirt texture
  129380. */
  129381. lensFlareDirtTexture: Nullable<Texture>;
  129382. /**
  129383. * Represents the focal length for the depth of field effect
  129384. */
  129385. depthOfFieldDistance: number;
  129386. /**
  129387. * Represents the blur intensity for the blurred part of the depth of field effect
  129388. */
  129389. depthOfFieldBlurWidth: number;
  129390. /**
  129391. * Gets how much the image is blurred by the movement while using the motion blur post-process
  129392. */
  129393. /**
  129394. * Sets how much the image is blurred by the movement while using the motion blur post-process
  129395. */
  129396. motionStrength: number;
  129397. /**
  129398. * Gets wether or not the motion blur post-process is object based or screen based.
  129399. */
  129400. /**
  129401. * Sets wether or not the motion blur post-process should be object based or screen based
  129402. */
  129403. objectBasedMotionBlur: boolean;
  129404. /**
  129405. * List of animations for the pipeline (IAnimatable implementation)
  129406. */
  129407. animations: Animation[];
  129408. /**
  129409. * Private members
  129410. */
  129411. private _scene;
  129412. private _currentDepthOfFieldSource;
  129413. private _basePostProcess;
  129414. private _fixedExposure;
  129415. private _currentExposure;
  129416. private _hdrAutoExposure;
  129417. private _hdrCurrentLuminance;
  129418. private _motionStrength;
  129419. private _isObjectBasedMotionBlur;
  129420. private _floatTextureType;
  129421. private _camerasToBeAttached;
  129422. private _ratio;
  129423. private _bloomEnabled;
  129424. private _depthOfFieldEnabled;
  129425. private _vlsEnabled;
  129426. private _lensFlareEnabled;
  129427. private _hdrEnabled;
  129428. private _motionBlurEnabled;
  129429. private _fxaaEnabled;
  129430. private _motionBlurSamples;
  129431. private _volumetricLightStepsCount;
  129432. private _samples;
  129433. /**
  129434. * @ignore
  129435. * Specifies if the bloom pipeline is enabled
  129436. */
  129437. BloomEnabled: boolean;
  129438. /**
  129439. * @ignore
  129440. * Specifies if the depth of field pipeline is enabed
  129441. */
  129442. DepthOfFieldEnabled: boolean;
  129443. /**
  129444. * @ignore
  129445. * Specifies if the lens flare pipeline is enabed
  129446. */
  129447. LensFlareEnabled: boolean;
  129448. /**
  129449. * @ignore
  129450. * Specifies if the HDR pipeline is enabled
  129451. */
  129452. HDREnabled: boolean;
  129453. /**
  129454. * @ignore
  129455. * Specifies if the volumetric lights scattering effect is enabled
  129456. */
  129457. VLSEnabled: boolean;
  129458. /**
  129459. * @ignore
  129460. * Specifies if the motion blur effect is enabled
  129461. */
  129462. MotionBlurEnabled: boolean;
  129463. /**
  129464. * Specifies if anti-aliasing is enabled
  129465. */
  129466. fxaaEnabled: boolean;
  129467. /**
  129468. * Specifies the number of steps used to calculate the volumetric lights
  129469. * Typically in interval [50, 200]
  129470. */
  129471. volumetricLightStepsCount: number;
  129472. /**
  129473. * Specifies the number of samples used for the motion blur effect
  129474. * Typically in interval [16, 64]
  129475. */
  129476. motionBlurSamples: number;
  129477. /**
  129478. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  129479. */
  129480. samples: number;
  129481. /**
  129482. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  129483. * @constructor
  129484. * @param name The rendering pipeline name
  129485. * @param scene The scene linked to this pipeline
  129486. * @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)
  129487. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  129488. * @param cameras The array of cameras that the rendering pipeline will be attached to
  129489. */
  129490. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  129491. private _buildPipeline;
  129492. private _createDownSampleX4PostProcess;
  129493. private _createBrightPassPostProcess;
  129494. private _createBlurPostProcesses;
  129495. private _createTextureAdderPostProcess;
  129496. private _createVolumetricLightPostProcess;
  129497. private _createLuminancePostProcesses;
  129498. private _createHdrPostProcess;
  129499. private _createLensFlarePostProcess;
  129500. private _createDepthOfFieldPostProcess;
  129501. private _createMotionBlurPostProcess;
  129502. private _getDepthTexture;
  129503. private _disposePostProcesses;
  129504. /**
  129505. * Dispose of the pipeline and stop all post processes
  129506. */
  129507. dispose(): void;
  129508. /**
  129509. * Serialize the rendering pipeline (Used when exporting)
  129510. * @returns the serialized object
  129511. */
  129512. serialize(): any;
  129513. /**
  129514. * Parse the serialized pipeline
  129515. * @param source Source pipeline.
  129516. * @param scene The scene to load the pipeline to.
  129517. * @param rootUrl The URL of the serialized pipeline.
  129518. * @returns An instantiated pipeline from the serialized object.
  129519. */
  129520. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  129521. /**
  129522. * Luminance steps
  129523. */
  129524. static LuminanceSteps: number;
  129525. }
  129526. }
  129527. declare module BABYLON {
  129528. /** @hidden */
  129529. export var tonemapPixelShader: {
  129530. name: string;
  129531. shader: string;
  129532. };
  129533. }
  129534. declare module BABYLON {
  129535. /** Defines operator used for tonemapping */
  129536. export enum TonemappingOperator {
  129537. /** Hable */
  129538. Hable = 0,
  129539. /** Reinhard */
  129540. Reinhard = 1,
  129541. /** HejiDawson */
  129542. HejiDawson = 2,
  129543. /** Photographic */
  129544. Photographic = 3
  129545. }
  129546. /**
  129547. * Defines a post process to apply tone mapping
  129548. */
  129549. export class TonemapPostProcess extends PostProcess {
  129550. private _operator;
  129551. /** Defines the required exposure adjustement */
  129552. exposureAdjustment: number;
  129553. /**
  129554. * Creates a new TonemapPostProcess
  129555. * @param name defines the name of the postprocess
  129556. * @param _operator defines the operator to use
  129557. * @param exposureAdjustment defines the required exposure adjustement
  129558. * @param camera defines the camera to use (can be null)
  129559. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  129560. * @param engine defines the hosting engine (can be ignore if camera is set)
  129561. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  129562. */
  129563. constructor(name: string, _operator: TonemappingOperator,
  129564. /** Defines the required exposure adjustement */
  129565. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  129566. }
  129567. }
  129568. declare module BABYLON {
  129569. /** @hidden */
  129570. export var depthVertexShader: {
  129571. name: string;
  129572. shader: string;
  129573. };
  129574. }
  129575. declare module BABYLON {
  129576. /** @hidden */
  129577. export var volumetricLightScatteringPixelShader: {
  129578. name: string;
  129579. shader: string;
  129580. };
  129581. }
  129582. declare module BABYLON {
  129583. /** @hidden */
  129584. export var volumetricLightScatteringPassVertexShader: {
  129585. name: string;
  129586. shader: string;
  129587. };
  129588. }
  129589. declare module BABYLON {
  129590. /** @hidden */
  129591. export var volumetricLightScatteringPassPixelShader: {
  129592. name: string;
  129593. shader: string;
  129594. };
  129595. }
  129596. declare module BABYLON {
  129597. /**
  129598. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  129599. */
  129600. export class VolumetricLightScatteringPostProcess extends PostProcess {
  129601. private _volumetricLightScatteringPass;
  129602. private _volumetricLightScatteringRTT;
  129603. private _viewPort;
  129604. private _screenCoordinates;
  129605. private _cachedDefines;
  129606. /**
  129607. * If not undefined, the mesh position is computed from the attached node position
  129608. */
  129609. attachedNode: {
  129610. position: Vector3;
  129611. };
  129612. /**
  129613. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  129614. */
  129615. customMeshPosition: Vector3;
  129616. /**
  129617. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  129618. */
  129619. useCustomMeshPosition: boolean;
  129620. /**
  129621. * If the post-process should inverse the light scattering direction
  129622. */
  129623. invert: boolean;
  129624. /**
  129625. * The internal mesh used by the post-process
  129626. */
  129627. mesh: Mesh;
  129628. /**
  129629. * @hidden
  129630. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  129631. */
  129632. useDiffuseColor: boolean;
  129633. /**
  129634. * Array containing the excluded meshes not rendered in the internal pass
  129635. */
  129636. excludedMeshes: AbstractMesh[];
  129637. /**
  129638. * Controls the overall intensity of the post-process
  129639. */
  129640. exposure: number;
  129641. /**
  129642. * Dissipates each sample's contribution in range [0, 1]
  129643. */
  129644. decay: number;
  129645. /**
  129646. * Controls the overall intensity of each sample
  129647. */
  129648. weight: number;
  129649. /**
  129650. * Controls the density of each sample
  129651. */
  129652. density: number;
  129653. /**
  129654. * @constructor
  129655. * @param name The post-process name
  129656. * @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)
  129657. * @param camera The camera that the post-process will be attached to
  129658. * @param mesh The mesh used to create the light scattering
  129659. * @param samples The post-process quality, default 100
  129660. * @param samplingModeThe post-process filtering mode
  129661. * @param engine The babylon engine
  129662. * @param reusable If the post-process is reusable
  129663. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  129664. */
  129665. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  129666. /**
  129667. * Returns the string "VolumetricLightScatteringPostProcess"
  129668. * @returns "VolumetricLightScatteringPostProcess"
  129669. */
  129670. getClassName(): string;
  129671. private _isReady;
  129672. /**
  129673. * Sets the new light position for light scattering effect
  129674. * @param position The new custom light position
  129675. */
  129676. setCustomMeshPosition(position: Vector3): void;
  129677. /**
  129678. * Returns the light position for light scattering effect
  129679. * @return Vector3 The custom light position
  129680. */
  129681. getCustomMeshPosition(): Vector3;
  129682. /**
  129683. * Disposes the internal assets and detaches the post-process from the camera
  129684. */
  129685. dispose(camera: Camera): void;
  129686. /**
  129687. * Returns the render target texture used by the post-process
  129688. * @return the render target texture used by the post-process
  129689. */
  129690. getPass(): RenderTargetTexture;
  129691. private _meshExcluded;
  129692. private _createPass;
  129693. private _updateMeshScreenCoordinates;
  129694. /**
  129695. * Creates a default mesh for the Volumeric Light Scattering post-process
  129696. * @param name The mesh name
  129697. * @param scene The scene where to create the mesh
  129698. * @return the default mesh
  129699. */
  129700. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  129701. }
  129702. }
  129703. declare module BABYLON {
  129704. interface Scene {
  129705. /** @hidden (Backing field) */
  129706. _boundingBoxRenderer: BoundingBoxRenderer;
  129707. /** @hidden (Backing field) */
  129708. _forceShowBoundingBoxes: boolean;
  129709. /**
  129710. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  129711. */
  129712. forceShowBoundingBoxes: boolean;
  129713. /**
  129714. * Gets the bounding box renderer associated with the scene
  129715. * @returns a BoundingBoxRenderer
  129716. */
  129717. getBoundingBoxRenderer(): BoundingBoxRenderer;
  129718. }
  129719. interface AbstractMesh {
  129720. /** @hidden (Backing field) */
  129721. _showBoundingBox: boolean;
  129722. /**
  129723. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  129724. */
  129725. showBoundingBox: boolean;
  129726. }
  129727. /**
  129728. * Component responsible of rendering the bounding box of the meshes in a scene.
  129729. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  129730. */
  129731. export class BoundingBoxRenderer implements ISceneComponent {
  129732. /**
  129733. * The component name helpfull to identify the component in the list of scene components.
  129734. */
  129735. readonly name: string;
  129736. /**
  129737. * The scene the component belongs to.
  129738. */
  129739. scene: Scene;
  129740. /**
  129741. * Color of the bounding box lines placed in front of an object
  129742. */
  129743. frontColor: Color3;
  129744. /**
  129745. * Color of the bounding box lines placed behind an object
  129746. */
  129747. backColor: Color3;
  129748. /**
  129749. * Defines if the renderer should show the back lines or not
  129750. */
  129751. showBackLines: boolean;
  129752. /**
  129753. * @hidden
  129754. */
  129755. renderList: SmartArray<BoundingBox>;
  129756. private _colorShader;
  129757. private _vertexBuffers;
  129758. private _indexBuffer;
  129759. private _fillIndexBuffer;
  129760. private _fillIndexData;
  129761. /**
  129762. * Instantiates a new bounding box renderer in a scene.
  129763. * @param scene the scene the renderer renders in
  129764. */
  129765. constructor(scene: Scene);
  129766. /**
  129767. * Registers the component in a given scene
  129768. */
  129769. register(): void;
  129770. private _evaluateSubMesh;
  129771. private _activeMesh;
  129772. private _prepareRessources;
  129773. private _createIndexBuffer;
  129774. /**
  129775. * Rebuilds the elements related to this component in case of
  129776. * context lost for instance.
  129777. */
  129778. rebuild(): void;
  129779. /**
  129780. * @hidden
  129781. */
  129782. reset(): void;
  129783. /**
  129784. * Render the bounding boxes of a specific rendering group
  129785. * @param renderingGroupId defines the rendering group to render
  129786. */
  129787. render(renderingGroupId: number): void;
  129788. /**
  129789. * In case of occlusion queries, we can render the occlusion bounding box through this method
  129790. * @param mesh Define the mesh to render the occlusion bounding box for
  129791. */
  129792. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  129793. /**
  129794. * Dispose and release the resources attached to this renderer.
  129795. */
  129796. dispose(): void;
  129797. }
  129798. }
  129799. declare module BABYLON {
  129800. /** @hidden */
  129801. export var depthPixelShader: {
  129802. name: string;
  129803. shader: string;
  129804. };
  129805. }
  129806. declare module BABYLON {
  129807. /**
  129808. * This represents a depth renderer in Babylon.
  129809. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  129810. */
  129811. export class DepthRenderer {
  129812. private _scene;
  129813. private _depthMap;
  129814. private _effect;
  129815. private readonly _storeNonLinearDepth;
  129816. private readonly _clearColor;
  129817. /** Get if the depth renderer is using packed depth or not */
  129818. readonly isPacked: boolean;
  129819. private _cachedDefines;
  129820. private _camera;
  129821. /**
  129822. * Specifiess that the depth renderer will only be used within
  129823. * the camera it is created for.
  129824. * This can help forcing its rendering during the camera processing.
  129825. */
  129826. useOnlyInActiveCamera: boolean;
  129827. /** @hidden */
  129828. static _SceneComponentInitialization: (scene: Scene) => void;
  129829. /**
  129830. * Instantiates a depth renderer
  129831. * @param scene The scene the renderer belongs to
  129832. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  129833. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  129834. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  129835. */
  129836. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  129837. /**
  129838. * Creates the depth rendering effect and checks if the effect is ready.
  129839. * @param subMesh The submesh to be used to render the depth map of
  129840. * @param useInstances If multiple world instances should be used
  129841. * @returns if the depth renderer is ready to render the depth map
  129842. */
  129843. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  129844. /**
  129845. * Gets the texture which the depth map will be written to.
  129846. * @returns The depth map texture
  129847. */
  129848. getDepthMap(): RenderTargetTexture;
  129849. /**
  129850. * Disposes of the depth renderer.
  129851. */
  129852. dispose(): void;
  129853. }
  129854. }
  129855. declare module BABYLON {
  129856. interface Scene {
  129857. /** @hidden (Backing field) */
  129858. _depthRenderer: {
  129859. [id: string]: DepthRenderer;
  129860. };
  129861. /**
  129862. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  129863. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  129864. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  129865. * @returns the created depth renderer
  129866. */
  129867. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  129868. /**
  129869. * Disables a depth renderer for a given camera
  129870. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  129871. */
  129872. disableDepthRenderer(camera?: Nullable<Camera>): void;
  129873. }
  129874. /**
  129875. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  129876. * in several rendering techniques.
  129877. */
  129878. export class DepthRendererSceneComponent implements ISceneComponent {
  129879. /**
  129880. * The component name helpfull to identify the component in the list of scene components.
  129881. */
  129882. readonly name: string;
  129883. /**
  129884. * The scene the component belongs to.
  129885. */
  129886. scene: Scene;
  129887. /**
  129888. * Creates a new instance of the component for the given scene
  129889. * @param scene Defines the scene to register the component in
  129890. */
  129891. constructor(scene: Scene);
  129892. /**
  129893. * Registers the component in a given scene
  129894. */
  129895. register(): void;
  129896. /**
  129897. * Rebuilds the elements related to this component in case of
  129898. * context lost for instance.
  129899. */
  129900. rebuild(): void;
  129901. /**
  129902. * Disposes the component and the associated ressources
  129903. */
  129904. dispose(): void;
  129905. private _gatherRenderTargets;
  129906. private _gatherActiveCameraRenderTargets;
  129907. }
  129908. }
  129909. declare module BABYLON {
  129910. /** @hidden */
  129911. export var outlinePixelShader: {
  129912. name: string;
  129913. shader: string;
  129914. };
  129915. }
  129916. declare module BABYLON {
  129917. /** @hidden */
  129918. export var outlineVertexShader: {
  129919. name: string;
  129920. shader: string;
  129921. };
  129922. }
  129923. declare module BABYLON {
  129924. interface Scene {
  129925. /** @hidden */
  129926. _outlineRenderer: OutlineRenderer;
  129927. /**
  129928. * Gets the outline renderer associated with the scene
  129929. * @returns a OutlineRenderer
  129930. */
  129931. getOutlineRenderer(): OutlineRenderer;
  129932. }
  129933. interface AbstractMesh {
  129934. /** @hidden (Backing field) */
  129935. _renderOutline: boolean;
  129936. /**
  129937. * Gets or sets a boolean indicating if the outline must be rendered as well
  129938. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  129939. */
  129940. renderOutline: boolean;
  129941. /** @hidden (Backing field) */
  129942. _renderOverlay: boolean;
  129943. /**
  129944. * Gets or sets a boolean indicating if the overlay must be rendered as well
  129945. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  129946. */
  129947. renderOverlay: boolean;
  129948. }
  129949. /**
  129950. * This class is responsible to draw bothe outline/overlay of meshes.
  129951. * It should not be used directly but through the available method on mesh.
  129952. */
  129953. export class OutlineRenderer implements ISceneComponent {
  129954. /**
  129955. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  129956. */
  129957. private static _StencilReference;
  129958. /**
  129959. * The name of the component. Each component must have a unique name.
  129960. */
  129961. name: string;
  129962. /**
  129963. * The scene the component belongs to.
  129964. */
  129965. scene: Scene;
  129966. /**
  129967. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  129968. */
  129969. zOffset: number;
  129970. private _engine;
  129971. private _effect;
  129972. private _cachedDefines;
  129973. private _savedDepthWrite;
  129974. /**
  129975. * Instantiates a new outline renderer. (There could be only one per scene).
  129976. * @param scene Defines the scene it belongs to
  129977. */
  129978. constructor(scene: Scene);
  129979. /**
  129980. * Register the component to one instance of a scene.
  129981. */
  129982. register(): void;
  129983. /**
  129984. * Rebuilds the elements related to this component in case of
  129985. * context lost for instance.
  129986. */
  129987. rebuild(): void;
  129988. /**
  129989. * Disposes the component and the associated ressources.
  129990. */
  129991. dispose(): void;
  129992. /**
  129993. * Renders the outline in the canvas.
  129994. * @param subMesh Defines the sumesh to render
  129995. * @param batch Defines the batch of meshes in case of instances
  129996. * @param useOverlay Defines if the rendering is for the overlay or the outline
  129997. */
  129998. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  129999. /**
  130000. * Returns whether or not the outline renderer is ready for a given submesh.
  130001. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  130002. * @param subMesh Defines the submesh to check readyness for
  130003. * @param useInstances Defines wheter wee are trying to render instances or not
  130004. * @returns true if ready otherwise false
  130005. */
  130006. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  130007. private _beforeRenderingMesh;
  130008. private _afterRenderingMesh;
  130009. }
  130010. }
  130011. declare module BABYLON {
  130012. /**
  130013. * Class used to manage multiple sprites of different sizes on the same spritesheet
  130014. * @see http://doc.babylonjs.com/babylon101/sprites
  130015. */
  130016. export class SpritePackedManager extends SpriteManager {
  130017. /** defines the packed manager's name */
  130018. name: string;
  130019. /**
  130020. * Creates a new sprite manager from a packed sprite sheet
  130021. * @param name defines the manager's name
  130022. * @param imgUrl defines the sprite sheet url
  130023. * @param capacity defines the maximum allowed number of sprites
  130024. * @param scene defines the hosting scene
  130025. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  130026. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  130027. * @param samplingMode defines the smapling mode to use with spritesheet
  130028. * @param fromPacked set to true; do not alter
  130029. */
  130030. constructor(
  130031. /** defines the packed manager's name */
  130032. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  130033. }
  130034. }
  130035. declare module BABYLON {
  130036. /**
  130037. * Defines the list of states available for a task inside a AssetsManager
  130038. */
  130039. export enum AssetTaskState {
  130040. /**
  130041. * Initialization
  130042. */
  130043. INIT = 0,
  130044. /**
  130045. * Running
  130046. */
  130047. RUNNING = 1,
  130048. /**
  130049. * Done
  130050. */
  130051. DONE = 2,
  130052. /**
  130053. * Error
  130054. */
  130055. ERROR = 3
  130056. }
  130057. /**
  130058. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  130059. */
  130060. export abstract class AbstractAssetTask {
  130061. /**
  130062. * Task name
  130063. */ name: string;
  130064. /**
  130065. * Callback called when the task is successful
  130066. */
  130067. onSuccess: (task: any) => void;
  130068. /**
  130069. * Callback called when the task is not successful
  130070. */
  130071. onError: (task: any, message?: string, exception?: any) => void;
  130072. /**
  130073. * Creates a new AssetsManager
  130074. * @param name defines the name of the task
  130075. */
  130076. constructor(
  130077. /**
  130078. * Task name
  130079. */ name: string);
  130080. private _isCompleted;
  130081. private _taskState;
  130082. private _errorObject;
  130083. /**
  130084. * Get if the task is completed
  130085. */
  130086. readonly isCompleted: boolean;
  130087. /**
  130088. * Gets the current state of the task
  130089. */
  130090. readonly taskState: AssetTaskState;
  130091. /**
  130092. * Gets the current error object (if task is in error)
  130093. */
  130094. readonly errorObject: {
  130095. message?: string;
  130096. exception?: any;
  130097. };
  130098. /**
  130099. * Internal only
  130100. * @hidden
  130101. */
  130102. _setErrorObject(message?: string, exception?: any): void;
  130103. /**
  130104. * Execute the current task
  130105. * @param scene defines the scene where you want your assets to be loaded
  130106. * @param onSuccess is a callback called when the task is successfully executed
  130107. * @param onError is a callback called if an error occurs
  130108. */
  130109. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130110. /**
  130111. * Execute the current task
  130112. * @param scene defines the scene where you want your assets to be loaded
  130113. * @param onSuccess is a callback called when the task is successfully executed
  130114. * @param onError is a callback called if an error occurs
  130115. */
  130116. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130117. /**
  130118. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  130119. * This can be used with failed tasks that have the reason for failure fixed.
  130120. */
  130121. reset(): void;
  130122. private onErrorCallback;
  130123. private onDoneCallback;
  130124. }
  130125. /**
  130126. * Define the interface used by progress events raised during assets loading
  130127. */
  130128. export interface IAssetsProgressEvent {
  130129. /**
  130130. * Defines the number of remaining tasks to process
  130131. */
  130132. remainingCount: number;
  130133. /**
  130134. * Defines the total number of tasks
  130135. */
  130136. totalCount: number;
  130137. /**
  130138. * Defines the task that was just processed
  130139. */
  130140. task: AbstractAssetTask;
  130141. }
  130142. /**
  130143. * Class used to share progress information about assets loading
  130144. */
  130145. export class AssetsProgressEvent implements IAssetsProgressEvent {
  130146. /**
  130147. * Defines the number of remaining tasks to process
  130148. */
  130149. remainingCount: number;
  130150. /**
  130151. * Defines the total number of tasks
  130152. */
  130153. totalCount: number;
  130154. /**
  130155. * Defines the task that was just processed
  130156. */
  130157. task: AbstractAssetTask;
  130158. /**
  130159. * Creates a AssetsProgressEvent
  130160. * @param remainingCount defines the number of remaining tasks to process
  130161. * @param totalCount defines the total number of tasks
  130162. * @param task defines the task that was just processed
  130163. */
  130164. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  130165. }
  130166. /**
  130167. * Define a task used by AssetsManager to load meshes
  130168. */
  130169. export class MeshAssetTask extends AbstractAssetTask {
  130170. /**
  130171. * Defines the name of the task
  130172. */
  130173. name: string;
  130174. /**
  130175. * Defines the list of mesh's names you want to load
  130176. */
  130177. meshesNames: any;
  130178. /**
  130179. * Defines the root url to use as a base to load your meshes and associated resources
  130180. */
  130181. rootUrl: string;
  130182. /**
  130183. * Defines the filename of the scene to load from
  130184. */
  130185. sceneFilename: string;
  130186. /**
  130187. * Gets the list of loaded meshes
  130188. */
  130189. loadedMeshes: Array<AbstractMesh>;
  130190. /**
  130191. * Gets the list of loaded particle systems
  130192. */
  130193. loadedParticleSystems: Array<IParticleSystem>;
  130194. /**
  130195. * Gets the list of loaded skeletons
  130196. */
  130197. loadedSkeletons: Array<Skeleton>;
  130198. /**
  130199. * Gets the list of loaded animation groups
  130200. */
  130201. loadedAnimationGroups: Array<AnimationGroup>;
  130202. /**
  130203. * Callback called when the task is successful
  130204. */
  130205. onSuccess: (task: MeshAssetTask) => void;
  130206. /**
  130207. * Callback called when the task is successful
  130208. */
  130209. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  130210. /**
  130211. * Creates a new MeshAssetTask
  130212. * @param name defines the name of the task
  130213. * @param meshesNames defines the list of mesh's names you want to load
  130214. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  130215. * @param sceneFilename defines the filename of the scene to load from
  130216. */
  130217. constructor(
  130218. /**
  130219. * Defines the name of the task
  130220. */
  130221. name: string,
  130222. /**
  130223. * Defines the list of mesh's names you want to load
  130224. */
  130225. meshesNames: any,
  130226. /**
  130227. * Defines the root url to use as a base to load your meshes and associated resources
  130228. */
  130229. rootUrl: string,
  130230. /**
  130231. * Defines the filename of the scene to load from
  130232. */
  130233. sceneFilename: string);
  130234. /**
  130235. * Execute the current task
  130236. * @param scene defines the scene where you want your assets to be loaded
  130237. * @param onSuccess is a callback called when the task is successfully executed
  130238. * @param onError is a callback called if an error occurs
  130239. */
  130240. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130241. }
  130242. /**
  130243. * Define a task used by AssetsManager to load text content
  130244. */
  130245. export class TextFileAssetTask extends AbstractAssetTask {
  130246. /**
  130247. * Defines the name of the task
  130248. */
  130249. name: string;
  130250. /**
  130251. * Defines the location of the file to load
  130252. */
  130253. url: string;
  130254. /**
  130255. * Gets the loaded text string
  130256. */
  130257. text: string;
  130258. /**
  130259. * Callback called when the task is successful
  130260. */
  130261. onSuccess: (task: TextFileAssetTask) => void;
  130262. /**
  130263. * Callback called when the task is successful
  130264. */
  130265. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  130266. /**
  130267. * Creates a new TextFileAssetTask object
  130268. * @param name defines the name of the task
  130269. * @param url defines the location of the file to load
  130270. */
  130271. constructor(
  130272. /**
  130273. * Defines the name of the task
  130274. */
  130275. name: string,
  130276. /**
  130277. * Defines the location of the file to load
  130278. */
  130279. url: string);
  130280. /**
  130281. * Execute the current task
  130282. * @param scene defines the scene where you want your assets to be loaded
  130283. * @param onSuccess is a callback called when the task is successfully executed
  130284. * @param onError is a callback called if an error occurs
  130285. */
  130286. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130287. }
  130288. /**
  130289. * Define a task used by AssetsManager to load binary data
  130290. */
  130291. export class BinaryFileAssetTask extends AbstractAssetTask {
  130292. /**
  130293. * Defines the name of the task
  130294. */
  130295. name: string;
  130296. /**
  130297. * Defines the location of the file to load
  130298. */
  130299. url: string;
  130300. /**
  130301. * Gets the lodaded data (as an array buffer)
  130302. */
  130303. data: ArrayBuffer;
  130304. /**
  130305. * Callback called when the task is successful
  130306. */
  130307. onSuccess: (task: BinaryFileAssetTask) => void;
  130308. /**
  130309. * Callback called when the task is successful
  130310. */
  130311. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  130312. /**
  130313. * Creates a new BinaryFileAssetTask object
  130314. * @param name defines the name of the new task
  130315. * @param url defines the location of the file to load
  130316. */
  130317. constructor(
  130318. /**
  130319. * Defines the name of the task
  130320. */
  130321. name: string,
  130322. /**
  130323. * Defines the location of the file to load
  130324. */
  130325. url: string);
  130326. /**
  130327. * Execute the current task
  130328. * @param scene defines the scene where you want your assets to be loaded
  130329. * @param onSuccess is a callback called when the task is successfully executed
  130330. * @param onError is a callback called if an error occurs
  130331. */
  130332. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130333. }
  130334. /**
  130335. * Define a task used by AssetsManager to load images
  130336. */
  130337. export class ImageAssetTask extends AbstractAssetTask {
  130338. /**
  130339. * Defines the name of the task
  130340. */
  130341. name: string;
  130342. /**
  130343. * Defines the location of the image to load
  130344. */
  130345. url: string;
  130346. /**
  130347. * Gets the loaded images
  130348. */
  130349. image: HTMLImageElement;
  130350. /**
  130351. * Callback called when the task is successful
  130352. */
  130353. onSuccess: (task: ImageAssetTask) => void;
  130354. /**
  130355. * Callback called when the task is successful
  130356. */
  130357. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  130358. /**
  130359. * Creates a new ImageAssetTask
  130360. * @param name defines the name of the task
  130361. * @param url defines the location of the image to load
  130362. */
  130363. constructor(
  130364. /**
  130365. * Defines the name of the task
  130366. */
  130367. name: string,
  130368. /**
  130369. * Defines the location of the image to load
  130370. */
  130371. url: string);
  130372. /**
  130373. * Execute the current task
  130374. * @param scene defines the scene where you want your assets to be loaded
  130375. * @param onSuccess is a callback called when the task is successfully executed
  130376. * @param onError is a callback called if an error occurs
  130377. */
  130378. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130379. }
  130380. /**
  130381. * Defines the interface used by texture loading tasks
  130382. */
  130383. export interface ITextureAssetTask<TEX extends BaseTexture> {
  130384. /**
  130385. * Gets the loaded texture
  130386. */
  130387. texture: TEX;
  130388. }
  130389. /**
  130390. * Define a task used by AssetsManager to load 2D textures
  130391. */
  130392. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  130393. /**
  130394. * Defines the name of the task
  130395. */
  130396. name: string;
  130397. /**
  130398. * Defines the location of the file to load
  130399. */
  130400. url: string;
  130401. /**
  130402. * Defines if mipmap should not be generated (default is false)
  130403. */
  130404. noMipmap?: boolean | undefined;
  130405. /**
  130406. * Defines if texture must be inverted on Y axis (default is false)
  130407. */
  130408. invertY?: boolean | undefined;
  130409. /**
  130410. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  130411. */
  130412. samplingMode: number;
  130413. /**
  130414. * Gets the loaded texture
  130415. */
  130416. texture: Texture;
  130417. /**
  130418. * Callback called when the task is successful
  130419. */
  130420. onSuccess: (task: TextureAssetTask) => void;
  130421. /**
  130422. * Callback called when the task is successful
  130423. */
  130424. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  130425. /**
  130426. * Creates a new TextureAssetTask object
  130427. * @param name defines the name of the task
  130428. * @param url defines the location of the file to load
  130429. * @param noMipmap defines if mipmap should not be generated (default is false)
  130430. * @param invertY defines if texture must be inverted on Y axis (default is false)
  130431. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  130432. */
  130433. constructor(
  130434. /**
  130435. * Defines the name of the task
  130436. */
  130437. name: string,
  130438. /**
  130439. * Defines the location of the file to load
  130440. */
  130441. url: string,
  130442. /**
  130443. * Defines if mipmap should not be generated (default is false)
  130444. */
  130445. noMipmap?: boolean | undefined,
  130446. /**
  130447. * Defines if texture must be inverted on Y axis (default is false)
  130448. */
  130449. invertY?: boolean | undefined,
  130450. /**
  130451. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  130452. */
  130453. samplingMode?: number);
  130454. /**
  130455. * Execute the current task
  130456. * @param scene defines the scene where you want your assets to be loaded
  130457. * @param onSuccess is a callback called when the task is successfully executed
  130458. * @param onError is a callback called if an error occurs
  130459. */
  130460. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130461. }
  130462. /**
  130463. * Define a task used by AssetsManager to load cube textures
  130464. */
  130465. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  130466. /**
  130467. * Defines the name of the task
  130468. */
  130469. name: string;
  130470. /**
  130471. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  130472. */
  130473. url: string;
  130474. /**
  130475. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  130476. */
  130477. extensions?: string[] | undefined;
  130478. /**
  130479. * Defines if mipmaps should not be generated (default is false)
  130480. */
  130481. noMipmap?: boolean | undefined;
  130482. /**
  130483. * Defines the explicit list of files (undefined by default)
  130484. */
  130485. files?: string[] | undefined;
  130486. /**
  130487. * Gets the loaded texture
  130488. */
  130489. texture: CubeTexture;
  130490. /**
  130491. * Callback called when the task is successful
  130492. */
  130493. onSuccess: (task: CubeTextureAssetTask) => void;
  130494. /**
  130495. * Callback called when the task is successful
  130496. */
  130497. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  130498. /**
  130499. * Creates a new CubeTextureAssetTask
  130500. * @param name defines the name of the task
  130501. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  130502. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  130503. * @param noMipmap defines if mipmaps should not be generated (default is false)
  130504. * @param files defines the explicit list of files (undefined by default)
  130505. */
  130506. constructor(
  130507. /**
  130508. * Defines the name of the task
  130509. */
  130510. name: string,
  130511. /**
  130512. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  130513. */
  130514. url: string,
  130515. /**
  130516. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  130517. */
  130518. extensions?: string[] | undefined,
  130519. /**
  130520. * Defines if mipmaps should not be generated (default is false)
  130521. */
  130522. noMipmap?: boolean | undefined,
  130523. /**
  130524. * Defines the explicit list of files (undefined by default)
  130525. */
  130526. files?: string[] | undefined);
  130527. /**
  130528. * Execute the current task
  130529. * @param scene defines the scene where you want your assets to be loaded
  130530. * @param onSuccess is a callback called when the task is successfully executed
  130531. * @param onError is a callback called if an error occurs
  130532. */
  130533. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130534. }
  130535. /**
  130536. * Define a task used by AssetsManager to load HDR cube textures
  130537. */
  130538. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  130539. /**
  130540. * Defines the name of the task
  130541. */
  130542. name: string;
  130543. /**
  130544. * Defines the location of the file to load
  130545. */
  130546. url: string;
  130547. /**
  130548. * Defines the desired size (the more it increases the longer the generation will be)
  130549. */
  130550. size: number;
  130551. /**
  130552. * Defines if mipmaps should not be generated (default is false)
  130553. */
  130554. noMipmap: boolean;
  130555. /**
  130556. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  130557. */
  130558. generateHarmonics: boolean;
  130559. /**
  130560. * 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)
  130561. */
  130562. gammaSpace: boolean;
  130563. /**
  130564. * Internal Use Only
  130565. */
  130566. reserved: boolean;
  130567. /**
  130568. * Gets the loaded texture
  130569. */
  130570. texture: HDRCubeTexture;
  130571. /**
  130572. * Callback called when the task is successful
  130573. */
  130574. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  130575. /**
  130576. * Callback called when the task is successful
  130577. */
  130578. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  130579. /**
  130580. * Creates a new HDRCubeTextureAssetTask object
  130581. * @param name defines the name of the task
  130582. * @param url defines the location of the file to load
  130583. * @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.
  130584. * @param noMipmap defines if mipmaps should not be generated (default is false)
  130585. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  130586. * @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)
  130587. * @param reserved Internal use only
  130588. */
  130589. constructor(
  130590. /**
  130591. * Defines the name of the task
  130592. */
  130593. name: string,
  130594. /**
  130595. * Defines the location of the file to load
  130596. */
  130597. url: string,
  130598. /**
  130599. * Defines the desired size (the more it increases the longer the generation will be)
  130600. */
  130601. size: number,
  130602. /**
  130603. * Defines if mipmaps should not be generated (default is false)
  130604. */
  130605. noMipmap?: boolean,
  130606. /**
  130607. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  130608. */
  130609. generateHarmonics?: boolean,
  130610. /**
  130611. * 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)
  130612. */
  130613. gammaSpace?: boolean,
  130614. /**
  130615. * Internal Use Only
  130616. */
  130617. reserved?: boolean);
  130618. /**
  130619. * Execute the current task
  130620. * @param scene defines the scene where you want your assets to be loaded
  130621. * @param onSuccess is a callback called when the task is successfully executed
  130622. * @param onError is a callback called if an error occurs
  130623. */
  130624. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130625. }
  130626. /**
  130627. * Define a task used by AssetsManager to load Equirectangular cube textures
  130628. */
  130629. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  130630. /**
  130631. * Defines the name of the task
  130632. */
  130633. name: string;
  130634. /**
  130635. * Defines the location of the file to load
  130636. */
  130637. url: string;
  130638. /**
  130639. * Defines the desired size (the more it increases the longer the generation will be)
  130640. */
  130641. size: number;
  130642. /**
  130643. * Defines if mipmaps should not be generated (default is false)
  130644. */
  130645. noMipmap: boolean;
  130646. /**
  130647. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  130648. * but the standard material would require them in Gamma space) (default is true)
  130649. */
  130650. gammaSpace: boolean;
  130651. /**
  130652. * Gets the loaded texture
  130653. */
  130654. texture: EquiRectangularCubeTexture;
  130655. /**
  130656. * Callback called when the task is successful
  130657. */
  130658. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  130659. /**
  130660. * Callback called when the task is successful
  130661. */
  130662. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  130663. /**
  130664. * Creates a new EquiRectangularCubeTextureAssetTask object
  130665. * @param name defines the name of the task
  130666. * @param url defines the location of the file to load
  130667. * @param size defines the desired size (the more it increases the longer the generation will be)
  130668. * If the size is omitted this implies you are using a preprocessed cubemap.
  130669. * @param noMipmap defines if mipmaps should not be generated (default is false)
  130670. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  130671. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  130672. * (default is true)
  130673. */
  130674. constructor(
  130675. /**
  130676. * Defines the name of the task
  130677. */
  130678. name: string,
  130679. /**
  130680. * Defines the location of the file to load
  130681. */
  130682. url: string,
  130683. /**
  130684. * Defines the desired size (the more it increases the longer the generation will be)
  130685. */
  130686. size: number,
  130687. /**
  130688. * Defines if mipmaps should not be generated (default is false)
  130689. */
  130690. noMipmap?: boolean,
  130691. /**
  130692. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  130693. * but the standard material would require them in Gamma space) (default is true)
  130694. */
  130695. gammaSpace?: boolean);
  130696. /**
  130697. * Execute the current task
  130698. * @param scene defines the scene where you want your assets to be loaded
  130699. * @param onSuccess is a callback called when the task is successfully executed
  130700. * @param onError is a callback called if an error occurs
  130701. */
  130702. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130703. }
  130704. /**
  130705. * This class can be used to easily import assets into a scene
  130706. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  130707. */
  130708. export class AssetsManager {
  130709. private _scene;
  130710. private _isLoading;
  130711. protected _tasks: AbstractAssetTask[];
  130712. protected _waitingTasksCount: number;
  130713. protected _totalTasksCount: number;
  130714. /**
  130715. * Callback called when all tasks are processed
  130716. */
  130717. onFinish: (tasks: AbstractAssetTask[]) => void;
  130718. /**
  130719. * Callback called when a task is successful
  130720. */
  130721. onTaskSuccess: (task: AbstractAssetTask) => void;
  130722. /**
  130723. * Callback called when a task had an error
  130724. */
  130725. onTaskError: (task: AbstractAssetTask) => void;
  130726. /**
  130727. * Callback called when a task is done (whatever the result is)
  130728. */
  130729. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  130730. /**
  130731. * Observable called when all tasks are processed
  130732. */
  130733. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  130734. /**
  130735. * Observable called when a task had an error
  130736. */
  130737. onTaskErrorObservable: Observable<AbstractAssetTask>;
  130738. /**
  130739. * Observable called when all tasks were executed
  130740. */
  130741. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  130742. /**
  130743. * Observable called when a task is done (whatever the result is)
  130744. */
  130745. onProgressObservable: Observable<IAssetsProgressEvent>;
  130746. /**
  130747. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  130748. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  130749. */
  130750. useDefaultLoadingScreen: boolean;
  130751. /**
  130752. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  130753. * when all assets have been downloaded.
  130754. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  130755. */
  130756. autoHideLoadingUI: boolean;
  130757. /**
  130758. * Creates a new AssetsManager
  130759. * @param scene defines the scene to work on
  130760. */
  130761. constructor(scene: Scene);
  130762. /**
  130763. * Add a MeshAssetTask to the list of active tasks
  130764. * @param taskName defines the name of the new task
  130765. * @param meshesNames defines the name of meshes to load
  130766. * @param rootUrl defines the root url to use to locate files
  130767. * @param sceneFilename defines the filename of the scene file
  130768. * @returns a new MeshAssetTask object
  130769. */
  130770. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  130771. /**
  130772. * Add a TextFileAssetTask to the list of active tasks
  130773. * @param taskName defines the name of the new task
  130774. * @param url defines the url of the file to load
  130775. * @returns a new TextFileAssetTask object
  130776. */
  130777. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  130778. /**
  130779. * Add a BinaryFileAssetTask to the list of active tasks
  130780. * @param taskName defines the name of the new task
  130781. * @param url defines the url of the file to load
  130782. * @returns a new BinaryFileAssetTask object
  130783. */
  130784. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  130785. /**
  130786. * Add a ImageAssetTask to the list of active tasks
  130787. * @param taskName defines the name of the new task
  130788. * @param url defines the url of the file to load
  130789. * @returns a new ImageAssetTask object
  130790. */
  130791. addImageTask(taskName: string, url: string): ImageAssetTask;
  130792. /**
  130793. * Add a TextureAssetTask to the list of active tasks
  130794. * @param taskName defines the name of the new task
  130795. * @param url defines the url of the file to load
  130796. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  130797. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  130798. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  130799. * @returns a new TextureAssetTask object
  130800. */
  130801. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  130802. /**
  130803. * Add a CubeTextureAssetTask to the list of active tasks
  130804. * @param taskName defines the name of the new task
  130805. * @param url defines the url of the file to load
  130806. * @param extensions defines the extension to use to load the cube map (can be null)
  130807. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  130808. * @param files defines the list of files to load (can be null)
  130809. * @returns a new CubeTextureAssetTask object
  130810. */
  130811. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  130812. /**
  130813. *
  130814. * Add a HDRCubeTextureAssetTask to the list of active tasks
  130815. * @param taskName defines the name of the new task
  130816. * @param url defines the url of the file to load
  130817. * @param size defines the size you want for the cubemap (can be null)
  130818. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  130819. * @param generateHarmonics defines if you want to automatically generate (true by default)
  130820. * @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)
  130821. * @param reserved Internal use only
  130822. * @returns a new HDRCubeTextureAssetTask object
  130823. */
  130824. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  130825. /**
  130826. *
  130827. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  130828. * @param taskName defines the name of the new task
  130829. * @param url defines the url of the file to load
  130830. * @param size defines the size you want for the cubemap (can be null)
  130831. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  130832. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  130833. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  130834. * @returns a new EquiRectangularCubeTextureAssetTask object
  130835. */
  130836. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  130837. /**
  130838. * Remove a task from the assets manager.
  130839. * @param task the task to remove
  130840. */
  130841. removeTask(task: AbstractAssetTask): void;
  130842. private _decreaseWaitingTasksCount;
  130843. private _runTask;
  130844. /**
  130845. * Reset the AssetsManager and remove all tasks
  130846. * @return the current instance of the AssetsManager
  130847. */
  130848. reset(): AssetsManager;
  130849. /**
  130850. * Start the loading process
  130851. * @return the current instance of the AssetsManager
  130852. */
  130853. load(): AssetsManager;
  130854. /**
  130855. * Start the loading process as an async operation
  130856. * @return a promise returning the list of failed tasks
  130857. */
  130858. loadAsync(): Promise<void>;
  130859. }
  130860. }
  130861. declare module BABYLON {
  130862. /**
  130863. * Wrapper class for promise with external resolve and reject.
  130864. */
  130865. export class Deferred<T> {
  130866. /**
  130867. * The promise associated with this deferred object.
  130868. */
  130869. readonly promise: Promise<T>;
  130870. private _resolve;
  130871. private _reject;
  130872. /**
  130873. * The resolve method of the promise associated with this deferred object.
  130874. */
  130875. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  130876. /**
  130877. * The reject method of the promise associated with this deferred object.
  130878. */
  130879. readonly reject: (reason?: any) => void;
  130880. /**
  130881. * Constructor for this deferred object.
  130882. */
  130883. constructor();
  130884. }
  130885. }
  130886. declare module BABYLON {
  130887. /**
  130888. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  130889. */
  130890. export class MeshExploder {
  130891. private _centerMesh;
  130892. private _meshes;
  130893. private _meshesOrigins;
  130894. private _toCenterVectors;
  130895. private _scaledDirection;
  130896. private _newPosition;
  130897. private _centerPosition;
  130898. /**
  130899. * Explodes meshes from a center mesh.
  130900. * @param meshes The meshes to explode.
  130901. * @param centerMesh The mesh to be center of explosion.
  130902. */
  130903. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  130904. private _setCenterMesh;
  130905. /**
  130906. * Get class name
  130907. * @returns "MeshExploder"
  130908. */
  130909. getClassName(): string;
  130910. /**
  130911. * "Exploded meshes"
  130912. * @returns Array of meshes with the centerMesh at index 0.
  130913. */
  130914. getMeshes(): Array<Mesh>;
  130915. /**
  130916. * Explodes meshes giving a specific direction
  130917. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  130918. */
  130919. explode(direction?: number): void;
  130920. }
  130921. }
  130922. declare module BABYLON {
  130923. /**
  130924. * Class used to help managing file picking and drag'n'drop
  130925. */
  130926. export class FilesInput {
  130927. /**
  130928. * List of files ready to be loaded
  130929. */
  130930. static readonly FilesToLoad: {
  130931. [key: string]: File;
  130932. };
  130933. /**
  130934. * Callback called when a file is processed
  130935. */
  130936. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  130937. private _engine;
  130938. private _currentScene;
  130939. private _sceneLoadedCallback;
  130940. private _progressCallback;
  130941. private _additionalRenderLoopLogicCallback;
  130942. private _textureLoadingCallback;
  130943. private _startingProcessingFilesCallback;
  130944. private _onReloadCallback;
  130945. private _errorCallback;
  130946. private _elementToMonitor;
  130947. private _sceneFileToLoad;
  130948. private _filesToLoad;
  130949. /**
  130950. * Creates a new FilesInput
  130951. * @param engine defines the rendering engine
  130952. * @param scene defines the hosting scene
  130953. * @param sceneLoadedCallback callback called when scene is loaded
  130954. * @param progressCallback callback called to track progress
  130955. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  130956. * @param textureLoadingCallback callback called when a texture is loading
  130957. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  130958. * @param onReloadCallback callback called when a reload is requested
  130959. * @param errorCallback callback call if an error occurs
  130960. */
  130961. 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);
  130962. private _dragEnterHandler;
  130963. private _dragOverHandler;
  130964. private _dropHandler;
  130965. /**
  130966. * Calls this function to listen to drag'n'drop events on a specific DOM element
  130967. * @param elementToMonitor defines the DOM element to track
  130968. */
  130969. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  130970. /**
  130971. * Release all associated resources
  130972. */
  130973. dispose(): void;
  130974. private renderFunction;
  130975. private drag;
  130976. private drop;
  130977. private _traverseFolder;
  130978. private _processFiles;
  130979. /**
  130980. * Load files from a drop event
  130981. * @param event defines the drop event to use as source
  130982. */
  130983. loadFiles(event: any): void;
  130984. private _processReload;
  130985. /**
  130986. * Reload the current scene from the loaded files
  130987. */
  130988. reload(): void;
  130989. }
  130990. }
  130991. declare module BABYLON {
  130992. /**
  130993. * Defines the root class used to create scene optimization to use with SceneOptimizer
  130994. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  130995. */
  130996. export class SceneOptimization {
  130997. /**
  130998. * Defines the priority of this optimization (0 by default which means first in the list)
  130999. */
  131000. priority: number;
  131001. /**
  131002. * Gets a string describing the action executed by the current optimization
  131003. * @returns description string
  131004. */
  131005. getDescription(): string;
  131006. /**
  131007. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131008. * @param scene defines the current scene where to apply this optimization
  131009. * @param optimizer defines the current optimizer
  131010. * @returns true if everything that can be done was applied
  131011. */
  131012. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131013. /**
  131014. * Creates the SceneOptimization object
  131015. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  131016. * @param desc defines the description associated with the optimization
  131017. */
  131018. constructor(
  131019. /**
  131020. * Defines the priority of this optimization (0 by default which means first in the list)
  131021. */
  131022. priority?: number);
  131023. }
  131024. /**
  131025. * Defines an optimization used to reduce the size of render target textures
  131026. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131027. */
  131028. export class TextureOptimization extends SceneOptimization {
  131029. /**
  131030. * Defines the priority of this optimization (0 by default which means first in the list)
  131031. */
  131032. priority: number;
  131033. /**
  131034. * 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
  131035. */
  131036. maximumSize: number;
  131037. /**
  131038. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  131039. */
  131040. step: number;
  131041. /**
  131042. * Gets a string describing the action executed by the current optimization
  131043. * @returns description string
  131044. */
  131045. getDescription(): string;
  131046. /**
  131047. * Creates the TextureOptimization object
  131048. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  131049. * @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
  131050. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  131051. */
  131052. constructor(
  131053. /**
  131054. * Defines the priority of this optimization (0 by default which means first in the list)
  131055. */
  131056. priority?: number,
  131057. /**
  131058. * 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
  131059. */
  131060. maximumSize?: number,
  131061. /**
  131062. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  131063. */
  131064. step?: number);
  131065. /**
  131066. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131067. * @param scene defines the current scene where to apply this optimization
  131068. * @param optimizer defines the current optimizer
  131069. * @returns true if everything that can be done was applied
  131070. */
  131071. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131072. }
  131073. /**
  131074. * Defines an optimization used to increase or decrease the rendering resolution
  131075. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131076. */
  131077. export class HardwareScalingOptimization extends SceneOptimization {
  131078. /**
  131079. * Defines the priority of this optimization (0 by default which means first in the list)
  131080. */
  131081. priority: number;
  131082. /**
  131083. * Defines the maximum scale to use (2 by default)
  131084. */
  131085. maximumScale: number;
  131086. /**
  131087. * Defines the step to use between two passes (0.5 by default)
  131088. */
  131089. step: number;
  131090. private _currentScale;
  131091. private _directionOffset;
  131092. /**
  131093. * Gets a string describing the action executed by the current optimization
  131094. * @return description string
  131095. */
  131096. getDescription(): string;
  131097. /**
  131098. * Creates the HardwareScalingOptimization object
  131099. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  131100. * @param maximumScale defines the maximum scale to use (2 by default)
  131101. * @param step defines the step to use between two passes (0.5 by default)
  131102. */
  131103. constructor(
  131104. /**
  131105. * Defines the priority of this optimization (0 by default which means first in the list)
  131106. */
  131107. priority?: number,
  131108. /**
  131109. * Defines the maximum scale to use (2 by default)
  131110. */
  131111. maximumScale?: number,
  131112. /**
  131113. * Defines the step to use between two passes (0.5 by default)
  131114. */
  131115. step?: number);
  131116. /**
  131117. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131118. * @param scene defines the current scene where to apply this optimization
  131119. * @param optimizer defines the current optimizer
  131120. * @returns true if everything that can be done was applied
  131121. */
  131122. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131123. }
  131124. /**
  131125. * Defines an optimization used to remove shadows
  131126. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131127. */
  131128. export class ShadowsOptimization extends SceneOptimization {
  131129. /**
  131130. * Gets a string describing the action executed by the current optimization
  131131. * @return description string
  131132. */
  131133. getDescription(): string;
  131134. /**
  131135. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131136. * @param scene defines the current scene where to apply this optimization
  131137. * @param optimizer defines the current optimizer
  131138. * @returns true if everything that can be done was applied
  131139. */
  131140. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131141. }
  131142. /**
  131143. * Defines an optimization used to turn post-processes off
  131144. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131145. */
  131146. export class PostProcessesOptimization extends SceneOptimization {
  131147. /**
  131148. * Gets a string describing the action executed by the current optimization
  131149. * @return description string
  131150. */
  131151. getDescription(): string;
  131152. /**
  131153. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131154. * @param scene defines the current scene where to apply this optimization
  131155. * @param optimizer defines the current optimizer
  131156. * @returns true if everything that can be done was applied
  131157. */
  131158. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131159. }
  131160. /**
  131161. * Defines an optimization used to turn lens flares off
  131162. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131163. */
  131164. export class LensFlaresOptimization extends SceneOptimization {
  131165. /**
  131166. * Gets a string describing the action executed by the current optimization
  131167. * @return description string
  131168. */
  131169. getDescription(): string;
  131170. /**
  131171. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131172. * @param scene defines the current scene where to apply this optimization
  131173. * @param optimizer defines the current optimizer
  131174. * @returns true if everything that can be done was applied
  131175. */
  131176. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131177. }
  131178. /**
  131179. * Defines an optimization based on user defined callback.
  131180. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131181. */
  131182. export class CustomOptimization extends SceneOptimization {
  131183. /**
  131184. * Callback called to apply the custom optimization.
  131185. */
  131186. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  131187. /**
  131188. * Callback called to get custom description
  131189. */
  131190. onGetDescription: () => string;
  131191. /**
  131192. * Gets a string describing the action executed by the current optimization
  131193. * @returns description string
  131194. */
  131195. getDescription(): string;
  131196. /**
  131197. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131198. * @param scene defines the current scene where to apply this optimization
  131199. * @param optimizer defines the current optimizer
  131200. * @returns true if everything that can be done was applied
  131201. */
  131202. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131203. }
  131204. /**
  131205. * Defines an optimization used to turn particles off
  131206. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131207. */
  131208. export class ParticlesOptimization extends SceneOptimization {
  131209. /**
  131210. * Gets a string describing the action executed by the current optimization
  131211. * @return description string
  131212. */
  131213. getDescription(): string;
  131214. /**
  131215. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131216. * @param scene defines the current scene where to apply this optimization
  131217. * @param optimizer defines the current optimizer
  131218. * @returns true if everything that can be done was applied
  131219. */
  131220. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131221. }
  131222. /**
  131223. * Defines an optimization used to turn render targets off
  131224. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131225. */
  131226. export class RenderTargetsOptimization extends SceneOptimization {
  131227. /**
  131228. * Gets a string describing the action executed by the current optimization
  131229. * @return description string
  131230. */
  131231. getDescription(): string;
  131232. /**
  131233. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131234. * @param scene defines the current scene where to apply this optimization
  131235. * @param optimizer defines the current optimizer
  131236. * @returns true if everything that can be done was applied
  131237. */
  131238. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131239. }
  131240. /**
  131241. * Defines an optimization used to merge meshes with compatible materials
  131242. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131243. */
  131244. export class MergeMeshesOptimization extends SceneOptimization {
  131245. private static _UpdateSelectionTree;
  131246. /**
  131247. * Gets or sets a boolean which defines if optimization octree has to be updated
  131248. */
  131249. /**
  131250. * Gets or sets a boolean which defines if optimization octree has to be updated
  131251. */
  131252. static UpdateSelectionTree: boolean;
  131253. /**
  131254. * Gets a string describing the action executed by the current optimization
  131255. * @return description string
  131256. */
  131257. getDescription(): string;
  131258. private _canBeMerged;
  131259. /**
  131260. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131261. * @param scene defines the current scene where to apply this optimization
  131262. * @param optimizer defines the current optimizer
  131263. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  131264. * @returns true if everything that can be done was applied
  131265. */
  131266. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  131267. }
  131268. /**
  131269. * Defines a list of options used by SceneOptimizer
  131270. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131271. */
  131272. export class SceneOptimizerOptions {
  131273. /**
  131274. * Defines the target frame rate to reach (60 by default)
  131275. */
  131276. targetFrameRate: number;
  131277. /**
  131278. * Defines the interval between two checkes (2000ms by default)
  131279. */
  131280. trackerDuration: number;
  131281. /**
  131282. * Gets the list of optimizations to apply
  131283. */
  131284. optimizations: SceneOptimization[];
  131285. /**
  131286. * Creates a new list of options used by SceneOptimizer
  131287. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  131288. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  131289. */
  131290. constructor(
  131291. /**
  131292. * Defines the target frame rate to reach (60 by default)
  131293. */
  131294. targetFrameRate?: number,
  131295. /**
  131296. * Defines the interval between two checkes (2000ms by default)
  131297. */
  131298. trackerDuration?: number);
  131299. /**
  131300. * Add a new optimization
  131301. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  131302. * @returns the current SceneOptimizerOptions
  131303. */
  131304. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  131305. /**
  131306. * Add a new custom optimization
  131307. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  131308. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  131309. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  131310. * @returns the current SceneOptimizerOptions
  131311. */
  131312. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  131313. /**
  131314. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  131315. * @param targetFrameRate defines the target frame rate (60 by default)
  131316. * @returns a SceneOptimizerOptions object
  131317. */
  131318. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  131319. /**
  131320. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  131321. * @param targetFrameRate defines the target frame rate (60 by default)
  131322. * @returns a SceneOptimizerOptions object
  131323. */
  131324. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  131325. /**
  131326. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  131327. * @param targetFrameRate defines the target frame rate (60 by default)
  131328. * @returns a SceneOptimizerOptions object
  131329. */
  131330. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  131331. }
  131332. /**
  131333. * Class used to run optimizations in order to reach a target frame rate
  131334. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131335. */
  131336. export class SceneOptimizer implements IDisposable {
  131337. private _isRunning;
  131338. private _options;
  131339. private _scene;
  131340. private _currentPriorityLevel;
  131341. private _targetFrameRate;
  131342. private _trackerDuration;
  131343. private _currentFrameRate;
  131344. private _sceneDisposeObserver;
  131345. private _improvementMode;
  131346. /**
  131347. * Defines an observable called when the optimizer reaches the target frame rate
  131348. */
  131349. onSuccessObservable: Observable<SceneOptimizer>;
  131350. /**
  131351. * Defines an observable called when the optimizer enables an optimization
  131352. */
  131353. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  131354. /**
  131355. * Defines an observable called when the optimizer is not able to reach the target frame rate
  131356. */
  131357. onFailureObservable: Observable<SceneOptimizer>;
  131358. /**
  131359. * Gets a boolean indicating if the optimizer is in improvement mode
  131360. */
  131361. readonly isInImprovementMode: boolean;
  131362. /**
  131363. * Gets the current priority level (0 at start)
  131364. */
  131365. readonly currentPriorityLevel: number;
  131366. /**
  131367. * Gets the current frame rate checked by the SceneOptimizer
  131368. */
  131369. readonly currentFrameRate: number;
  131370. /**
  131371. * Gets or sets the current target frame rate (60 by default)
  131372. */
  131373. /**
  131374. * Gets or sets the current target frame rate (60 by default)
  131375. */
  131376. targetFrameRate: number;
  131377. /**
  131378. * Gets or sets the current interval between two checks (every 2000ms by default)
  131379. */
  131380. /**
  131381. * Gets or sets the current interval between two checks (every 2000ms by default)
  131382. */
  131383. trackerDuration: number;
  131384. /**
  131385. * Gets the list of active optimizations
  131386. */
  131387. readonly optimizations: SceneOptimization[];
  131388. /**
  131389. * Creates a new SceneOptimizer
  131390. * @param scene defines the scene to work on
  131391. * @param options defines the options to use with the SceneOptimizer
  131392. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  131393. * @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)
  131394. */
  131395. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  131396. /**
  131397. * Stops the current optimizer
  131398. */
  131399. stop(): void;
  131400. /**
  131401. * Reset the optimizer to initial step (current priority level = 0)
  131402. */
  131403. reset(): void;
  131404. /**
  131405. * Start the optimizer. By default it will try to reach a specific framerate
  131406. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  131407. */
  131408. start(): void;
  131409. private _checkCurrentState;
  131410. /**
  131411. * Release all resources
  131412. */
  131413. dispose(): void;
  131414. /**
  131415. * Helper function to create a SceneOptimizer with one single line of code
  131416. * @param scene defines the scene to work on
  131417. * @param options defines the options to use with the SceneOptimizer
  131418. * @param onSuccess defines a callback to call on success
  131419. * @param onFailure defines a callback to call on failure
  131420. * @returns the new SceneOptimizer object
  131421. */
  131422. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  131423. }
  131424. }
  131425. declare module BABYLON {
  131426. /**
  131427. * Class used to serialize a scene into a string
  131428. */
  131429. export class SceneSerializer {
  131430. /**
  131431. * Clear cache used by a previous serialization
  131432. */
  131433. static ClearCache(): void;
  131434. /**
  131435. * Serialize a scene into a JSON compatible object
  131436. * @param scene defines the scene to serialize
  131437. * @returns a JSON compatible object
  131438. */
  131439. static Serialize(scene: Scene): any;
  131440. /**
  131441. * Serialize a mesh into a JSON compatible object
  131442. * @param toSerialize defines the mesh to serialize
  131443. * @param withParents defines if parents must be serialized as well
  131444. * @param withChildren defines if children must be serialized as well
  131445. * @returns a JSON compatible object
  131446. */
  131447. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  131448. }
  131449. }
  131450. declare module BABYLON {
  131451. /**
  131452. * Class used to host texture specific utilities
  131453. */
  131454. export class TextureTools {
  131455. /**
  131456. * Uses the GPU to create a copy texture rescaled at a given size
  131457. * @param texture Texture to copy from
  131458. * @param width defines the desired width
  131459. * @param height defines the desired height
  131460. * @param useBilinearMode defines if bilinear mode has to be used
  131461. * @return the generated texture
  131462. */
  131463. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  131464. }
  131465. }
  131466. declare module BABYLON {
  131467. /**
  131468. * This represents the different options available for the video capture.
  131469. */
  131470. export interface VideoRecorderOptions {
  131471. /** Defines the mime type of the video. */
  131472. mimeType: string;
  131473. /** Defines the FPS the video should be recorded at. */
  131474. fps: number;
  131475. /** Defines the chunk size for the recording data. */
  131476. recordChunckSize: number;
  131477. /** The audio tracks to attach to the recording. */
  131478. audioTracks?: MediaStreamTrack[];
  131479. }
  131480. /**
  131481. * This can help with recording videos from BabylonJS.
  131482. * This is based on the available WebRTC functionalities of the browser.
  131483. *
  131484. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  131485. */
  131486. export class VideoRecorder {
  131487. private static readonly _defaultOptions;
  131488. /**
  131489. * Returns whether or not the VideoRecorder is available in your browser.
  131490. * @param engine Defines the Babylon Engine.
  131491. * @returns true if supported otherwise false.
  131492. */
  131493. static IsSupported(engine: Engine): boolean;
  131494. private readonly _options;
  131495. private _canvas;
  131496. private _mediaRecorder;
  131497. private _recordedChunks;
  131498. private _fileName;
  131499. private _resolve;
  131500. private _reject;
  131501. /**
  131502. * True when a recording is already in progress.
  131503. */
  131504. readonly isRecording: boolean;
  131505. /**
  131506. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  131507. * @param engine Defines the BabylonJS Engine you wish to record.
  131508. * @param options Defines options that can be used to customize the capture.
  131509. */
  131510. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  131511. /**
  131512. * Stops the current recording before the default capture timeout passed in the startRecording function.
  131513. */
  131514. stopRecording(): void;
  131515. /**
  131516. * Starts recording the canvas for a max duration specified in parameters.
  131517. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  131518. * If null no automatic download will start and you can rely on the promise to get the data back.
  131519. * @param maxDuration Defines the maximum recording time in seconds.
  131520. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  131521. * @return A promise callback at the end of the recording with the video data in Blob.
  131522. */
  131523. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  131524. /**
  131525. * Releases internal resources used during the recording.
  131526. */
  131527. dispose(): void;
  131528. private _handleDataAvailable;
  131529. private _handleError;
  131530. private _handleStop;
  131531. }
  131532. }
  131533. declare module BABYLON {
  131534. /**
  131535. * Class containing a set of static utilities functions for screenshots
  131536. */
  131537. export class ScreenshotTools {
  131538. /**
  131539. * Captures a screenshot of the current rendering
  131540. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  131541. * @param engine defines the rendering engine
  131542. * @param camera defines the source camera
  131543. * @param size This parameter can be set to a single number or to an object with the
  131544. * following (optional) properties: precision, width, height. If a single number is passed,
  131545. * it will be used for both width and height. If an object is passed, the screenshot size
  131546. * will be derived from the parameters. The precision property is a multiplier allowing
  131547. * rendering at a higher or lower resolution
  131548. * @param successCallback defines the callback receives a single parameter which contains the
  131549. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  131550. * src parameter of an <img> to display it
  131551. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  131552. * Check your browser for supported MIME types
  131553. */
  131554. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  131555. /**
  131556. * Captures a screenshot of the current rendering
  131557. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  131558. * @param engine defines the rendering engine
  131559. * @param camera defines the source camera
  131560. * @param size This parameter can be set to a single number or to an object with the
  131561. * following (optional) properties: precision, width, height. If a single number is passed,
  131562. * it will be used for both width and height. If an object is passed, the screenshot size
  131563. * will be derived from the parameters. The precision property is a multiplier allowing
  131564. * rendering at a higher or lower resolution
  131565. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  131566. * Check your browser for supported MIME types
  131567. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  131568. * to the src parameter of an <img> to display it
  131569. */
  131570. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  131571. /**
  131572. * Generates an image screenshot from the specified camera.
  131573. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  131574. * @param engine The engine to use for rendering
  131575. * @param camera The camera to use for rendering
  131576. * @param size This parameter can be set to a single number or to an object with the
  131577. * following (optional) properties: precision, width, height. If a single number is passed,
  131578. * it will be used for both width and height. If an object is passed, the screenshot size
  131579. * will be derived from the parameters. The precision property is a multiplier allowing
  131580. * rendering at a higher or lower resolution
  131581. * @param successCallback The callback receives a single parameter which contains the
  131582. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  131583. * src parameter of an <img> to display it
  131584. * @param mimeType The MIME type of the screenshot image (default: image/png).
  131585. * Check your browser for supported MIME types
  131586. * @param samples Texture samples (default: 1)
  131587. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  131588. * @param fileName A name for for the downloaded file.
  131589. */
  131590. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  131591. /**
  131592. * Generates an image screenshot from the specified camera.
  131593. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  131594. * @param engine The engine to use for rendering
  131595. * @param camera The camera to use for rendering
  131596. * @param size This parameter can be set to a single number or to an object with the
  131597. * following (optional) properties: precision, width, height. If a single number is passed,
  131598. * it will be used for both width and height. If an object is passed, the screenshot size
  131599. * will be derived from the parameters. The precision property is a multiplier allowing
  131600. * rendering at a higher or lower resolution
  131601. * @param mimeType The MIME type of the screenshot image (default: image/png).
  131602. * Check your browser for supported MIME types
  131603. * @param samples Texture samples (default: 1)
  131604. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  131605. * @param fileName A name for for the downloaded file.
  131606. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  131607. * to the src parameter of an <img> to display it
  131608. */
  131609. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  131610. /**
  131611. * Gets height and width for screenshot size
  131612. * @private
  131613. */
  131614. private static _getScreenshotSize;
  131615. }
  131616. }
  131617. declare module BABYLON {
  131618. /**
  131619. * Interface for a data buffer
  131620. */
  131621. export interface IDataBuffer {
  131622. /**
  131623. * Reads bytes from the data buffer.
  131624. * @param byteOffset The byte offset to read
  131625. * @param byteLength The byte length to read
  131626. * @returns A promise that resolves when the bytes are read
  131627. */
  131628. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  131629. /**
  131630. * The byte length of the buffer.
  131631. */
  131632. readonly byteLength: number;
  131633. }
  131634. /**
  131635. * Utility class for reading from a data buffer
  131636. */
  131637. export class DataReader {
  131638. /**
  131639. * The data buffer associated with this data reader.
  131640. */
  131641. readonly buffer: IDataBuffer;
  131642. /**
  131643. * The current byte offset from the beginning of the data buffer.
  131644. */
  131645. byteOffset: number;
  131646. private _dataView;
  131647. private _dataByteOffset;
  131648. /**
  131649. * Constructor
  131650. * @param buffer The buffer to read
  131651. */
  131652. constructor(buffer: IDataBuffer);
  131653. /**
  131654. * Loads the given byte length.
  131655. * @param byteLength The byte length to load
  131656. * @returns A promise that resolves when the load is complete
  131657. */
  131658. loadAsync(byteLength: number): Promise<void>;
  131659. /**
  131660. * Read a unsigned 32-bit integer from the currently loaded data range.
  131661. * @returns The 32-bit integer read
  131662. */
  131663. readUint32(): number;
  131664. /**
  131665. * Read a byte array from the currently loaded data range.
  131666. * @param byteLength The byte length to read
  131667. * @returns The byte array read
  131668. */
  131669. readUint8Array(byteLength: number): Uint8Array;
  131670. /**
  131671. * Read a string from the currently loaded data range.
  131672. * @param byteLength The byte length to read
  131673. * @returns The string read
  131674. */
  131675. readString(byteLength: number): string;
  131676. /**
  131677. * Skips the given byte length the currently loaded data range.
  131678. * @param byteLength The byte length to skip
  131679. */
  131680. skipBytes(byteLength: number): void;
  131681. }
  131682. }
  131683. declare module BABYLON {
  131684. /**
  131685. * A cursor which tracks a point on a path
  131686. */
  131687. export class PathCursor {
  131688. private path;
  131689. /**
  131690. * Stores path cursor callbacks for when an onchange event is triggered
  131691. */
  131692. private _onchange;
  131693. /**
  131694. * The value of the path cursor
  131695. */
  131696. value: number;
  131697. /**
  131698. * The animation array of the path cursor
  131699. */
  131700. animations: Animation[];
  131701. /**
  131702. * Initializes the path cursor
  131703. * @param path The path to track
  131704. */
  131705. constructor(path: Path2);
  131706. /**
  131707. * Gets the cursor point on the path
  131708. * @returns A point on the path cursor at the cursor location
  131709. */
  131710. getPoint(): Vector3;
  131711. /**
  131712. * Moves the cursor ahead by the step amount
  131713. * @param step The amount to move the cursor forward
  131714. * @returns This path cursor
  131715. */
  131716. moveAhead(step?: number): PathCursor;
  131717. /**
  131718. * Moves the cursor behind by the step amount
  131719. * @param step The amount to move the cursor back
  131720. * @returns This path cursor
  131721. */
  131722. moveBack(step?: number): PathCursor;
  131723. /**
  131724. * Moves the cursor by the step amount
  131725. * If the step amount is greater than one, an exception is thrown
  131726. * @param step The amount to move the cursor
  131727. * @returns This path cursor
  131728. */
  131729. move(step: number): PathCursor;
  131730. /**
  131731. * Ensures that the value is limited between zero and one
  131732. * @returns This path cursor
  131733. */
  131734. private ensureLimits;
  131735. /**
  131736. * Runs onchange callbacks on change (used by the animation engine)
  131737. * @returns This path cursor
  131738. */
  131739. private raiseOnChange;
  131740. /**
  131741. * Executes a function on change
  131742. * @param f A path cursor onchange callback
  131743. * @returns This path cursor
  131744. */
  131745. onchange(f: (cursor: PathCursor) => void): PathCursor;
  131746. }
  131747. }
  131748. declare module BABYLON {
  131749. /** @hidden */
  131750. export var blurPixelShader: {
  131751. name: string;
  131752. shader: string;
  131753. };
  131754. }
  131755. declare module BABYLON {
  131756. /** @hidden */
  131757. export var pointCloudVertexDeclaration: {
  131758. name: string;
  131759. shader: string;
  131760. };
  131761. }
  131762. // Mixins
  131763. interface Window {
  131764. mozIndexedDB: IDBFactory;
  131765. webkitIndexedDB: IDBFactory;
  131766. msIndexedDB: IDBFactory;
  131767. webkitURL: typeof URL;
  131768. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  131769. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  131770. WebGLRenderingContext: WebGLRenderingContext;
  131771. MSGesture: MSGesture;
  131772. CANNON: any;
  131773. AudioContext: AudioContext;
  131774. webkitAudioContext: AudioContext;
  131775. PointerEvent: any;
  131776. Math: Math;
  131777. Uint8Array: Uint8ArrayConstructor;
  131778. Float32Array: Float32ArrayConstructor;
  131779. mozURL: typeof URL;
  131780. msURL: typeof URL;
  131781. VRFrameData: any; // WebVR, from specs 1.1
  131782. DracoDecoderModule: any;
  131783. setImmediate(handler: (...args: any[]) => void): number;
  131784. }
  131785. interface HTMLCanvasElement {
  131786. requestPointerLock(): void;
  131787. msRequestPointerLock?(): void;
  131788. mozRequestPointerLock?(): void;
  131789. webkitRequestPointerLock?(): void;
  131790. /** Track wether a record is in progress */
  131791. isRecording: boolean;
  131792. /** Capture Stream method defined by some browsers */
  131793. captureStream(fps?: number): MediaStream;
  131794. }
  131795. interface CanvasRenderingContext2D {
  131796. msImageSmoothingEnabled: boolean;
  131797. }
  131798. interface MouseEvent {
  131799. mozMovementX: number;
  131800. mozMovementY: number;
  131801. webkitMovementX: number;
  131802. webkitMovementY: number;
  131803. msMovementX: number;
  131804. msMovementY: number;
  131805. }
  131806. interface Navigator {
  131807. mozGetVRDevices: (any: any) => any;
  131808. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  131809. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  131810. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  131811. webkitGetGamepads(): Gamepad[];
  131812. msGetGamepads(): Gamepad[];
  131813. webkitGamepads(): Gamepad[];
  131814. }
  131815. interface HTMLVideoElement {
  131816. mozSrcObject: any;
  131817. }
  131818. interface Math {
  131819. fround(x: number): number;
  131820. imul(a: number, b: number): number;
  131821. }
  131822. interface WebGLRenderingContext {
  131823. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  131824. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  131825. vertexAttribDivisor(index: number, divisor: number): void;
  131826. createVertexArray(): any;
  131827. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  131828. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  131829. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  131830. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  131831. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  131832. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  131833. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  131834. // Queries
  131835. createQuery(): WebGLQuery;
  131836. deleteQuery(query: WebGLQuery): void;
  131837. beginQuery(target: number, query: WebGLQuery): void;
  131838. endQuery(target: number): void;
  131839. getQueryParameter(query: WebGLQuery, pname: number): any;
  131840. getQuery(target: number, pname: number): any;
  131841. MAX_SAMPLES: number;
  131842. RGBA8: number;
  131843. READ_FRAMEBUFFER: number;
  131844. DRAW_FRAMEBUFFER: number;
  131845. UNIFORM_BUFFER: number;
  131846. HALF_FLOAT_OES: number;
  131847. RGBA16F: number;
  131848. RGBA32F: number;
  131849. R32F: number;
  131850. RG32F: number;
  131851. RGB32F: number;
  131852. R16F: number;
  131853. RG16F: number;
  131854. RGB16F: number;
  131855. RED: number;
  131856. RG: number;
  131857. R8: number;
  131858. RG8: number;
  131859. UNSIGNED_INT_24_8: number;
  131860. DEPTH24_STENCIL8: number;
  131861. MIN: number;
  131862. MAX: number;
  131863. /* Multiple Render Targets */
  131864. drawBuffers(buffers: number[]): void;
  131865. readBuffer(src: number): void;
  131866. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  131867. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  131868. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  131869. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  131870. // Occlusion Query
  131871. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  131872. ANY_SAMPLES_PASSED: number;
  131873. QUERY_RESULT_AVAILABLE: number;
  131874. QUERY_RESULT: number;
  131875. }
  131876. interface WebGLProgram {
  131877. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  131878. }
  131879. interface EXT_disjoint_timer_query {
  131880. QUERY_COUNTER_BITS_EXT: number;
  131881. TIME_ELAPSED_EXT: number;
  131882. TIMESTAMP_EXT: number;
  131883. GPU_DISJOINT_EXT: number;
  131884. QUERY_RESULT_EXT: number;
  131885. QUERY_RESULT_AVAILABLE_EXT: number;
  131886. queryCounterEXT(query: WebGLQuery, target: number): void;
  131887. createQueryEXT(): WebGLQuery;
  131888. beginQueryEXT(target: number, query: WebGLQuery): void;
  131889. endQueryEXT(target: number): void;
  131890. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  131891. deleteQueryEXT(query: WebGLQuery): void;
  131892. }
  131893. interface WebGLUniformLocation {
  131894. _currentState: any;
  131895. }
  131896. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  131897. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  131898. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  131899. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  131900. interface WebGLRenderingContext {
  131901. readonly RASTERIZER_DISCARD: number;
  131902. readonly DEPTH_COMPONENT24: number;
  131903. readonly TEXTURE_3D: number;
  131904. readonly TEXTURE_2D_ARRAY: number;
  131905. readonly TEXTURE_COMPARE_FUNC: number;
  131906. readonly TEXTURE_COMPARE_MODE: number;
  131907. readonly COMPARE_REF_TO_TEXTURE: number;
  131908. readonly TEXTURE_WRAP_R: number;
  131909. readonly HALF_FLOAT: number;
  131910. readonly RGB8: number;
  131911. readonly RED_INTEGER: number;
  131912. readonly RG_INTEGER: number;
  131913. readonly RGB_INTEGER: number;
  131914. readonly RGBA_INTEGER: number;
  131915. readonly R8_SNORM: number;
  131916. readonly RG8_SNORM: number;
  131917. readonly RGB8_SNORM: number;
  131918. readonly RGBA8_SNORM: number;
  131919. readonly R8I: number;
  131920. readonly RG8I: number;
  131921. readonly RGB8I: number;
  131922. readonly RGBA8I: number;
  131923. readonly R8UI: number;
  131924. readonly RG8UI: number;
  131925. readonly RGB8UI: number;
  131926. readonly RGBA8UI: number;
  131927. readonly R16I: number;
  131928. readonly RG16I: number;
  131929. readonly RGB16I: number;
  131930. readonly RGBA16I: number;
  131931. readonly R16UI: number;
  131932. readonly RG16UI: number;
  131933. readonly RGB16UI: number;
  131934. readonly RGBA16UI: number;
  131935. readonly R32I: number;
  131936. readonly RG32I: number;
  131937. readonly RGB32I: number;
  131938. readonly RGBA32I: number;
  131939. readonly R32UI: number;
  131940. readonly RG32UI: number;
  131941. readonly RGB32UI: number;
  131942. readonly RGBA32UI: number;
  131943. readonly RGB10_A2UI: number;
  131944. readonly R11F_G11F_B10F: number;
  131945. readonly RGB9_E5: number;
  131946. readonly RGB10_A2: number;
  131947. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  131948. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  131949. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  131950. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  131951. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  131952. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  131953. 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;
  131954. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  131955. readonly TRANSFORM_FEEDBACK: number;
  131956. readonly INTERLEAVED_ATTRIBS: number;
  131957. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  131958. createTransformFeedback(): WebGLTransformFeedback;
  131959. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  131960. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  131961. beginTransformFeedback(primitiveMode: number): void;
  131962. endTransformFeedback(): void;
  131963. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  131964. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  131965. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  131966. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  131967. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  131968. }
  131969. interface ImageBitmap {
  131970. readonly width: number;
  131971. readonly height: number;
  131972. close(): void;
  131973. }
  131974. interface WebGLQuery extends WebGLObject {
  131975. }
  131976. declare var WebGLQuery: {
  131977. prototype: WebGLQuery;
  131978. new(): WebGLQuery;
  131979. };
  131980. interface WebGLSampler extends WebGLObject {
  131981. }
  131982. declare var WebGLSampler: {
  131983. prototype: WebGLSampler;
  131984. new(): WebGLSampler;
  131985. };
  131986. interface WebGLSync extends WebGLObject {
  131987. }
  131988. declare var WebGLSync: {
  131989. prototype: WebGLSync;
  131990. new(): WebGLSync;
  131991. };
  131992. interface WebGLTransformFeedback extends WebGLObject {
  131993. }
  131994. declare var WebGLTransformFeedback: {
  131995. prototype: WebGLTransformFeedback;
  131996. new(): WebGLTransformFeedback;
  131997. };
  131998. interface WebGLVertexArrayObject extends WebGLObject {
  131999. }
  132000. declare var WebGLVertexArrayObject: {
  132001. prototype: WebGLVertexArrayObject;
  132002. new(): WebGLVertexArrayObject;
  132003. };
  132004. // Type definitions for WebVR API
  132005. // Project: https://w3c.github.io/webvr/
  132006. // Definitions by: six a <https://github.com/lostfictions>
  132007. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  132008. interface VRDisplay extends EventTarget {
  132009. /**
  132010. * Dictionary of capabilities describing the VRDisplay.
  132011. */
  132012. readonly capabilities: VRDisplayCapabilities;
  132013. /**
  132014. * z-depth defining the far plane of the eye view frustum
  132015. * enables mapping of values in the render target depth
  132016. * attachment to scene coordinates. Initially set to 10000.0.
  132017. */
  132018. depthFar: number;
  132019. /**
  132020. * z-depth defining the near plane of the eye view frustum
  132021. * enables mapping of values in the render target depth
  132022. * attachment to scene coordinates. Initially set to 0.01.
  132023. */
  132024. depthNear: number;
  132025. /**
  132026. * An identifier for this distinct VRDisplay. Used as an
  132027. * association point in the Gamepad API.
  132028. */
  132029. readonly displayId: number;
  132030. /**
  132031. * A display name, a user-readable name identifying it.
  132032. */
  132033. readonly displayName: string;
  132034. readonly isConnected: boolean;
  132035. readonly isPresenting: boolean;
  132036. /**
  132037. * If this VRDisplay supports room-scale experiences, the optional
  132038. * stage attribute contains details on the room-scale parameters.
  132039. */
  132040. readonly stageParameters: VRStageParameters | null;
  132041. /**
  132042. * Passing the value returned by `requestAnimationFrame` to
  132043. * `cancelAnimationFrame` will unregister the callback.
  132044. * @param handle Define the hanle of the request to cancel
  132045. */
  132046. cancelAnimationFrame(handle: number): void;
  132047. /**
  132048. * Stops presenting to the VRDisplay.
  132049. * @returns a promise to know when it stopped
  132050. */
  132051. exitPresent(): Promise<void>;
  132052. /**
  132053. * Return the current VREyeParameters for the given eye.
  132054. * @param whichEye Define the eye we want the parameter for
  132055. * @returns the eye parameters
  132056. */
  132057. getEyeParameters(whichEye: string): VREyeParameters;
  132058. /**
  132059. * Populates the passed VRFrameData with the information required to render
  132060. * the current frame.
  132061. * @param frameData Define the data structure to populate
  132062. * @returns true if ok otherwise false
  132063. */
  132064. getFrameData(frameData: VRFrameData): boolean;
  132065. /**
  132066. * Get the layers currently being presented.
  132067. * @returns the list of VR layers
  132068. */
  132069. getLayers(): VRLayer[];
  132070. /**
  132071. * Return a VRPose containing the future predicted pose of the VRDisplay
  132072. * when the current frame will be presented. The value returned will not
  132073. * change until JavaScript has returned control to the browser.
  132074. *
  132075. * The VRPose will contain the position, orientation, velocity,
  132076. * and acceleration of each of these properties.
  132077. * @returns the pose object
  132078. */
  132079. getPose(): VRPose;
  132080. /**
  132081. * Return the current instantaneous pose of the VRDisplay, with no
  132082. * prediction applied.
  132083. * @returns the current instantaneous pose
  132084. */
  132085. getImmediatePose(): VRPose;
  132086. /**
  132087. * The callback passed to `requestAnimationFrame` will be called
  132088. * any time a new frame should be rendered. When the VRDisplay is
  132089. * presenting the callback will be called at the native refresh
  132090. * rate of the HMD. When not presenting this function acts
  132091. * identically to how window.requestAnimationFrame acts. Content should
  132092. * make no assumptions of frame rate or vsync behavior as the HMD runs
  132093. * asynchronously from other displays and at differing refresh rates.
  132094. * @param callback Define the eaction to run next frame
  132095. * @returns the request handle it
  132096. */
  132097. requestAnimationFrame(callback: FrameRequestCallback): number;
  132098. /**
  132099. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  132100. * Repeat calls while already presenting will update the VRLayers being displayed.
  132101. * @param layers Define the list of layer to present
  132102. * @returns a promise to know when the request has been fulfilled
  132103. */
  132104. requestPresent(layers: VRLayer[]): Promise<void>;
  132105. /**
  132106. * Reset the pose for this display, treating its current position and
  132107. * orientation as the "origin/zero" values. VRPose.position,
  132108. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  132109. * updated when calling resetPose(). This should be called in only
  132110. * sitting-space experiences.
  132111. */
  132112. resetPose(): void;
  132113. /**
  132114. * The VRLayer provided to the VRDisplay will be captured and presented
  132115. * in the HMD. Calling this function has the same effect on the source
  132116. * canvas as any other operation that uses its source image, and canvases
  132117. * created without preserveDrawingBuffer set to true will be cleared.
  132118. * @param pose Define the pose to submit
  132119. */
  132120. submitFrame(pose?: VRPose): void;
  132121. }
  132122. declare var VRDisplay: {
  132123. prototype: VRDisplay;
  132124. new(): VRDisplay;
  132125. };
  132126. interface VRLayer {
  132127. leftBounds?: number[] | Float32Array | null;
  132128. rightBounds?: number[] | Float32Array | null;
  132129. source?: HTMLCanvasElement | null;
  132130. }
  132131. interface VRDisplayCapabilities {
  132132. readonly canPresent: boolean;
  132133. readonly hasExternalDisplay: boolean;
  132134. readonly hasOrientation: boolean;
  132135. readonly hasPosition: boolean;
  132136. readonly maxLayers: number;
  132137. }
  132138. interface VREyeParameters {
  132139. /** @deprecated */
  132140. readonly fieldOfView: VRFieldOfView;
  132141. readonly offset: Float32Array;
  132142. readonly renderHeight: number;
  132143. readonly renderWidth: number;
  132144. }
  132145. interface VRFieldOfView {
  132146. readonly downDegrees: number;
  132147. readonly leftDegrees: number;
  132148. readonly rightDegrees: number;
  132149. readonly upDegrees: number;
  132150. }
  132151. interface VRFrameData {
  132152. readonly leftProjectionMatrix: Float32Array;
  132153. readonly leftViewMatrix: Float32Array;
  132154. readonly pose: VRPose;
  132155. readonly rightProjectionMatrix: Float32Array;
  132156. readonly rightViewMatrix: Float32Array;
  132157. readonly timestamp: number;
  132158. }
  132159. interface VRPose {
  132160. readonly angularAcceleration: Float32Array | null;
  132161. readonly angularVelocity: Float32Array | null;
  132162. readonly linearAcceleration: Float32Array | null;
  132163. readonly linearVelocity: Float32Array | null;
  132164. readonly orientation: Float32Array | null;
  132165. readonly position: Float32Array | null;
  132166. readonly timestamp: number;
  132167. }
  132168. interface VRStageParameters {
  132169. sittingToStandingTransform?: Float32Array;
  132170. sizeX?: number;
  132171. sizeY?: number;
  132172. }
  132173. interface Navigator {
  132174. getVRDisplays(): Promise<VRDisplay[]>;
  132175. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  132176. }
  132177. interface Window {
  132178. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  132179. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  132180. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  132181. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  132182. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  132183. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  132184. }
  132185. interface Gamepad {
  132186. readonly displayId: number;
  132187. }
  132188. type XRSessionMode =
  132189. | "inline"
  132190. | "immersive-vr"
  132191. | "immersive-ar";
  132192. type XRReferenceSpaceType =
  132193. | "viewer"
  132194. | "local"
  132195. | "local-floor"
  132196. | "bounded-floor"
  132197. | "unbounded";
  132198. type XREnvironmentBlendMode =
  132199. | "opaque"
  132200. | "additive"
  132201. | "alpha-blend";
  132202. type XRVisibilityState =
  132203. | "visible"
  132204. | "visible-blurred"
  132205. | "hidden";
  132206. type XRHandedness =
  132207. | "none"
  132208. | "left"
  132209. | "right";
  132210. type XRTargetRayMode =
  132211. | "gaze"
  132212. | "tracked-pointer"
  132213. | "screen";
  132214. type XREye =
  132215. | "none"
  132216. | "left"
  132217. | "right";
  132218. interface XRSpace extends EventTarget {
  132219. }
  132220. interface XRRenderState {
  132221. depthNear?: number;
  132222. depthFar?: number;
  132223. inlineVerticalFieldOfView?: number;
  132224. baseLayer?: XRWebGLLayer;
  132225. }
  132226. interface XRInputSource {
  132227. handedness: XRHandedness;
  132228. targetRayMode: XRTargetRayMode;
  132229. targetRaySpace: XRSpace;
  132230. gripSpace: XRSpace | undefined;
  132231. gamepad: Gamepad | undefined;
  132232. profiles: Array<string>;
  132233. }
  132234. interface XRSession {
  132235. addEventListener: Function;
  132236. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  132237. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  132238. requestAnimationFrame: Function;
  132239. end(): Promise<void>;
  132240. renderState: XRRenderState;
  132241. inputSources: Array<XRInputSource>;
  132242. }
  132243. interface XRReferenceSpace extends XRSpace {
  132244. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  132245. onreset: any;
  132246. }
  132247. interface XRFrame {
  132248. session: XRSession;
  132249. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  132250. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  132251. }
  132252. interface XRViewerPose extends XRPose {
  132253. views: Array<XRView>;
  132254. }
  132255. interface XRPose {
  132256. transform: XRRigidTransform;
  132257. emulatedPosition: boolean;
  132258. }
  132259. declare var XRWebGLLayer: {
  132260. prototype: XRWebGLLayer;
  132261. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  132262. };
  132263. interface XRWebGLLayer {
  132264. framebuffer: WebGLFramebuffer;
  132265. framebufferWidth: number;
  132266. framebufferHeight: number;
  132267. getViewport: Function;
  132268. }
  132269. interface XRRigidTransform {
  132270. position: DOMPointReadOnly;
  132271. orientation: DOMPointReadOnly;
  132272. matrix: Float32Array;
  132273. inverse: XRRigidTransform;
  132274. }
  132275. interface XRView {
  132276. eye: XREye;
  132277. projectionMatrix: Float32Array;
  132278. transform: XRRigidTransform;
  132279. }
  132280. interface XRInputSourceChangeEvent {
  132281. session: XRSession;
  132282. removed: Array<XRInputSource>;
  132283. added: Array<XRInputSource>;
  132284. }